- 29 Aug, 2020 1 commit
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nukeykt authored
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- 28 Aug, 2020 1 commit
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nukeykt authored
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- 27 Aug, 2020 1 commit
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- 25 Aug, 2020 1 commit
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nukeykt authored
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- 23 Aug, 2020 7 commits
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
The first is something that was missed when the hardcoded World Tour stuff was added, and the second looks like it was just a typo.
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Richard Gobeille authored
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nukeykt authored
Fixes terminx/eduke32!40
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nukeykt authored
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- 17 Aug, 2020 3 commits
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mapster32/build: Make AlignWalls_ not a partially broken, cryptic mess. Correctly aligns textures of any size now.
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engine: Implement tileflags member of picanm, and added support for new flag: TILEFLAGS_TRUENPOT, that allows you to enable true non-power-of-two texture support per-tile. (Fixes classic's buggy tiling and panning behaviour and bypasses the emulation of it in Polymost)
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engine: Enable non-power-of-two wall support in classic renderer. (Doesn't do anything yet without either a new map format, or upcoming TILEFLAGS_TRUENPOT).
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- 15 Aug, 2020 21 commits
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Richard Gobeille authored
I needed to change the weird VS workaround in order for the EDUKE32_STATIC_ASSERT on line 850 to succeed. Things seemed OK when I tested them, but I'd like more information on the suspected compiler bug in question and why this was necessary in the first place.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
Also moves a bunch of VM_ASSERT statements up next to the variables they check. When this macro was first introduced, all of an instruction's operands needed to be read from the bytecode before aborting due to failure. Since this isn't the case anymore, all of the VM_ASSERTs can be moved up.
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Richard Gobeille authored
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Richard Gobeille authored
These are actually fairly commonly used, so I'm not sure why I bothered with having them the other way before.
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Richard Gobeille authored
This is only ever used for refreshing pointers to certain special gamevars and for checking if variables in savegames exist in the currently running script--it doesn't need to print errors to the console.
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Richard Gobeille authored
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Richard Gobeille authored
Duke3d: get rid of separate check for common gamevar types before the switches in getvar__ and setvar__ It wasn't any faster.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
I've heard several times that functions with a single exit point are faster, but profiling showed that removing the intermediate variable and returning directly from the switch wins here.
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Richard Gobeille authored
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Richard Gobeille authored
Also lowers MICROPROFILE_MAX_COUNTERS to 256.
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Richard Gobeille authored
At some point years ago I switched the input_t struct inside the player struct to use dynamic memory allocation for some reason. This changes that back--input_t is only 20 bytes and dynamically allocating it saves at most a couple hundred bytes of memory. Pointless.
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Richard Gobeille authored
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Richard Gobeille authored
Like DukePlayer_t, I do not intend to modify this structure again in a way that breaks backwards compatibility, unless 100% absolutely necessary.
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Richard Gobeille authored
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Richard Gobeille authored
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- 10 Aug, 2020 5 commits
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Evan Ramos authored
Backported from NBlood.
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Evan Ramos authored
Backported from NBlood.
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Evan Ramos authored
Backported from Rednukem.
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Evan Ramos authored
It was caused by the fix for crashing when firing outside the map. Also port said fix to the bunny rockets.
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the list as returned by ALSADrv_MIDI_ListPorts. Opening a device with ALSA_PortID == 0 might technically be successful even if not present.
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