Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
- always make the top level object randomaccess when opening a JSON file for reading. Some things won't work right if this is opened for sequential access.
The 'unix' identifier isn't defined when '-std' is passed to the compiler (tested with gcc and clang), so use '__unix__' which is well enough documented.
- When loading a game from the menu, do not hide the fullscreen console until we know we can
load the save. Otherwise, the gamestate goes invalid if the save is no good.
SVN r3187 (trunk)
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.
SVN r3039 (trunk)
- fixed: Savegames that were saved without picture did not display the 'No picture' message because the empty PNG container was still recognized as image.
SVN r2847 (trunk)