Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.
Update premake script to include missing deps and drop various extra
paths for simplification.
Don't always include wx/wx.h via precompiled.h in case PCH is disabled.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.
Drop the wxWidgets specific handling of precompiled headers in some
places, it isn't consistently used which it would have to to have meaning
and was mostly for early VS implementation of precompiled headers and a
lot of time has gone by since.
Drop Borland C++ compiler specific quirk, that compiler was
discontinued long ago and doesn't support modern C++.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.
Add "source" to include path for AtlasUI target to allow for absolute
includes. In the future all but one should be removed.
Drop check for at least boost 1.40.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.
Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
- such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
- such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).
Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.
Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.
Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
Fixes issues on Big Sur with the development 0 A.D. (bundles were
working correctly because they are Low-DPI).
Thanks to @wik for investigations on High-DPI in WxWidgets.
Differential Revision: https://code.wildfiregames.com/D3326
This was SVN commit r25111.
Removes a few non-behavioral workarounds for older versions.
Refs #5502, #2891.
Accepted By: asterix
Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2076
This was SVN commit r22508.
C4458 in AtlasObjectImpl.cpp line 292 and in AtlasUI/Object.cpp:547
C4456 in MapDialog.cpp:173 and in ScenarioEditor.cpp:742
Reviewed by: @Angen
Accepted by: @Itms
Comments by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D1741
This was SVN commit r22161.
Implements custom, VFS-based map load/save dialogs for Atlas (replaces
broken native file dialogs), fixes#631, #889.
Fixes map loading/saving to handle arbitrary subdirectories for better
organization.
Adds default settings to Atlas player panel, fixes#1872. Each setting
now has a checkbox to choose whether it should be saved with the map
(avoids writing lots of useless default data for each map).
Adds map preview setting to Atlas, refs #1745.
Cleans up and simplifies some duplicate code.
Fixes optional serialization performance test.
This was SVN commit r13938.
Adds a call to Atlas_GLSetCurrent after setting Atlas resolution on OS X
(otherwise the canvas doesn't seem to update properly).
This was SVN commit r10129.
Replace New dialog box with separate tools for resizing maps and
replacing terrain textures, to provide more power and to simplify the
problem of initialising map settings.
Fix engine to cope with dynamic map resizing.
Add JSON support to AtObj, to let C++ interact with JSON more easily.
This was SVN commit r9566.