Commit Graph

381 Commits (04b5f82080320fe11a0a4b50df8e4ec5e4fe9451)

Author SHA1 Message Date
Armin Burgmeier c0844c10ff Add support for generic attributes to C4Shader
Replace the hardcoded VAI_ constants with that. The VAI constants are now
moved to C4DrawGL as C4SSA_ constants, similar to the C4SSU ones. This allows
to introduce other attributes to replace vertex positions, normals, colors
and texture coordinates with attributes in later commits. This, in turn, is
needed because the built-in attributes are no longer available in the OpenGL
core profile.

Also, while at it, cleanup C4Shader a bit. Use std::vector<> instead of
maintaining an own array of uniform names. Delete the vertex and fragment
objects after the full shader program has been linked. Make sure that
C4Shader::Init keeps the old program in place if the new one cannot be
compiled or linked.
2015-12-31 22:28:23 -08:00
Armin Burgmeier 8766f5123b Remove other usages of built-in GL matrices
Primarily for the FoW rendering, which now also uses (simple) shaders
without ftransform() everywhere. This also removes all GLU calls.
2015-12-31 17:30:21 -08:00
Nicolas Hake 9b34bf2634 Remove arbitrary inline forward declarations of StdBuf (and derivatives) 2015-12-29 21:42:46 +01:00
Nicolas Hake c0befc6ba0 Remove C4RTF
The only use of C4RTF in its final moments was parsing out plain text
from RTF files anyway, so why even go to all the trouble instead of just
storing plain text in the beginning?
2015-12-29 17:51:43 +01:00
Nicolas Hake 7475b89bd2 C4MessageBoard: Merge Default/Clear into ctor/dtor 2015-12-28 11:43:40 +01:00
Armin Burgmeier de3ed60aa8 Avoid built-in GL matrices for mesh rendering
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms.
2015-12-24 23:02:03 -08:00
Armin Burgmeier a487457563 Add a 4x4 matrix class (StdProjectionMatrix)
This makes it easier to convert the projection and modelview matrices
to GLSL uniforms.
2015-12-24 23:01:52 -08:00
Armin Burgmeier a9967e7b16 Avoid built-in GL matrices for sprite rendering
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms. This is one step towards using the
OpenGL 3 core profile.
2015-12-19 22:37:36 -08:00
Nicolas Hake c5440b1d86 C4NameList: Remove unused Read and Write functions 2015-12-08 13:17:36 +01:00
Nicolas Hake 0067a6dbfe Drop several unused string manipulation functions
To wit: SCompare, SCopyPrecedingIdentifier, SCopyNamedSegment,
SSearchIdentifier, SSearchFunction and SRemoveComments.
2015-11-15 16:16:36 +01:00
Nicolas Hake a3b7b66386 Drop "Toggle" helper function
Toggling a boolean is trivial enough to not really warrant a helper
function.
2015-11-15 16:15:25 +01:00
Nicolas Hake 24b54211c5 Drop Min, Max, Swap for std::min, std::max, std::swap
The C++ standard library comes with perfectly fine implementations of
these functions, so there's no point in reimplementing them just for the
hell of it.
2015-11-15 13:53:01 +01:00
Nicolas Hake 8fc57b69c3 Don't ZeroMem non-POD types
Using memset to initialize non-POD types doesn't work. Or rather, it may
work right now, but will fail when somebody adds a member that relies on
its constructor doing something (like for example any STL container).
Either way it's undefined behavior and needs to go. Furthermore, using
it to reinitialize an object also prevents any dtors from doing their
work when needed.

A new helper function InplaceReconstruct will take an object of nothrow-
default-constructible type, and call the dtor to properly clean up
before placement-new reconstructing the object in the same location.
This is still bad design, but unfortunately removing the Default/Clear
functions from every object currently using them is a herculean task.
2015-11-14 16:43:19 +01:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Peter Wortmann cf4ed1b0b7 Shiny materials, shader reorganisation
This implements the proposal made in the forum for "shiny" materials -
material can now determine the angle at which the most light is reflected.
Shiny materials might set this lower to approximate a "reflection" effect,
and increase the "spottiness" at the same time. To compensate for the
lack of brightness without light, "emittance" can be used.

Not sure this is the most elegant way to model this - the "proper" way
here would be to have emittance, shading and specular as three separate
light parameters instead of molding one into the other and using the third
to compensate.

Furthermore, this reorganises shaders in a major way: We reduce the
number of shader files down to three, pushing a number of possible
configurations into preprocessor. I believe this should be easier to
understand, which for the moment trumps theoretical extensibility
benefits.
2015-10-03 15:32:39 +01:00
Julius Michaelis ee859d85e0 Remove boost any usage of boost libraries 2015-09-30 00:16:12 +02:00
Armin Burgmeier 703f028392 Fix animation when position is beyond last keyframe (#1406)
In this case, an interpolation between the last and the first keyframe is
performed, so that the animation can be looped smoothly.
2015-09-22 22:11:55 -04:00
Nicolas Hake 6a11e3e811 Stop checking for rvalue ref support
We already require support for std::unique_ptr, which itself requires
support for rvalue references. As such, we know we can use rvalue
references, and thus don't have to keep carrying dead code around.
2015-09-20 13:27:14 +02:00
Nicolas Hake d1313f622f Drop hack that allowed taking a reference to a temporary value
This has never been legal C++, and the compilers where it was necessary
are no longer supported.
2015-09-20 13:27:13 +02:00
Armin Burgmeier 3eb6b277e4 Buildfix 2015-09-15 18:25:13 -04:00
Sven Eberhardt 73a42fef92 Suppress warning messages for undefined fields when returning to main section in LoadScenarioSection. 2015-09-14 23:01:09 -04:00
Armin Burgmeier f54067c819 DetachMesh: remove mesh from direct parent, not from top-level parent
This fixes a crash in calls to DetachMesh() on nested attached meshes.
2015-09-13 16:46:27 -04:00
Armin Burgmeier a40792013f Add "AttachNumber" parameter to AttachMesh
This allows to create nested definition-based attached meshes.
2015-09-12 19:57:00 -04:00
Armin Burgmeier 380724a017 Choose attach mesh number uniquely from entire (owned) attach tree 2015-09-12 19:28:53 -04:00
Armin Burgmeier f3da8525d0 Prefix most shader defines with "OC_" 2015-09-10 19:45:43 -04:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Peter Wortmann 30857e835e Shader gamma implementation
In comparison to the old system, this is a downgrade - instead of being
able to set a full color mapping by gamma ramp, we now get just a value
per colour channel.

Upside is that we do not need to play around with the global gamma ramps
any more, which was arguably the wrong way to do it.

This commit will likely break everything that has been using gamma so far.
2015-08-31 17:35:08 +01:00
Sven Eberhardt 535fc79c0f Silence a few compiler warnings. 2015-08-29 08:33:00 -04:00
Armin Burgmeier 0cdafc278b Transform all mesh data to Clonk reference frame on load
Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.

As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
David Dormagen 36544bd56c Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Foundry.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Branch.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Trunk.ocd/Script.c
	planet/System.ocg/FindLocation.c
2015-08-02 19:24:04 +02:00
Armin Burgmeier 08aaf662a9 Add support for alpha_rejection in OGRE material scripts 2015-07-31 22:50:21 -04:00
Armin Burgmeier a172245c1e Illuminate materials with no backface culling from both sides
This might need adaptions in some materials, but is probably the right thing
to do.
2015-07-20 22:11:19 -04:00
Armin Burgmeier ecaedb7106 Add GetAnimationList() script function (#1344) 2015-06-22 19:58:58 -04:00
Nicolas Hake 9eb8eedf82 Fix headless build
Several rendering changes have resulted in a non-rendering build that
failed to build from source. Dummy out all of these functions to make it
work again.
2015-06-17 21:30:56 +02:00
Fabian Pietsch 706e9e71a9 Fix logic error in shader log file locking
On success, flock() returns 0, so !flock() is true then. Testing for
!flock() to detect a locking error is therefore wrong. This got the log
file closed immediately after opening it on my GNU/Linux machine,
resulting in an always empty OpenClonkShader.log.
2015-06-06 21:31:19 +02:00
David Dormagen 196f528201 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
	planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
	planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
	planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
	src/game/C4Game.cpp
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
Nicolas Hake 7a4dc6ac79 Remove superfluous return value qualifier
Type qualifiers on a function return value are ignored anyway.
2015-05-25 16:28:04 +02:00
Nicolas Hake a405dcdf4c StdCompilerINIRead: Maintain line break cache for error msgs (#1310)
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.
2015-05-10 20:52:35 +02:00
Sven Eberhardt 38131aae74 Allow CNAT_* constants in VertexCNAT definition of DefCore (#1307)
Also fix decompiling of none-values in bitfields.
2015-04-28 00:18:32 +02:00
Nicolas Hake 5f46161433 Remove unused clone of C4PathFinder
Why the hell is there a second implementation of C4PathFinder around? It
wasn't even used anywhere.
2015-03-31 17:57:58 +02:00
Nicolas Hake b2f742f997 gl: Check glew for GL_KHR_debug support
Debian wheezy's glew doesn't support GL_KHR_debug yet, so make sure
we're only using it if we can.
2015-03-25 23:15:45 +01:00
Nicolas Hake cd266d2352 gl: Attach debug labels to objects
Doing GL debugging is way easier if your logs talk about "Clonk/VBO"
instead of "buffer object 21".
2015-03-25 22:00:36 +01:00
Nicolas Hake 5562b09dc4 Remove a lot of disabled legacy code, round 2
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
Nicolas Hake 179498984d Upload dummy bone for boneless meshes (#1278)
As long as we're not actually using a different shader for meshes
without bones, we need to upload an identity matrix so there's defined
data in the bone slot.
2015-03-05 13:09:40 +01:00
Nicolas Hake d2563fe345 Do skinning in hardware
Instead of transforming all vertices on the CPU every time an animation
progresses, we now only recalculate the skeleton, leaving the heavy
lifting for the GPU. This also means we no longer have to push all
vertices onto the bus every frame, because the mesh isn't changing and
can therefore be stored in a GL_STATIC_DRAW VBO when it's first loaded.
The downside of this approach is that there's only a limited number of
uniforms and vertex attributes we can pass to the shader. At the moment
these limits are a maximum of 128 bones per skeleton, and no vertex can
be influenced by more than 8 bones at once. So far this is no problem,
as the most complex skeleton in the base game uses less than 64 bones
and no more than 6 bone weights per vertex.
2015-02-27 21:51:58 +01:00
Nicolas Hake c66833e2db GL: Render meshes out of a VBO
While we're still not doing skinning on the GPU, copying the vertex data
to a VBO immediately after updating the animation allows us to re-use
that data for unanimated meshes. It also allows us to store unanimated
data on the GPU, instead of transferring it over the bus for each frame.
2015-02-24 18:36:58 +01:00
Nicolas Hake a2f06c6ac5 Move ForLine function into C4Landscape.cpp
C4Landscape is the sole consumer of this function, so there's no reason
to make it available outside.
2015-02-23 13:39:51 +01:00
Nicolas Hake c1bb56e1f1 Win32: Don't write log to stdout in GUI apps
In applications targeting the GUI subsystem, stdout and stderr aren't
valid file handles, and trying to write to them sets the system error
code to ERROR_INVALID_HANDLE.
2015-02-19 13:02:16 +01:00
Nicolas Hake ff263e5433 Fix potential buffer overflow in ssprintf
If vsnprintf fails for other reasons than too small a buffer, it returns
a negative value. Comparing that with a size_t value promotes the
negative value to unsigned, which makes for a very large result, almost
guaranteed to be larger than the buffer size.
2015-02-12 23:55:38 +01:00
Nicolas Hake 95641b5fb0 Add a dummy declaration to ssprintf
G++ doesn't allow attributes on function definitions for reasons. Add a
declaration immediately before the definition so it works.
2015-02-12 23:14:16 +01:00
Nicolas Hake e21a5bdd44 Rename BoundBy to Clamp
"BoundBy" sounds like a predicate. "Clamp" is a common function name for
the operation in graphics processing, so it should be familiar to users.
2015-02-12 23:05:55 +01:00
Nicolas Hake 35e7ca509b Replace NoPointer struct with template parameter deduction
We're trying to ensure that no caller passes a char* to ssprintf, but a
char array instead. This is way easier done by using template parameter
deduction than a specialized class template.
2015-02-12 22:25:36 +01:00
Nicolas Hake ea354218bb Remove unused private field StdMeshMaterialShader::Type
We'll keep the parameter just in case we'll ever need the info.
2015-02-11 20:48:18 +01:00
Sven Eberhardt cd3b969fc4 Silence a few warnings in render and SolidMask code. 2015-02-08 12:37:00 +01:00
Sven Eberhardt 4e65dccb1f Fix memory leak on CID_Animation_BaseInfo mesh chunk type.
Detected by a -Wunused warning.
2015-02-08 12:35:45 +01:00
Nicolas Hake e2a8f6d303 Reorder some declarations and initializations to avoid order mismatch
While none of the mismatches were having a side-effect, this silences a
number of -Wreorder warnings which were drowning out potentially
important diagnostics.
2015-02-04 22:12:42 +01:00
Günther Brammer 5bcedb5bbf Remove some redundant #includes 2015-01-25 18:53:48 +01:00
Günther Brammer a92c22a7b3 Merge various build system fixes and cleanups 2015-01-25 18:50:29 +01:00
Sven Eberhardt 089b4794a8 Fix a few warnings in Win64 build. 2015-01-25 16:43:51 +01:00
Nicolas Hake 2ef2c637a7 Remove several instances of disabled legacy code 2015-01-18 22:59:45 +01:00
Nicolas Hake fef96eca9c Replace C4Surface::ppTex by a vector
This should improve cache coherency by having all surface tiles adjacent
instead of strewn across the heap. This will also remove an indirection
in the common case of only using one tile.
2015-01-18 22:59:44 +01:00
David Dormagen bd04722553 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	src/game/C4GraphicsSystem.cpp
	src/game/C4GraphicsSystem.h
	src/game/C4Viewport.cpp
	src/gui/C4GameMessage.cpp
2015-01-15 19:57:01 +01:00
Mark 43c924d00e Restructuring of StdMeshSkeleton::MirrorAnimation
Mirroring the name happens in MirrorAnimation now, no double checks anymore, no double copying of buffers.
2015-01-07 22:48:04 +01:00
Armin Burgmeier 9580c46056 Fix assertion failure when definition to append/include does not exist 2015-01-06 19:33:33 +01:00
Mark af3efead76 Fix reloading of skeletons (#1180) 2015-01-06 18:35:16 +01:00
Mark 10b343dba9 Append and include skeletons (#1180)
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton

This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)

Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
2015-01-06 18:25:08 +01:00
Armin Burgmeier d4ac1d0694 Fix possible crash after a mesh has been reloaded 2015-01-04 18:29:44 +01:00
Günther Brammer d9e3d9db3d Require filenames to be in unicode, remove iconv usage
Every modern operating system and Clonk uses UTF-8, and windows uses UTF-16
and has its own conversion code.
2015-01-03 20:41:03 +01:00
Sven Eberhardt ec7540e404 Fix ICONV build 2015-01-03 19:06:19 +01:00
Sven Eberhardt fed6f8d65f Fix Linux/Mac build. 2015-01-03 19:03:18 +01:00
Sven Eberhardt 49f991c819 Move shader logging into separate file and log only in editor mode (#1209) 2015-01-03 17:53:59 +01:00
Armin Burgmeier 1e77de1044 Merge branch 'lights'
Conflicts:
	src/c4group/C4Components.h
2015-01-03 16:00:20 +01:00
David Dormagen f89b8c8319 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Environment.ocd/Cloud.ocd/DefCore.txt
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/DefCore.txt
	planet/Objects.ocd/Libraries.ocd/PowerConsumer.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/PowerProducer.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/System.ocg/ClonkControl.c
	src/gui/C4MouseControl.cpp
	src/landscape/C4PXS.cpp
2014-12-25 15:24:19 +01:00
Armin Burgmeier 8686441d45 Make mesh shaders use the C4Shader slice machinery 2014-12-22 22:56:30 +01:00
Mark 305637b246 Loading skeletons separately (#1180)
Animations are now part of the skeleton, and skeletons are loaded before meshes. They are stored in a map in StdMeshSkeletonLoader. This is only the first part of changes for #1180.
2014-12-20 23:11:33 +01:00
Tobias Zwick 4981182cf8 Merge remote-tracking branch '_origin/master' into lights
Conflicts:
	src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Mark 3971d60614 Match partial skeletons (#1177)
When using AttachMesh() with the flag AM_MatchSkeleton the behaviour was changed. The child mesh no longer uses the transformation of the bone in the parent skeleton by order, but by name.
2014-12-07 01:11:04 +01:00
Mark 1f4f280539 Bugfix: Missing AttachParent in AttachedMesh
On loading a savegame with attached meshes, the AttachParent of their child is NULL.
2014-12-07 01:11:02 +01:00
Mark 0e9c0e9be4 AttachMesh with added functionality (#1177)
Simple implementation of matching skeletons/animations. Short description added to the documentation. More functionality to follow.
2014-12-03 20:05:36 +01:00
Mark dda9599003 Extracted skeleton from StdMesh.
Skeleton is now represented by the class StdMeshSkeleton.
2014-12-03 20:04:54 +01:00
Armin Burgmeier db6df15377 Add SetAmbientBrightness and GetAmbientBrightness script functions 2014-11-20 17:07:31 -05:00
Armin Burgmeier 88f8f75441 Add ambient lighting
This introduces a new texture, an ambient light map, that is generated
automatically at the beginning of the round by the sky portion of the
landscape. This basically makes everything that is close to sky visible
by default.

The shaders have been adapted so that they deploy direction-independent
lighting for the ambient component, and the current (diffuse) behaviour
for the diffuse component. This makes the shaders use an additional
texture unit that represents the ambient light. We can think about merging
this information into the light texture, but the coordinate systems are
different at the moment, so this could be performed at the stage of light
texture generation.

For meshes, the ambient material is not actually used, but instead a
diffuse light from the front is used. This makes many meshes look more
interesting, maybe also because the ambient material setting of most
meshes are not set correctly at the moment.
2014-11-17 09:35:50 -05:00
Armin Burgmeier aed907e30d Remove old fog of war 2014-11-07 11:53:10 -05:00
Armin Burgmeier 219fa8597c Implement light calculations for meshes 2014-11-06 15:56:19 -05:00
Armin Burgmeier a34cd5711c Add support for custom shaders in mesh material scripts 2014-10-21 15:19:30 -04:00
Armin Burgmeier 2f6d1eaa1f Parse program definitions from the material file 2014-10-21 15:19:30 -04:00
Armin Burgmeier 99fe2eca4f Fix gcc warnings about missing initializers 2014-10-21 15:19:30 -04:00
Philipp Kern 20701562e8 Allow distributions to use the system tinyxml.
Add a new cmake option WITH_SYSTEM_TINYXML=ON that allows to use the system
tinyxml library and header instead of the bundled copy. Adjust the include
path in the single source file referencing the header and add the thirdparty
path to the include search path if the use system option is unset or off.
2014-10-16 11:52:44 -04:00
David Dormagen c09e9880e2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-10-13 18:54:05 +02:00
Sven Eberhardt 7450a83746 Add missing tuple header #include. 2014-10-09 20:35:43 +02:00
Armin Burgmeier d47a416c0f Keep track of shaders in StdMeshMatManager
This replaces the fragile ShaderRef construction in StdMeshMaterialPass, and
it allows to re-use shaders and/or programs between different materials. This
is some more preparatory work for custom shaders.
2014-10-07 12:38:08 -04:00
David Dormagen 7319f7b3cc rewrite of C4GuiWindow to use C4GUI stuff wherever possible 2014-10-05 16:46:14 +02:00
Armin Burgmeier f23d745b1d Reorder submeshes by opacity after material change (#1125) 2014-10-04 16:12:13 -04:00
Armin Burgmeier 15c2497311 Serialize mesh materials in savegames (#1121) 2014-10-03 16:39:03 -04:00
Sven Eberhardt 378bda5546 Added custom scenario parameters (SCENPAR_*).
Can currently only be set in network games in the lobby. In the future, maybe we can find a place somewhere in the scenario selection dialogue.
2014-09-23 23:02:52 +02:00
Kevin Zheng 6a1a551d01 Clean up deprecated headers and functions
"gdk_pixbuf_unref has been deprecated since version 2.0 and should not be
used in newly-written code. Use g_object_unref()."

sys/timeb.h isn't used anymore since 2005.
2014-05-27 00:30:20 +02:00
Günther Brammer 88e5608298 Improve grammar in comment 2014-04-19 19:02:22 +02:00
Günther Brammer a840774965 Move FixedRandom to C4Random.cpp
No need to inline this seldomly-called function, or have RandomHold in the
global namespace.
2014-04-19 19:02:21 +02:00
Nicolas Hake 3c80a745b0 MinGW: Use __mingw_vasprintf if available
Recent versions of MinGW do no longer declare vasprintf in <stdio.h>,
but they ship a compatible function called __mingw_vasprintf. Use this
function if vasprintf isn't available.
2014-03-25 23:20:34 +01:00
Tobias Zwick 9c1f4bcbef replace FIXME logs on each scenario start with a FIXME comment in the code (#1013) 2014-01-26 17:16:22 +07:00