The GTK code does not work with the Qt editor. The simpler SDL2 platform
does, so we have little reason to keep the GTK code.
Note that GTK is still a dependency for mape.
Discussion: http://forum.openclonk.org/topic_show.pl?tid=3328
It serializes objects using a selective SaveScenarioObjects script callback and then just executes the generated script. This automatically saves important properties, connects switches and doors, etc.
This change also solves the problem that duplicating an elevator plus case would create two elevator cases.
If execution fails (e.g. because of script errors or because a non-saveable object was duplicated), the method falls back to the legacy duplication method of creating objects with the same prototypes at the same position.
It could happen that the objects were cleared (after evaluation screen / on section change) but a particle list would remain that would still point to an object (and would then access it).
I am not exactly sure how that could happen, because objects should clear their particle lists on removal (and thus shouldn't really need a ClearPointers).
There is a tiny chance that this points to another bug somewhere in the object removal - that's just a random guess though.
Anyway, this should fix the infamous Knüppeln crash.
Since GRBroadcast calls all goal and rule objects and the scenario,
there is a high likelyhood that not all of them implement whatever
arbitrary callback is called. Instead of throwing script errors about
calling undefined functions, just swallow that error and continue.
This even enables some simplification in the CompileFuncs, since the global
effects were already put in the same section as the other ScriptEngine
parts. The callback for updates due to relinks also fits nicely.
The reset in C4Game::Default was redundant with C4Game::Clear already.
Since LTCG is enabled now, we don't have to define every function inside
the headers for ~xXx super speed xXx~, which means we can strip the
headers down to their bare minimum and reduce interdependencies and
therefore recompilation times by a lot.
We want one gamepad key mapping to work with multiple gamepads, so
including the id there doesn't make sense.
Additionally, the gamepad id may change during the game (controller
hot-plugging).
The icons currently only show Xbox 360 controller labeling. The icon set
also includes icons for PlayStation controllers, so we could extend this
in the future.
It is now possible to control all GUI menus using the left stick or the
dpad, along with the A and B buttons on the controller.
This also doubles the button emulation dead zone to make navigating the
menus with the stick easier.
Previously, global particles would be drawn even in front of Plane 1000+ (GUI) objects. Additionally, it was impossible to specify particles that were supposed to always be in front of all other particles (e.g. fog, clouds, emulated FoW, ...).
Now, you can attach particles to an object on plane 901+ and have them be in front of everything else.
The GTK and OS X platforms already ignored the requested bit depth and
always used 32 bit. Windows and SDL would set a 16 bit color depth for
the screen, but still did all of the rendering short of the final
present in 32 bit.
In windowed mode, we shouldn't stop rendering just because we have lost
focus. However, we don't need to render at full framerate; throttling to
5 fps should be sufficient. Note though that we still have to calculate
game ticks at full speed so network games don't slow down when a player
tabs out of the game.
It isn't clear whether that call is necessary since the C4AulScriptEngine
constructor already does this, but it is clear that duplicating the call
all over is a bad idea.
USE_WIN32_WINDOWS was previously defined in PlatformAbstraction.h. Move it
to CMakeLists.txt and config.h like its peers. Replace USE_X11 with USE_GTK
or GDK_WINDOWING_X11 as appropriate.
glDrawElements needs an IBO when using a core profile. The particle
system's IBO is actually quite static since it's always a triangle
strip with 2 triangles followed by a PRI. Therefore, this reduces the
amount of data we have to send to the GPU compared to the previous
solution.
Also, remove the workaround when glPrimitiveRestartIndex is not
available since it is always available with OpenGL 3.1 and when using
a core profile we are guaranteed to have OpenGL 3.1 anyway.
This was used to name snapshot releases of the Network2 branch, and has
seen almost no use since.
C4ENGINEINFO(LONG) was a duplicate of C4ENGINENAME and C4ENGINECAPTION.
Video recording and playback only worked on Windows, and recording only
handled video, not game audio. As such, it was of fairly limited use,
and there's lots of software available these days that handle both.
If the user switched away from OC while it was loading, there was
probably a reason for that. We'll no longer assume we're the most
important app in the world and steal the focus away from whatever the
user was doing.