------------------------------------------------------------------------ r3261 | helixhorned | 2012-12-09 05:24:46 -0800 (Sun, 09 Dec 2012) | 3 lines Rearrange {net,}actor_t for 4-byte alignment of int32_t members. Bump BYTEVERSION. ------------------------------------------------------------------------ r3260 | helixhorned | 2012-12-09 05:24:44 -0800 (Sun, 09 Dec 2012) | 6 lines Experimental NETCODE Makefile variable, enabled by default. Disabling netcode compilation can be interesting on memory-constrained systems, or those that have no means of accessing the network anyway. Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev breaks compilation with NETCODE=0. ------------------------------------------------------------------------ r3259 | helixhorned | 2012-12-09 05:24:39 -0800 (Sun, 09 Dec 2012) | 1 line Lunatic: drowning in code. ------------------------------------------------------------------------ r3258 | helixhorned | 2012-12-09 05:24:36 -0800 (Sun, 09 Dec 2012) | 1 line Make EventNames[] an array of (const char *) instead of const tokenlist. ------------------------------------------------------------------------ r3257 | helixhorned | 2012-12-09 05:24:32 -0800 (Sun, 09 Dec 2012) | 5 lines Initialize BADGUY sprite flags for hardcoded enemies. ... instead of switch/case-ing them in A_CheckEnemyTile(). Because this requires bumping BYTEVERSION, we also get rid of the excess trailing bytes in the save game's "rest" data. (See r3052.) ------------------------------------------------------------------------ r3256 | helixhorned | 2012-12-09 05:24:28 -0800 (Sun, 09 Dec 2012) | 5 lines Lunatic: gasping for some air. That is, fix some oversights introduced in the preceding runs. listglobals.sh is a helper to find global accesses. Translator: add "number-conversion" warning option, max. error limit. ------------------------------------------------------------------------