------------------------------------------------------------------------ r7937 | terminx | 2019-08-09 02:28:42 -0700 (Fri, 09 Aug 2019) | 1 line M-M-M-MUTEX MADNESS ------------------------------------------------------------------------ r7936 | terminx | 2019-08-09 02:28:38 -0700 (Fri, 09 Aug 2019) | 1 line Remove lockclock from mapstates ------------------------------------------------------------------------ r7935 | terminx | 2019-08-09 02:28:34 -0700 (Fri, 09 Aug 2019) | 1 line Improve frame limiter logic ------------------------------------------------------------------------ r7934 | terminx | 2019-08-09 02:28:30 -0700 (Fri, 09 Aug 2019) | 3 lines Run savegame events as myconnectindex instead of screenpeek This doesn't really matter right now, but it's wrong. ------------------------------------------------------------------------ r7933 | terminx | 2019-08-09 02:28:27 -0700 (Fri, 09 Aug 2019) | 3 lines Happier try_facespr_intersect() I'm prejudiced against 30-line functions with statements nested 5 levels deep. ------------------------------------------------------------------------ r7932 | terminx | 2019-08-09 02:28:22 -0700 (Fri, 09 Aug 2019) | 3 lines Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally. ------------------------------------------------------------------------ r7931 | terminx | 2019-08-09 02:28:18 -0700 (Fri, 09 Aug 2019) | 1 line Add ifdef guard ------------------------------------------------------------------------ See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.