- identified random memory corrutpion bug - fixed most likely cause for bug above - rewrote object loader etc. into a simple one-line lookahead parser. - rewrote/cleaned up archetype, treasure, artifact, formula parser. - some optimisations / cleanups
- use a simpler, less fancy loader base design (basically a one-line-lookahead top-down parser).
minor stuff, indent
- add density to lib/materials - rewrite parser to use object_thawer (but not new loader framework yet).
rewrote region parser, changed region fileformat a bit
- rename Animations => animation - rename New_Face => facetile - add but do not implement some generic loader framework classes
save obj_original flag
- more improvements/fixes - timestamp with millisecond accuracy, horrible code
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use thawer for player loading: all objects are now being loaded through the thawer, although not everything uses the kv syntax.
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS See the Changes file for details
- portability fixes - fail when GPERF not found
further simplify and speed up map saving, fixed - flag_player_sold was incorrectly saved as "player sold 1" - flag_has_ready_range was not saved - flag_is_dust is not in use anymore not well tested
preliminary uuid support
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string scanning (e.g. for patch) is not implemented ATM but should be easy to add with an alternative constructor for object_thawer. Rewrote flex scanner to be simpler, faster and more modularised. Initial speedup: 16% (ah well)
rewrote object serialiser, parser is next
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