#define mycall(a,b,c...) call(a,b)(c)
Also in place is support for fallback sounds in Dream Seeker, pending testing; that's something the webclient has had for a little while now, but it wasn't documented because DS had no support yet.
And at long last, I've gotten in the var access changes that Tobba recommended a while back and SS13 folks have been dying for. I did a lot of testing on that, and honestly, I'm not sure it's going to do much. After intensive profiling on Scream of the Stickster Volume II (a game that does plenty of processing and would deliver a good indication of real-world results), what I found was that the results were simply too inconsistent to get a good measurement. It looks like the var access change may represent a slight improvement, but a statistician would take one look at the data and say it needed about 100 more trials to get a good result. Ain't nobody got time for that, so this change is gonna go in the first 511 release and we'll see how it goes. The most likely outcome is it will have a very small speedup that won't be noticeable on any project except SS13; but if it does help that game out, then it was worth it.
Because I haven't given up on filters yet, I spent some time this week playing with shaders in an effort to pin down some basic effects I'd like to get to. I think Gaussian blur and outlines will work--and by that I mean I've made them work in tests--and therefore drop shadows are doable. The trick is, I really have no idea what a DM syntax for filter effects would look like, and everything I come up with is terrible--like IE 5 CSS filters terrible.
I confess part of the reason I want filters is for better maptext effects, which others have wanted for some time as well. Why draw maptext five times for an outline when you can do it once? Even if I can't come up with a filter syntax for atoms--and that would be a dirty shame--I might try to add CSS styles for this to maptext.
Also I'd really like to make a change to maptext that I may even try to sneak into a 510 maintenance release. Specifically, I think it would make a world of sense to cache any text that's drawn, and then draw it directly from cached sprites any time a match is found. The cache can be kept limited and pruned periodically to avoid things getting out of hand. That ought to improve performance a lot for games that use maptext. And if said maptext had those new CSS styles for drop shadows and outlines, the filter concept I have in mind for 511 could be cached right along with it.
It's a crazy ride and I don't know yet where it all ends, but so far so good. If you have some ideas for a filter syntax, feel free to chip in. And speaking of chipping in, don't forget to hit up the donation box or become a Member if you haven't yet. Your support is important, and much appreciated. And don't forget the Steam summer sale is on, so go try out EPΘCH--and NEStalgia too, while you're at it.