Commit graph

10 commits

Author SHA1 Message Date
Christoph Oelckers
467c73b2d7 - split P_SetupLevel so that the main part of it can be made part of the MapLoader class.
- allocate BlockNodes from the same memory arena as SecNodes.
2018-12-27 23:34:07 +01:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
8be788a9b3 - moved portal data into FLevelLocals. 2018-04-01 20:17:39 +02:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
33d36157c8 - moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
2017-03-17 14:24:21 +01:00
Christoph Oelckers
bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Edoardo Prezioso
d91023ba0b - Fixed GCC/Clang compile errors. 2017-01-14 18:30:01 +01:00
Christoph Oelckers
62ea83a35a - let the prediction code handle all 4 threaded lists an actor gets linked into.
This is mostly a straight refactoring of the existing code to work independently of specific member variables in the involved classes, using a bit of template magic to avoid redundancy and moving the work code into subfunctions.
It still needs some testing to see if it a) helps fix the crash issues and b) doesn't break anything-
2017-01-06 15:06:17 +01:00
Christoph Oelckers
c52bc06e9b - use a memory arena to allocate msecnodes.
These are rather small and extremely frequently allocated, so they are prime candidates for memory arena, because it not only avoids fragmentation and internal overhead due to mass allocation of small memory blocks but it also makes it a lot faster to free the memory when finishing a level.
2017-01-06 13:09:58 +01:00
Christoph Oelckers
ed25cf61c5 - moved the msecnode code to its own file.
Note that this originates from Boom so it needs to keep the Doom license.
2017-01-06 12:54:01 +01:00