By continuing to generate bytecode even after an error is found, we're
able to find more syntax errors and will also be able to keep the value
stack at the expected height.
When an error occurred during codegen of a function, the current
function pointer would not be reset to 0, leading to spurious warnings
about redeclaration of functions.
Uniform variables are read from the "Uniforms" proplist set on Scenario
or on individual objects. Proplist keys are uniform names. Values can
either be an int or an array of one to four ints in C4Script. In GLSL,
the uniforms then need a matching type (int/ivec2/ivec3/ivec4). There is
no error reporting; uniforms are only set if both name and type match.
The implementation walks the "Uniforms" proplists on each Draw call. We
may need to cache the uniform maps if this turns out to be too slow.
With the highest items being in the front, the tight grid layout has less reason to resort a major amount of the items every time items are added or removed. This results in a generally more stable layout.
This makes extra-slot containers not block an extra row anymore. However, they might jump around a bit. It might be a good idea to set their priority lower to make them always appear first.
When they would be in front, the tight grid layout would likely not move them around.
The TightGridLayout fills spaces more aggressively. This is slower but makes for a tighter layout. Finding the best layout is NP-complete. This here is just O(N^2) or so.
If a parse error occurs inside a declaration, the codegen should just go
on and deal with the next declaration instead of completely giving up on
the entire script.
9caaf1e introduced an external error handler for easier testing of
error conditions. The default error handler needs to count errors and
warnings if we want to display them, but didn't.
* Shows correct size in preview (by setting the scaling on the definition instead of in Construction)
* Can be oversized
* Avoid angles where all signs are facing parallel to the camera
* Unfortunately, rotation doesn't work well with Mesh Transform (uses the wrong rotation center for the graphics)