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.
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.
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.
While none of the mismatches were having a side-effect, this silences a
number of -Wreorder warnings which were drowning out potentially
important diagnostics.
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.
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)
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.
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.
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.
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.
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.
"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.
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.
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.