- ANIMATED contained definitions for Doom, Heretic, and Strife, all
crammed into a single file. This meant that animations from one game
could erroneously make their way into maps for another game that
provided custom textures with names that matched textures that animated
in the other game. There are now three separate ANIMATED lumps with only
the animations defined for the original game and no others. The one
that gets loaded depends on the game being played.
- Added documentation for the ANIMATED file format to the comment for
FTextureManager::InitAnimated(), since I had to figure it out from the
code.
- Setting an actor's Crash state has the potential to destroy the actor if
the Crash state has one or more 0-tic states that end with Stop. This
was not taken into account when the object's Z velocity was 0, but it
was under the floor anyway.
- Disable the changes from commit 96afce241d
because it appears to not recognize default rules that reduce as
reducing.
- When tracing a parser, flush after every line output in case an
assert is hit so you can actually see what it did up to that point.
- Every update rolled into one, because I'm pretty sure I missed some while
updating lemon.c (not counting today's commits), since it wasn't always
updated at the same time as lemon.c.
- In particular, I think this check-in from 2016-06-06 was very important to
us after commit 3d5867d29e (For the
Lemon-generated parser, add a new action type SHIFTREDUCE and use it to
further compress the parser tables and improve parser performance.):
* Fix lempar.c so that the shift-reduce optimization works for error
processing.
— Fix a bug in destructorprocessing of Lemon. That has no impact on the SQLite grammar. The bug was introduced by prior work to optimize the Lemon-generated parser used by SQLite. (user: drh)
— Lemon bug fix: Do not merge action routines unless their destructors are
also identical. Problem and suggested fix reported on the mailing list by
Kelvin Sherlock. (user: drh)
— Lemon bug fix: Do not merge action routines unless their destructors are
also identical. Problem and suggested fix reported on the mailing list by
Kelvin Sherlock. (user: drh)
Ultimately, thingdef should only contain code that is directly related to the DECORATE parser, but that's not the case with this file. It's only function definitions which get used during gameplay and will also be accessed by ZScript.
The change is intentionally on master so that pull requests can adjust to it now instead of creating conflicts later.
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
Instead of replacing the original, the second class will get renamed now, using the originating file as an identifier. In the vast majority of cases this should do exactly what is needed: Create an unconflicting second class that can coexist with the original. Unless the class is used by name this should eliminate all problems with this, but so far I haven't seen anything that used them by name.
This is choosing the lesser of two evils. While some mod out there may get broken, the old setup meant that the first class of a given name could not be written out to a savegame because it was not retrievable when loading it back.
Ultimately we may have to get a fully qualified name out of this, so Outer should be a type that can handle this feature. The new class for this is currently used as base for PType and PSymbol so that PNamedType inherits from it and maybe later a namespace symbol can, too.