Revision 88fba1ba
Added by danij over 13 years ago
Files
- added
- modified
- copied
- renamed
- deleted
- doomsday
- engine
- api
- dd_string.h (diff)
- dd_types.h (diff)
- doomsday.def (diff)
- doomsday.h (diff)
- mac
- portable
- include
- dam_file.h (diff)
- dam_main.h (diff)
- dd_main.h (diff)
- dd_wad.h (diff)
- def_data.h (diff)
- def_main.h (diff)
- gameinfo.h (diff)
- gl_model.h (diff)
- gl_tga.h (diff)
- m_misc.h (diff)
- s_mus.h (diff)
- sys_audiod_loader.h (diff)
- sys_direc.h (diff)
- sys_file.h (diff)
- sys_reslocator.h (diff)
- src
- b_context.c (diff)
- b_main.c (diff)
- bitmapfont.c (diff)
- bsp_main.c (diff)
- cl_world.c (diff)
- con_config.c (diff)
- con_data.c (diff)
- con_main.c (diff)
- dam_file.c (diff)
- dam_main.c (diff)
- dd_help.c (diff)
- dd_main.c (diff)
- dd_wad.c (diff)
- dd_zip.c (diff)
- def_main.c (diff)
- def_read.c (diff)
- dgl_common.c (diff)
- edit_bias.c (diff)
- edit_map.c (diff)
- filedirectory.c (diff)
- finaleinterpreter.c (diff)
- gameinfo.c (diff)
- gl_font.c (diff)
- gl_main.c (diff)
- gl_png.c (diff)
- gl_texmanager.c (diff)
- gl_tga.c (diff)
- m_misc.c (diff)
- m_string.c (diff)
- net_demo.c (diff)
- p_data.c (diff)
- pathdirectory.c (diff)
- r_data.c (diff)
- r_main.c (diff)
- r_model.c (diff)
- r_things.c (diff)
- r_world.c (diff)
- rend_main.c (diff)
- resourcenamespace.c (diff)
- resourcerecord.c (diff)
- s_cache.c (diff)
- s_main.c (diff)
- s_mus.c (diff)
- s_sfx.c (diff)
- sys_direc.c (diff)
- sys_filein.c (diff)
- sys_reslocator.c (diff)
- sys_sdl_window.c (diff)
- sys_system.c (diff)
- include
- unix
- win32
- api
- plugins
- engine
Removed 99% of the remaining fixed-length file path limitations. The only remaining fixed length paths within the engine are; global paths (such as basedir, runtimedir), low-level paths in the early init stages of the system layer and finally, those used by directory_t On game-side its just the saved game related paths.
Refactored directory_t mimicing the interface semantics of it's Qt::Dir counterpart. Behavior is now logically equivalent where existing functionality was present.
I've not yet gotten around to setting up a development environment for any other platform, so I haven't actually been able to verify my changes on anything but Windows. I don't forsee any issues but it could certainly stand some testing.
Now I'm moving on to the larger changes needed to the file system and resource management in order to resolve the texture loading issues (e.g., supporting Zdoom's HI_START/HI_END to stop mods which use it from breaking everything...).