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* Put some error paths in the fridgeGravatar Michael Smith 2025-04-081-52/+50
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* Remove years from copyright headersGravatar Michael Smith 2025-04-071-1/+1
| | | | | | | | They're legally unnecessary as far as I know, and kind of annoying to maintain on a long-term basis. This was done with the consent of all 3 other contributors, in case anyone was wondering.
* Use C23 void-argument-free prototypesGravatar Michael Smith 2025-04-061-12/+12
| | | | | | | In the future we can also consider moving to {} instead of {0} for initialisers, but my old Clang (16) doesn't support this, so it might be wise to wait longer on that one so people don't need too bleeding-edge of a compiler just to build this thing.
* Rewrite and redesign codegen and feature systemGravatar Michael Smith 2025-04-061-0/+963
Also switch to somewhat proper C23 flags while we're at it. This is a huge change. It took me forever, in between being really busy. Sorry about that. But the good news is I'm now free to start integrating the various patches that have accumulated since last release. Well, at least in between still being really busy. Gotta manage expectations. The main benefit of introducing GAMESPECIFIC() is that features that don't apply to a particular game no longer show up *at all*, and less time is wasted on init. It also enables a cool optimisation wherein unnecessary REQUIRE_GAMEDATA() checks can elided at compile time whenever the gamedata is known up-front to always exist in supported games. The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the lifecycle of cvars/ccmds, with less manual registering, unhiding and such. Originally I was going to try and just hack these features into the existing codegen abomination, but it just got too terrible. This rewrite should make it easier to continue tweaking codegen behaviour in future. It also has slightly better error messages.