- let FScanner::OpenFile return an error instead of throwing an exception. The exception was never used anyway aside from being caught right away to be ignored.
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.
The only feature this value was ever used for was texture warping.
* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
GCC: this use of "defined" may not be portable [-Wexpansion-to-defined]
Clang: macro expansion producing 'defined' has undefined behavior [-Wexpansion-to-defined]
src/posix/cocoa/i_input.mm:482:36: warning: 'convertScreenToBase:' is deprecated: first deprecated in macOS 10.7 - Use -convertRectFromScreen: instead [-Wdeprecated-declarations]
This reverts commit b8c0e78c91 et al.
Instead, use the already provided access function I_FindName to get the file name from findstate_t.
Also made the contents of findstate_t private so that use of the access functions is required to retrieve the information and direct access triggers a compile error.
This fixes two issues:
* timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.)
* interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms.