Currently it detects presence of v incorrectly (via if (ID(type))) and thus rewrites v = 0 to v = -1, even if 0 is actually what you want. Especially problematic if you're trying to spawn GOL (so LIFE(ctype=0)).
Also fix the first mouse click not being detected on windows with sdl 2.0.20. Apparenlty, we need SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH set to 1 for it to be detected.
If the built-in update function is allowed to run, it can change the particle's type. The code path assumes that there is a Lua update function to call on the particle, but this type change may break this assumption and cause the code to call the update function of an element that doesn't even have one, producing a weird error message with no line number.
Empty stamps are those whose block width or height is 0. While they are technically valid and certain parts of the game are prepared to handle them, others aren't, so it's safest to just adjust the definition of valid stamps to exclude empty ones.
Also clear SaveRenderer graphics cache along with the main Renderer's when needed, and revert to built-in element callbacks rather than nothing at all when assigning nil to a callback slot in Lua.
Rather than hacking velocity, do it directly through can_move. Add a special case to make it slowly float upwards, rather than immediate like most weight differences in TPT.
This is a follow up to this crash fix - 0ed8d0a0be
This may possibly fix other crashes users occasionally experience, especially in the case of high velocity particles with loop edge mode on. Even so, there are other bugs at play, as a crash here can't be triggered if pmap is in a correct state
Very similar in nature to the problem fixed by 0fcad65d. Again, it'd be massive help if we didn't destroy the Lua state explicitly in LSI's dtor. But this is not worth refactoring LSI for.
All these smart pointers have to be cleared before the Lua state is closed. Ordinarily, we'd have a smart pointer to the Lua state defined earlier in LSI than these smart pointers, which would take care of destruction in the correct order, but tfw technical debt.
Apparently, you have to read() before you check status bits. Who woulda thunk.
This never manifested because all the files we ever embedded this way ended in a newline. I needed a report from someone who uses a text editor that doesn't ensure this.
Ignoring broken pipes led to libcurl crashing when connections were dropped, rather than re-attempting. Now, libcurl is not set to ignore broken pipes. Closes#823.
Repurposing the comment I added because I'm lazy: pavg[1] used to be saved as a u16, which PressureInTmp3 elements then treated as an i16. tmp3 is now saved as a u32, or as a u16 if it's small enough. PressureInTmp3 elements will never use the upper 16 bits, and should still treat the lower 16 bits as an i16, so they need sign extension.
The code that was originally responsible for this somehow got lost in the tmp3/tmp4 migration.
Also add GameSave::PressureInTmp3 to check for elements with pressure memory and fix TUNG not sampling pressure on creation. This does not in itself fix#822 because tmp3 and tmp4 are still saved in 16 bits each, so full ctypes still don't fit in tmp3.