December 2018
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Move the debug_break() call in the default case of VM_Execute() to after the call to VM_ScriptInfo().
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Fix error building the transpal utility
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After some refactoring, several CON error checks done at runtime stood out as things that could be determined at script compile time. They have been moved.
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Attempting to compile a CON with something stupid like "mul var 0" or "div var 0" in it now throws an error
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cmenu console command now opens the menu if it isn't already open
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Comment out actor and player versions of gamevar manipulation opcodes as they aren't performant with our current switch-based method of processing instructions. This also tweaks the beginning of VM_Execute() to gain a little more performance.
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WIP work on fixing CON_DIVVAR/CON_MULVAR optimization
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Implement individual opcodes for all the gamevar if checks and the functions that do math on vars
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Global var opcodes for common conditional statements. Decent performance gain!
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Change goofy check for g_errorCnt and g_warningCnt in gamedef
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Use separate instructions in the bytecode for manipulating global variables versus more complex variable types. The optimization that transforms CON_DIVVAR and CON_MULVAR into CON_SHIFTVARR and CON_SHIFTVARL plus CON_INV has been disabled for now until I can debug a problem with it.
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Replace pointer with reference in VM_Execute()
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CON cleanup/tweaks. This improves the game update time by about 5% in some of my test scenarios.
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Use reference to clean up CON_QSPRINTF
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CON cleanups
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Fix setvar console command, and add a line of output so you know it did something
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This just shuffles some things around and these aren't (or shouldn't be) functional changes.
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Set AllowShortCaseLabelsOnASingleLine to false and AlignAfterOpenBracket to Align in _clang-format
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Initialize rottile values to -1 with a loop like this instead, because doing it the C++ way increases the binary size by like 120KB
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This is a cool CON compiler optimization that replaces all of the "varvar" commands and conditional checks in the compiled code with the "var" version if the value supplied to the function is a constant
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I'm pretty sure this is a bug
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Move CON_STARTTRACK in gamedef.cpp so it isn't in between the related CON_IFXXX stuff nearby
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Include build.h from player.h to satisfy the need for MAXPLAYERS and compat.h stuff that build.h pulls in
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Bump MAXANGVEL and MAXHORIZ
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Use LINE_NUMBER macro in gamedef.cpp
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More minor CON parser cleanup. This commit is not incredibly meaningful.
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This fixes a small oversight with r7238
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Add bounds check to C_GetNextLabelName(). This isn't really necessary because the extra writes to the label buffer are immediately overwritten by the next label found, but I could see it causing a crash in an edge case where somehow the maximum number of labels had been defined.
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Convert *(g_scriptPtr-x) syntax in gamedef.cpp to g_scriptPtr[-x], as it should ultimately be more readable and less prone to programming errors.
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This was worth a couple fps in classic mode for me with particularly heavy CON scripts
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Remove unnecessary spriteNum argument from P_Submerge() and P_Emerge()
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- Packet code implementation (merge from private c/s repo), world updates are now synced through snapshots. See tag SVN_SyncPoint_Dec2018 on master of the other repo.
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- "Scratch pad" sprites implementation, to avoid desyncs in sprite indexes, clients will insert temporary sprites which are cleared out when they receive the next snapshot from the server. - Patches from Striker which fix player stomping frag counts, the accept button when hosting a game through the menu, and a "noffire" command line parameter. - Patches from NY00123: t_data sync optimizations to improve some jittery behavior on the client side.
November 2018
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macOS build fix
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Fix oversight with wall texture rotation on tile 0
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Fix issue with a couple symbols from cmdline.h sometimes picking up different linkage due to accidental double definition in game.h
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CON syntax extension: the empty "[]" shortcut for accessing a struct at index THISACTOR can now be omitted.
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This allows cleaner syntax such as "geta .x temp", "ife sprite.x temp", etc.
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Add unsigned access to actor .htmovflag through actor .htumovflag
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Misc CON fixups
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Further clean up C_SetScriptSize(). This also fixes a bug in the function where when expanding the buffer size, most of the extra space was left uninitialized due to bad parameters passed to memset().
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Clean up A_InsertSprite() and the beginning of A_Spawn()
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Shuffle things around so most of the script structure access stuff actually resides in gamestructures.cpp
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Minor CON compiler cleanup
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This should improve the reliability of CON_SWITCH, and maybe allow nesting them to work.
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Small cleanup in gameexec
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This is a little bit more readable
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Fix Gv_GetArrayOrStruct() error message
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EDUKE32_STANDALONE guard some more Duke3D-specific behavior
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WIP wall texture rotation bit
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Update libcompat-to-msvc.a for 32-bit so we can link against SDL 2.0.9
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Compile without -fno-strict-aliasing.