become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
version of the main VM loop, because I don't relish the thought of being stuck with GDB
for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.
SVN r3893 (scripting)
passes doubles to functions anyway.
- Fixed: FRemapTable::AddDesaturation() excluded the final entry from the loop. Also, it was
less forgiving than AddColorRange, in that it did not support ranges in descending order.
SVN r3875 (trunk)
The graphics are already mapped through this, so we don't need to do it again when translating.
Moreover, if there was no duplicate of color 0, but there was a different color with a
duplicate, this means we end up drawing players with the duplicated color wherever it should
be color 0. (Standard translations already had this right.)
SVN r3417 (trunk)
- fixed: D_ErrorCleanup must clear 'savegamerestore'.
- fixed: Cleaning up when loading a savegame failed while restoring the thinker list did not work. There were two issues:
* removed the asserts in GC::SweepList because they get triggered by thinkers that were not fully initialized during loading.
* AActor::UnlinkFromWorld may not assume that the sector list has been initialized when this function is called.
SVN r3274 (trunk)