Try to load the whole data in one go instead of re-allocating a vector every
8K bytes. This otherwise results in a lot of reallocations for O(MB)
(uncompressed) sound data.
This speeds up engine initialization by about a second for me.
* Renamed from material shapes to textures shapes
* No per-texture, so the same material can use different shapes with different textures
* Load a shape image instead of text file with vector components
* Allow texture sizes that are not multiple of the map zoom
* Add minimum overlap parameter to draw shapes only when the given overlap is reached.
The solution is slightly hacky and not entirely stable, but for fine-
tuning this functionality is essential.
While I was at it, also reduced refresh interval so it doesn't have a
chance to lag the game.
It looks like sometimes graphics drivers don't report the correct number for
maximum uniforms, since the workaround was enabled even though Newton
confirmed disabling the workaround worked just fine on his GPU. Therefore,
don't listen to what the graphics driver is saying but just try to compile the
shader, and fall back to the workaround if the compilation fails.
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.
* 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.
NO_OWNER means the message will be visible for noone (can f.e. be used to hide a ui window). nil means the message won't have visibility restrictions. This is probably what the scripter expects.
Previously, a value of "nil" would have been read as 0. So not setting the Player property and setting it to nil would mean two different things.