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.
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
Converting a floating point value that is out of range for a signed integer will result in 0x80000000 with SSE math, which is used exclusively for this purpose on modern Visual C++ compilers, so this cannot be used anywhere.
On ARM there's problems with float to unsigned int conversions.
xs_Float does not depend on these
These objects are supposed to be bright, but the standard translations for player do not take this into account, creating dark and/or invisible projectiles depending on the color being used.
The new translation uses hue and saturation from the player color, but combines brightness from the original color with the one for the player in an 8:2 ratio, so that no matter for the player color, these always remain bright and visible.
- Cleared some GCC and Clang warnings. Mostly static analysis false positives, but one of them generated a pretty massive warning in a release build.
- Use -Wno-unused-result since I doubt we're going to address those unless they actually prove to be a problem (and they only appear in release builds).
They were immediately deleted when the associated thinker was destroyed. But this was too early because it missed the final tic of movement, resulting in a visible jump when a moving platform with a player on it came to a halt.
Changed it so that DelRef no longer destroys the interpolation itself. Instead the ::Interpolate method will check if the reference count is 0, and if so and there was no more movement, will then destroy the interpolation.
This ensures that it keeps running until it has interpolated all remaining bits of movement induced by the thinker.
Now moving up a lift is 100% smooth, even with movement interpolation on.
* FInterpolator depended on external references to prevent its content from getting GC'd.
* none of the pointers in the interpolation objects were declared to the GC.
The result of these issues was that changing anything about the life cycle of interpolation objects caused corrupted memory crashes when a level was changed.
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)