The reason for this is that the macOS version uses a deprecated API and in order to correct this, the file needs to be compiled as Objective-C++ which requires a different extension.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
This means that the varargs functions themselves are now responsible for parsing them into DrawParms.
This was done because DrawTextV made a blanket assumption that every single vararg has the size of a 32 bit integer and caused crashes when anything else was passed. It also failed to eliminate any tag that is incompatible with text display. These will now abort DrawText and trigger an assert.
In order to avoid passing around tag lists, DrawTextV needs to parse everything itself and then pass a fully initialized structure to DrawTexture. This cannot be done if all variants require a varargs tag list.
Apparently the only reason for the old approach was the 'hw' parameter which was never used.
- 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.
This cuts down on as much message noise as possible, outputs everything to a file specified as a parameter and then quits immediately, allowing this to run from a batch that's supposed to check a larger list of files for errors.
Multiple outputs get appended if the file already exists.
According to Blzut3:
The issue happens when the fullscreen resolution is the same as the desktop resolution. In this case WM_DISPLAYCHANGE doesn't occur so the editor never appears. This appears to be fixable by also catching WM_STYLECHANGED since at the very least the window caption will appear/disappear.
- The old algorithm is something I threw together that produced decent,
but not spectacular results since it had a tendency to waste space by
forcing everything onto "shelves".
The new packer is the Skyline-MinWaste-WasteMap-BestFirstFit algorithm
described by Jukka Jylanki in his paper *A Thousand Ways to Pack the Bin - A
Practical Approach to Two-Dimensional Rectangle Bin Packing*, which can
currently be read at http://clb.demon.fi/files/RectangleBinPack.pdf
This is minus the optimization to rotate rectangles to make better fits.
The RichEdit control can become quite slow with large amounts of text being added constantly.
Since anything that gets added while the game is running can't be seen anyway unless a fatal error is produced, it buffers the text locally now, without any processing, and only adds it to the RichEdit control in case a fatal error causes the control to be displayed again.