The GTK and OS X platforms already ignored the requested bit depth and
always used 32 bit. Windows and SDL would set a 16 bit color depth for
the screen, but still did all of the rendering short of the final
present in 32 bit.
Video recording and playback only worked on Windows, and recording only
handled video, not game audio. As such, it was of fairly limited use,
and there's lots of software available these days that handle both.
Another piece of code that hasn't been tested in ages, gone. The default
puncher address was still pointing to clonk.de, which I'm very certain
isn't providing UDP hole punching services anymore.
Instead of a bespoke hole punching implementation we should use a STUN
lib.
In comparison to the old system, this is a downgrade - instead of being
able to set a full color mapping by gamma ramp, we now get just a value
per colour channel.
Upside is that we do not need to play around with the global gamma ramps
any more, which was arguably the wrong way to do it.
This commit will likely break everything that has been using gamma so far.
Adds text to local TODO.txt file. Useful for taking notes quickly e.g. when testing new scenarios in a network game.
TODO filenames are configurable. Default file is TODO.txt in the scenario file (if it's unpacked) and TODO.txt on the current path if access to the first location failed.
C4Group::Open would sometimes overwrite more specific error messages or
not mention the problematic path. DirectoryIterator::Read also now mentions
more detail. Two superfluous messages were removed to make space.
Skips drawing every second frame if drawing the previous frame was too slow
Setting is controlled by game host
Default: on
Imported from Clonk Rage
From e6e680f49ac50a352e9a051ee21622e7f00648b6 Mon Sep 17 00:00:00 2001
From: sven2 <sven2@786b8e90-9c09-0410-89a9-bccc6ef1e79b>
Date: Sat, 21 Sep 2013 21:34:44 +0000
Subject: [PATCH] + AutoFrameSkip: Graphics option to reduce lag by slow
clients in network games
git-svn-id: https://www.clonk.de:83/svn/clonk/stable@14501 786b8e90-9c09-0410-89a9-bccc6ef1e79b
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.
Direct3D hasn't worked for more than a year now, and there don't seem to
be any efforts to revive it. Remove it and concentrate on better OpenGL
support.
Updates work only when the game data is at the same location as the binary.
If this is not the case then the game was probably installed differently,
for example via the distribution or with make install. In this case we
cannot do automatic updates but we also want to use a different system path.
This fixes the linux development snapshots and release tarballs. They were
broken in the sense that they didn't find their game data.
This replaces the BUILD_TO_PLANET option and makes in-tree Makefile builds
run without further work. Out-of-tree builds need a symlink to planet from
the build directory.