#if 0 out the "normal" implementation, so that it doesn't hurt. When it
becomes possible to have the private Array methods separate, remove them
from the main file and remove the #if 0 block from Array+Private.r.
This fixes Deek's temp notice. No new notices have shown up, so this should
be the correct fix. The constant folding code no longer calls cast_expr
directly, but rather uses an internal wrapper that decrements users after
cast_expr increments it, resulting in a no-op.
This version is a bit more useful, and we should be able to get rid of the
Stack class. Also, the Ruamoko parts of the autorelease system should be
almost ready now.
Clean out libtool links from m4/.
Remove redundant dependency on automake1.8.
Add dependencies for libjack-dev and libwildmidi-dev.
More work needs to be done on package contents, but things do build.
Move the texture coordinates in 1/4 of a pixel. To avoid unnecessary
calculations, pre-caclulate the character cell texture coordinates and
blast them into the the texture coordinate array.
r_skyname now acts as the default sky to use when no sky name is specified
by other means ("none" is still no sky). 'loadsky foo' will load the
"foo*" sky textures, 'loadsky none' gives the default sky, and 'loadsky
""' causes uses r_skyname.
nq's SV_CheckVelocity will be a little different (spherical rather than
cubical), but sv_maxvelocity defaults high enough for it to not matter to
most players. It might even improve play.
The remaining differences need some careful thought before the physics
merge is done.
This allows the pvs to be used on an antity no matter how many leafs the
entity is touching. Seems to work nicely, but it will leak memory every
time a map is loaded.
MOD_TraceLine now behaves the same as id's SV_RecursiveHullCheck (from
WinQuake). This means that even if the trace would escape from solid space
into non-solid space, the trace is treated as allsolid if it crosses from
one solid space to another before hitting the empty space.
trace-id.c is used only for establishing the behaviour of id's code.
This reverts commit 10232acdfe.
The problem was really in the trace code, but it got fixed by "accident"
when I had similar problems in hipnotic a couple of years later. Now to
figure out just what the trace could really should be doing.
I've been experiencing funny trace issues while playing Soul of Evil. While
I think the boxclip dregs shouldn't be causing problems, it's probably best
to clean them out properly before trying to fix anything.