..by putting the text into another subwindow. Might be good to "fix" (it's intended but possibly not wise) that in the engine, but not right now before the release, because it could introduce new bugs.
I am not sure why the 'isMainWindow' was there. It wasn't there in 7319f7b3cc and got introduced in the major rework in 049088be78 - I guess it was just an oversight that was not noticed because usually the UI windows have the text or other things that need to scroll on a deeper level.
Anyway, checking whether the window is a script-root window does not make any sense as far as I can see now.
I must be mad. This script failed a lot of times. I had to add those brackets. Even then, the first run failed, the buildings were still ownerless. What is this sorcery.
Gamepad support is currently not working properly as many menus cannot be
navigated with a gamepad. Simply don't load any control assignment sets that
have gamepad enabled.
Otherwise the font chooser in the startup options shows those fonts, but
loading them will fail. Ideally we replace this by enumerating the system
fonts at some point.
Some sort of smooth scroll information was passed down to the engine which
didn't handle it properly, or the units with which they were reported to us
were different from what the engine expected. For now, just use fixed scroll
offsets until we implement proper delta-y-aware scrolling in C4MouseControl.
The fix for #1574 might have also helped with this in recognizing when Control
is pressed and when it isn't.
For example, keydown events when pressing/releasing the shift, alt, or control
keys. With this version this is needed ingame e.g. to pick up objects with
Shift.
glObjectLabel would result in invalid VBOs if called on a not-instantiated object. glGenBuffers does apparently only reserve the name and not create the buffer itself.
For me the landscape and some objects were drawn completely black.
More information: http://stackoverflow.com/questions/26614130/opengl-debug-extension-with-globjectlabel
Found via --debug-opengl
which lead to
gl: high severity API error: GL_INVALID_VALUE error generated. ObjectLabel: unknown buffer object <name>