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- got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP - got better / more accurate stack dumps when we detect errors in game. - Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform. - BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
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@@ -18,6 +18,7 @@
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#include "conversion.h"
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#include "util.h"
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#include <stdexcept>
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#include "platform_util.h"
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#include "leak_dumper.h"
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using namespace std;
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@@ -81,7 +82,7 @@ void InterpolationData::updateVertices(float t, bool cycle) {
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}
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//assert(t>=0.0f && t<=1.0f);
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if(t < 0.0f || t > 1.0f) {
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throw runtime_error("t < 0.0f || t > 1.0f t = [" + floatToStr(t) + "]");
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throw megaglest_runtime_error("t < 0.0f || t > 1.0f t = [" + floatToStr(t) + "]");
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assert(t >= 0.f && t <= 1.f);
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}
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@@ -141,7 +142,7 @@ void InterpolationData::updateVertices(float t, bool cycle) {
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void InterpolationData::updateNormals(float t, bool cycle){
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if(t < 0.0f || t > 1.0f) {
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throw runtime_error("t < 0.0f || t > 1.0f t = [" + floatToStr(t) + "]");
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throw megaglest_runtime_error("t < 0.0f || t > 1.0f t = [" + floatToStr(t) + "]");
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assert(t>=0.0f && t<=1.0f);
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}
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