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.
Added temporary solution for the same foreground and background colors of the title in OS X startup window
It's used in graphical startup screen, with Hexen style in particular (for example WolfenDoom - Blade of Agony)
Native OS X backend doesn't implement this yet
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
- Worked aorund modern GCC bug where C++ exceptions in Objective-C++ code would result in an ICE (bug is already on their tracker, but I doubt it will be fixed unless I decide to dig into the issue myself).
- Turn off fused floating point instructions since these can cause slight deviations in floating point code.
- Use -static-libgcc when compiling on the Mac with GCC since we need to use a custom version of GCC to do so now.
- Note: ZDoom will currently still crash on exit on PowerPC since it seems to be deciding that NameManager needs to be destructed before the console commands.
Attempts to output errors with bad characters encountered during text lumps parsing were failed miserably because of UTF-8 conversion
Example: loading of GZ-Models-r16.pk3 with GZDoom caused 'NSConcreteAttributedString initWithString:: nil value' exception
During loading of .pk3 that stores hundred of .wad's significant amount of time were spent on scrolling text to the last line
The same applies to other cases like output of thousands warnings/errors
Independently from OS version the game will enter fullscreen mode when zoom button is clicked
Window zooming behavior introduced in Yosemite is available on all supported versions of OS X
There is no need to close (and thus deallocate) console window explicitly
This will be done by autorelease pool in application controller event loop
OS X with GC and/or ARC was not affected by this issue
Older versions like 10.4 or 10.5 crashed because of double deallocation
Native OS X backed didn't center mouse cursor in fullscreen mode with Retina/HiDPI support enabled
Incorrect size of content view led to placement of cursor in upper right corner of the screen upon releasing of mouse capture
When some action is assigned to this corner using system Hot Corners feature, the given action was triggered on acquiring mouse capture
The resize indicator overlapped with progress bar and Quit/Cancel button on 10.6 and older versions
OS X 10.7 and newer don't have this indicator at all
- Reuse the old window in the SDL backend since in some instances switching windows causes issues (OS X fullscreen for instance (while using the SDL backend of course)).
- Clear the SDL render before copying in the framebuffer to remove HOM-like effect.