Commit graph

20 commits

Author SHA1 Message Date
spherallic
1470d099e3 Update copyright year & credits 2023-03-31 14:53:31 +02:00
spherallic
14295ac7de 2022 2022-03-03 20:24:46 +01:00
SteelT
695722269b Merge branch 'warnings' into 'master'
Fix some compiler warnings

See merge request STJr/SRB2!1504
2021-05-19 22:54:48 -04:00
James R
35244fa736 Clang: fix -Wimplicit-const-int-float-conversion
Some of these integers exceed the precision of float. In
that case the number is rounded. The rounding shouldn't
matter too much anyway, so just shut the compiler up.
2021-05-08 16:49:23 -07:00
LJ Sonic
d325c7e6d3 The year is 2021 2021-05-07 17:45:56 +02:00
James R
7060083db5 Update copyright year to 2020 2020-02-19 14:08:45 -08:00
Steel Titanium
808d731652 Update copyright statements for changed names 2020-01-06 17:16:27 -05:00
Steel Titanium
d415cd5c6d
Update copyright date on source files 2019-12-06 13:49:42 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Inuyasha
fbce35d27e cast P_Random(Key/Range) PRNG calls to INT64 to preserve old behavior
(it's still technically "undefined" behavior anyway)
2016-05-11 13:54:40 -07:00
Inuyasha
8e753c1886 compilation fix for DEBUGRANDOM 2016-04-27 17:17:35 -07:00
Inuyasha
480f9be51f gotta start compensating for xorshift's needs 2016-03-29 16:27:57 -07:00
Inuyasha
3dc4cfc229 Simplicity is a virute... don't overcomplicate things. 2016-03-29 16:27:56 -07:00
Inuyasha
a3e940fe65 Compensate for insufficient RAND_MAX values. 2016-03-29 16:27:56 -07:00
Inuyasha
ac03ce39c8 *_Random is now *_RandomByte.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.

P_SignedRandom was moved to a macro. Nobody cared.

# Conflicts:
#	src/p_inter.c
2016-03-29 16:27:55 -07:00
Inuyasha
ce2c2de58a P_Random now using a variant of xorshift
This actually passes most diehard tests, as opposed to the old RNG.
It's also similarly fast.

Internally the PRNG generates a fixed point number from [0,1) now,
which makes P_RandomKey and P_RandomRange much easier to
calculate. P_Random is just a simple shift, as well.

Also, the lack of floating point math in P_RandomKey and
P_RandomRange now is probably for the best.
2016-03-29 16:27:25 -07:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00