OpenClonk supports debug contexts on both Windows and Linux now. Start the
engine with the argument --debug-opengl to request a debugging context and
marvel at the many, many performance warnings that your driver may or may
not emit.
The GLEW headers of Ubuntu 12.04 LTS don't know about GL_KHR_debug yet,
so we have to test for it before using its enum. Additionally, drivers
without support for GL_KHR_debug would emit INVALID_ENUM, so we test for
driver support too.
When an error's log output is represented graphically the graphics
operation can lead to another error (or the same error again), which
will be logged graphically again and so forth, until stack overflow.
So log to the log file only.
To create debug contexts, we have to use glXCreateContextAttribsARB. To use
that, we have to initialize GLEW, which means creating a dummy GL context. To
create a dummy context with the same FB config as the final one, we need to...
initialize GLEW, because it suppresses the GLX 1.4 function declarations.
So instead we'll just manually initialize the three function pointers we're
going to need.
NativeToolsExport.cmake gets generated in non-cross builds so potential
cross builds later know where to find a native c4group.
Ignore it so in-tree builds don't accidentally commit it.
The GL driver is allowed to use different entry points depending on the
context. This means that we can't just initialize GLEW once and use it
all the time, but we must refresh the entry point list every time we
create a new context.
A multi-statement macro requires the user to wrap its invocation in
curly braces if it's used as body of a conditional or loop. This is
confusing and leads to strange errors (like in lines 550f).
There's no reason to have CMake assemble a version string, then have a
similar (but slightly different) string built by the C preprocessor.
Since CMake already has the values we want, just dump those into the
macros.
Instead of using some arbitrary minor version set to mark pre-release
versions, use C4VERSIONEXTRA, which is already a dedicated marker.
This also complies with semantic versioning.
Version.txt was still adding C4XVER4 to the version string, which was
removed a while ago. This was mostly unproblematic though because
nothing besides the Windows game browser used this string.
Deserializing proplists tries to read a boolean variable from the
representation in order to be backwards compatible to old (<6.0)
savegames. Newer savegames do not write this boolean, so StdCompiler
(correctly) throws an exception. This exception uses line numbers, which
StdCompiler used to obtain by scanning through the entire buffer. Having
to scan through the entire buffer for every serialized proplist is
ridiculously slow (and the data isn't used anyway in this instance).
Since line information is still valuable outside of proplist
deserialization, replace the repeated SGetLine calls with an on-demand
cache.
This reduces load times of a 14 MB Game.txt from slightly over 3 minutes
to 7 seconds on my computer.
ExtractMaterial has been changed to be able to slurp in from the most distant horizontal position rather than the closest to the extraction top center.
Also speed up ExtractMaterial for the common case of no required horizontal shifts.
respondsToSelector isn't properly guarding against calling this method
on unsupported platforms, possibly because it existed as a private
method in OS X before 10.9. For example, attempting to build this on
OS X 10.8 fails with the error:
no visible @interface for 'NSTimer' declares the selector 'setTolerance:'
Since the default tolerance is 0 anyway, this can be removed without
adverse effect.