Corrected entries were blood would spawn inconsistently because of
cl_bloodtype. Blood now always spawns but is marked invisible according
to cl_bloodtype.
- commented out output of Cr0NpxState for floating point state because this variable was renamed in most recent Windows headers.
- added CMAKE option to generate assembly output for release builds.
- added my CMake-based project directory to .gitignore.
- Fixed: Commit 75dd5503, which was to enable the use of LANGUAGE
substitutions for conversation items with a cost attached, neglected to
remove the original code that attached the cost to the end of the item,
so the cost got added twice.
- Fixed: Heretic and Hexen completely skip all normal Z processing on
mobjs with FLOATBOB set. To emulate that, we need to add NOGRAVITY to
everything with that flag set.
- The waiting message is now always cleared, regardless if it needed to
be in the first place. It's a rather simple for-loop so I doubt it
matters.
- Nodes are also cleared from the list if they catch up while other
nodes are still behind.
- "lastglobalrecvtime" is now bumped after the waiting loop if a tic was
successful, rather then bumping it every time a packet was received. It
appears that you can receive a packet before the game knows it stalled,
thus stalling it anyway.
- Instead of comparing the nettics to the local node, all nodes are
tested against gametic+counts (the real reason why the game has
stopped).
- More then one node can be marked as late at any one time.
- In a packet-server game, the arbitrator is now assumed slow, rather
then testing it. There is no point, seeing as we already know the game
has stalled because of it.
- The binary form of ZCC_OpInfoType::FindBestProto() needs special
handling for conversion from single to double precision floating point
so that it doesn't choose an integer form over a floating point form
when picking the best prototype.
- This information is already stored in the node's NodeType field, so
there's no reason to go do a table lookup for it elsewhere. Must have
been a brain fart when I wrote them in the first place.
- Fixed: PType::FindConversion() gave all but the source type a distance of
0, so it only ever returned just one step of a route that requires more
than one step.
- The global symbol table was never marked by the GC, so anything pointed
only by it was fair game to disappear.
- Don't clear the global symbol table during DECORATE parsing. Junk in
there should be considered constant after initialization.
- AST nodes cannot be shared, because type conversion changes them in
place, and what's appropriate for one use is by no means appropriate for
all uses.