dhewm3/neo
Daniel Gibson b756276b54 ID_MAYBE_INLINE for not-forced inlining
On Windows, ID_INLINE does __forceinline, which is bad if the function
calls alloca() and is called in a loop..
So use just __inline there so the compiler can choose not to inline
(if called in a loop).
This didn't cause actual stack overflows as far as I know, but it could
(and MSVC warns about it).
2020-01-11 16:15:34 +01:00
..
cm Disable Assertions in Release builds 2018-11-11 23:21:23 +01:00
d3xp Revert changes for Demo to d3xp/ - Demo only needs game/ code 2019-01-07 15:06:59 +01:00
framework Recreate s_scantokey_* tables in win_input.cpp to fix MinGW build 2019-06-17 03:50:07 +02:00
game Modify check for Demo version to not break Game DLL ABI 2019-01-07 15:06:59 +01:00
idlib ID_MAYBE_INLINE for not-forced inlining 2020-01-11 16:15:34 +01:00
MayaImport s/LittleLong/LittleInt/ to match the return type 2012-06-28 13:02:47 +02:00
renderer Assertions in _alloca() and _alloca16() for too big stack allocations 2020-01-11 16:14:43 +01:00
sound Fix entering the menu or saving the game stopping some sounds. 2018-08-19 16:58:44 +02:00
sys ID_MAYBE_INLINE for not-forced inlining 2020-01-11 16:15:34 +01:00
tools Fix ParticleEditor's Materialpicker screwing up ViewPort 2019-03-10 05:23:06 +01:00
TypeInfo Get rid of Sys_FPU_StackIsEmpty() 2012-07-06 01:06:53 +02:00
ui Additional fix 2019-01-07 15:06:59 +01:00
CMakeLists.txt Fix build with CMake < 3.8 by replacing source_group() with stub 2019-04-08 00:59:31 +02:00
config.h.in Introduce CMAKE_INSTALL_PREFIX relative paths 2012-07-04 02:18:42 +02:00
mmakefile.src # move the AROS specific folder icon and default.cfg mmakefile.src under neo/sys/aros/setup 2017-04-22 16:21:14 +02:00