Fixed RemoveChild and RemoveAllChildren lua functions to delete the children instead of leaking memory.
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@@ -4,6 +4,37 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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________________________________________________________________________________
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2015/02/27
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* [ActorFrame] Fixed RemoveChild and RemoveAllChildren lua functions to
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delete the children instead of leaking memory. [kyzentun]
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2015/02/26
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* [PaneDisplay] Changed to print an error when metrics or player number are
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omitted instead of crashing. [kyzentun]
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* [Screen] Fixed crash when AddInputCallback is passed nil. [kyzentun]
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2015/02/22
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* [BitmapText] Place characters of right-to-left alphabets correctly.
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(untested) [roothorick]
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================================================================================
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StepMania 5.0.6 | 20150217
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--------------------------------------------------------------------------------
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2015/02/16
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* [EditMode] Fixed mistake in TimingData that broke editing bpms. [kyzentun]
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Fixed crash when deleting steps. [kyzentun]
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* [InputMapper] Backslash can be mapped now. [kyzentun]
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================================================================================
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StepMania 5.0.5 | 20150214
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--------------------------------------------------------------------------------
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2015/02/12
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2015/02/12
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----------
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----------
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* [InputMapper] Added D-Force Automappings [shakesoda]
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* [InputMapper] Added D-Force Automappings [shakesoda]
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+9
-7
@@ -721,14 +721,16 @@ public:
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static int RemoveChild( T* p, lua_State *L )
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static int RemoveChild( T* p, lua_State *L )
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{
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{
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Actor *pChild = p->GetChild( SArg(1) );
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Actor *child = p->GetChild(SArg(1));
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if( pChild )
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if(child)
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p->RemoveChild( pChild );
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{
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else
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p->RemoveChild(child);
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lua_pushnil( L );
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SAFE_DELETE(child);
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return 1;
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}
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}
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static int RemoveAllChildren( T* p, lua_State *L ) { p->RemoveAllChildren( ); COMMON_RETURN_SELF; }
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COMMON_RETURN_SELF;
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}
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static int RemoveAllChildren( T* p, lua_State *L )
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{ p->DeleteAllChildren(); COMMON_RETURN_SELF; }
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LunaActorFrame()
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LunaActorFrame()
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{
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{
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