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?
* 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 new behaviour that allows 255 mat-tex combinations (once we increased
C4M_MaxTexCount...) is enabled with MapFg.bmp, and then MapBg.bmp can be
used to draw IFT or other fancy things.
The background landscape is a 8-bit landscape which stores the material
that a particular pixel will be replaced with when it is cleared, e.g.
by digging or blasting.
This is just the groundwork for this and does not offer much advantage
over the IFT flag that was used previously for that purpose. However,
additional features such as keeping the background material/texture
fixed when loam bridges are built, PXS are incorporated into the landscape
or the massmover is moving things around can be added.
See http://bugs.openclonk.org/view.php?id=1338 for more details.
Graphics are now pre-loaded and may then be accessed in random order. Reduces Objects.ocd load time from 20 seconds to 1 second for me.
Some ordering is still broken (e.g. material.ocg and player files).
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.
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OpenClonk era have been replaced by a single notice ranging from the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.
This speeds up loading of packed files significantly. It's not optimal,
though, because the order in which textures are loaded by the engine
is not known by c4group (it depends on their occurence in the Scene.material
file). This could be fixed by specifying custom packing orders for every
object we have. But then again maybe switching to a different format which
allows for random access might be more worth it.
This time, the relocation code checks for a "System.c4g" in either
the executable path or a "data" folder directly below. CMake makes
sure that this points somewhere sensible for normal builds.
TODO:
* Check whether this actually works under Unixes. Can "ln -sf"
delete important stuff? Is there a safe alternative?
* Further unify with the Mac Os solution. Other platforms might
auto-pack for release builds too, for example - and it might
be a good idea to have a proper data subdirectory in Mac bundles
as well.
Previously, they were stored in the configuration and written to the
config file by default. So they still had the old .c4f file extension and
weren't displayed in the scenario selection dialog. Approximately nobody
changed this configuration, and those that do can simply use symlinks
instead.