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?
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.
* There was an off-by-one-error causing a blank line at the screen upper screen border.
* Remove ApplyGamma. It is always applied because Gamma is just part of the drawing shaders now.
* Save by copying rows instead of pixels for whole map screenshots.
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.
For the updated source files, the timeline has been split into three
parts:
1. Pre-RWD code (before 2001)
2. RWD code (2001 through 2009)
3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
To make C4ComponentHost more reusable, move C4Language dependencies out
of the class.
LoadEx isn't really suited to reside in C4Language, but it's better to
have it there, since all C4Language consumers also use C4ComponentHost;
the reverse isn't true.
Drop the paper in the player selection dialog entirely, use transparent
black instead. Adjust the widget sizes in the scenario selection dialog
slightly.
The editor now uses the same methods to start a game startup uses. Startup
no longer uses a nested main loop. Without a game running in the editor,
the application is in startup mode.
This time with more manual checking and using git blame -M -C, so that
a few cases of copied code get a copyright notice corresponding to
their initial introduction.
Both classes did the same thing at the same time, with the only difference
that C4GUI::Resource was vaguely more associated with GUI stuff. Some
time ago, C4GUI::Resource could be freed during the game, but not anymore.
This saves some lines of code and one redundant class, but shouldn't change
anything besides progress bar being textured a little earlier during
startup.