this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.
This was SVN commit r4880.
Game, Simulation, etc: Separated 'update' and 'interpolate', and made
'update' return whether it's going fast enough (so callers can decide to
do more updates per render). Changed some time variables to 'double' so
they have enough precision in long games.
Atlas: Added "Fast" playback button. Made simulation sometimes go at
real-time speed, if it's just slightly too slow at rendering.
VertexBuffer: Removed some non-useful glGetError calls.
Entity: Commented out redundant Tick code. Fixed syntax error in
disabled code that confused the IDE.
Aura: Changed string code again, to simply use ASCII instead of UTF-16.
(SpiderMonkey seems to handle it just as efficiently, for small
strings.)
Misc: Some more minor header-file cleanup.
SVN log: Added feed link.
This was SVN commit r4807.
- remove headers always included from PCH
- nommgr.h is only included ifdef REDEFINED_NEW (allows leaving out the
mmgr stuff)
- in lib/*.cpp, moved the corresponding include file to right behind the
PCH (catches headers that aren't compilable by themselves)
- byte_order no longer depends on SDL
- add debug_level (another means of filtering debug output; needed for
thesis)
- split posix stuff up into subdirs (lib/posix and sysdep/win/wposix).
makes including only some of the modules (e.g. sockets, time) much
easier.
This was SVN commit r4728.
numerous TODOs remaining - initial update instead of only after
completing first job; fix GUI overdraw issue; decrease granularity
(currently only 3 updates)
This was SVN commit r2033.