December 2018
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Re-add something I didn't intend to remove with r7297
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Remove 'none' as an option for the frame limiter in the menu and fix a bug with the slider for the offset
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Re-enable -fno-strict-aliasing because apparently many versions of GCC across many platforms are still producing warning spew without it
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MSVC build fix
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Fix NETCODE_DISABLED builds. We should probably rename Net_GetPackets() to something else, because it does other required things.
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Fix loading screen tile
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Fix issue where the option to enable or disable Polymer wasn't being saved properly
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Fix issue where the player's pistol isn't removed when they spawn on HURTRAIL/FLOORSLIME/FLOORPLASMA
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macOS build fix. DONT_BUILD.
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Revert "engine.cpp/.h: clean up & fix lintersect(). Additionally, add support for finding intersections of collinear line segments."
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This reverts r6886.
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Fix issue with editor not allowing wall and floor aligned sprites to be resized in 2d mode without textured view mode enabled
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This should fix the too many sprites spawned issue in single player
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Expand the list of options available for the framerate limiter, and add a separate option that controls an offset added to the limiter. This should allow the menu to cover all of the important use cases involving G-SYNC, FreeSync, and "Fast Sync".
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Fix net.cpp line endings
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Change audiolib mixing functions to just use a return value instead of setting a global to indicate the new mixing buffer position
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Slight cleanup to MV_GetVorbisCommentLoops(). The biggest change here is swapping calls to atol to our Batol macro, which is actually backed by strtol instead of atol.
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Hendricks and I discussed "auto *" and we've come to the conclusion that it's bad form, so this corrects that.
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Reduce vorbis read block size from 32k to MV_MIXBUFFERSIZE. Despite requiring more calls into libvorbis, this should be faster on slower CPUs in cases where more copies of the same .ogg sound are attempting to be played at once than are allowed, e.g large explosion scenes in Ion Maiden.
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I don't see a reason for these operations to be separated
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Fix function that some sadist formatted with 3 spaces
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This fixes S_CheckSoundPlaying() and makes CON_IFSOUND work correctly in scripts that run during menus. These changes together fix the exchange between Duke and Lani at the end of episode 3 of Duke3D.
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This makes the output from r_showfps 3, cl_showcoords 1, and what is printed after DNDEBUG all happily coexist. The display of g_moveActorsTime and g_moveWorldTime has also been moved from cl_showcoords to r_showfps.
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Fix CON commands leaving useless extra values in the bytecode. They were only valid outside of executable blocks so it was never noticed.
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Fix CON compiler line number accounting problem introduced with the optimization that transforms CON_SETVARVAR -> CON_SETVAR if the second parameter is a constant
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Change A_AddToDeleteQueue() to call A_DeleteSprite() on sprites it removes from the queue directly, as sprites with statnums other than STAT_ACTOR and STAT_MISC are not deleted automatically when their xrepeat is 0. This fixes using CON_INSERTSPRITEQ with sprites of statnums other than STAT_ACTOR and STAT_MISC.
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This is never going to work. When it was first programmed, it was done under the assumption that dividing an integer by a power of 2 was always the same as shifting it. It turns out that this isn't the case and I'm a dumbass. :D
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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