Okay, single peeps, you can come out now. I don't know what it means if you see your shadow, but it's probably nothing good so don't look down.
Gah! The image hang is the bug that keeps on giving. I've been playing whack-a-mole with this thing forever its seems like, but even though there's now no logical reason I can see for it to happen, it's still happening. Past test-case projects I've had haven't caused the issue to recur, so this is perplexing. I'm hoping to get a new test case soon so I can diagnose the problem.
Work on the webclient stuff proceeds, albeit slowly because it's really hard to change gears on that while also having to go back and look at the same bug over and over.
Nevertheless I'm hoping I can get past all that soon and start looking to 512, and it's really time to think about new features. I've got a few really bizarre big-picture things in mind, like maybe--maybe--trying to open up some support for UTF-8. As you might imagine, nothing about that is simple with a frontend that explicitly compiles with Unicode off, and the backend is the same. My thought there is that maybe on the backend I can keep a simple string format and an "advanced" flag that tells the existing routines to work differently. UTF-8 makes nothing simple; even routines like copytext() have to change because the way character counts work is no longer an ironclad guarantee, so it might be better to go with a wide character instead of something variable. But yeah, I've been thinking about that for some time.
Inlining procs to reduce call overhead is also huge on my wish list. Init procs for instance are prime candidates for inlining, if I can load them up in an already-running proc, because the sets of instructions they encompass are very simple compared to what a generic proc can do. But more than that, things that are currently done fastest with #define could be done cleaner and in some cases faster by inlining.
Just bouncing ideas around at this point, but this is the time to do it.
If you haven't become a BYOND Member yet, please consider chipping in your support for the project. I'm gonna work on a better way to do that soon, too. And with 512 nearing a stable release, take a little time to work new features into your games! You could have something really awesome ready for summer.
Feb 16, 12:27 pm