This can only happen with UDMF, and since UDMF is restricted to GL nodes, there's no need for a
non-GL version of these nodes.
- Added additional debug output.
- Remove the outdated zdbsp.vcproj project file.
SVN r3981 (trunk)
- Fixed: ZDBSP stored seg vertices in 16-bit words, so it failed to write proper nodes for
maps that ended up with more than 65536 vertices after node building, even though it can
write formats that could support it.
- Sync debugging output between ZDBSP and ZDoom's internal node builder.
SVN r2388 (trunk)
vertices instead of lines.) On large maps, this can result in a very
significant speed up. (In one particular map, ZDBSP had previously
spent 40% of its time just scanning through all the vertices in the
map. Now the time it spends finding vertices is immeasurable. Now 68%
of its time on that map is spent inside ClassifyLine--because that
routine is called more than 16 million times, which suggests that even
a minor speedup in that routine should have a big impact--if I could
just think of how that might happen.) On small maps, this won't make
much of a difference, because the number of vertices to search was so
small to begin with.
SVN r167 (trunk)
- MapSideDef.sector was declared signed but treated as unsigned.
- Degenerate (one-dimensional) subsectors could throw away segs when
output for GL nodes depending on the seg ordering.
SVN r152 (trunk)