- Enhance the "lemon" executable so that it ignores -f, -W, -O, and -I command-line options. This permits most of the same options that are passed to the compiler to also be harmlessly passed to lemon, and thus simplifies makefiles. (user: drh)
- Modify the %nonassoc directive in lemon so that it generates a run-time error rather than a parsing conflict. This changes is due to a bug report on the mailing list. SQLite does not use the %nonassoc directive in its grammar so this change does not affect SQLite. (user: drh)
- In LEMON, limit the size of the grammar file to 100MB. This ensures that the program will never experience integer overflow. To be doubly sure, use calloc() instead of malloc() when allocating arrays. (user: drh)
- Improvements to the formatting of parse.out file from Lemon. Add the -r option to Lemon to disable the state sorting, making debugging easier. (user: drh)
- Enhancements to lemon to generate more compact action tables and to avoid making array bounds tests that can never fail on action table calculations. (user: drh)
- Update zcc-parse.lemon: YY_SZ_ACTTAB is now YY_ACTTAB_COUNT
- Adjust the lemon implementation so that it always computes the same PDA regardless of qsort() implementation on the host platform. In other words, make all sorts in lemon stable. (user: drh)
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code.
Most is still using wrapper functions around the fixed point versions.
I can't believe I missed this for more than 10 years, considering that A_CustomMissile explicitly implements this case:
It makes a crucial difference whether P_SpawnMissileZ is used or the actual z-position is temporarily changed.
Reverted this function to the position changing method of the original.
- for quakes, making a distinction between circular and elliptic thrust is pointless, so the checks were removed and both paths consolidated. The elliptic code will do exactly the same for circles and there isn't even a performance difference.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
- Don't bother keeping track of uncompiled nodes in a special table. Use
the regular symbol table instead. This should in the future make
compiling nodes referenced deeper than (and before) their definitions
fairly straightforward.
- Also, break up the compiler's Message() function into Warn() and Error()
and get rid of zcc_errors.h. I can't really see having a set of error
numbers being useful.
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
Menu graphics appeared in starting frame with hardware renderer only
Software renderer was not affected as it reads pixels from front buffer instead of back buffer like OpenGL counterpart did
See http://forum.drdteam.org/viewtopic.php?t=6857