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Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables. - The BBGE_BUILD_WIDESCREEN define is now gone. - Added an TiXMLDocument cache to prevent parsing the same file once for each entity on the map with the same skeletal. - Removed Lua func entity_warpToPathStart, which was essentially a no-op because Entity::followingPath was always NULL. Removed related code. - Set texture wrap only when required. (Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria, special thanks for changeset 72d6460d9e60)
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23 changed files with 209 additions and 764 deletions
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@ -1057,11 +1057,7 @@ This build is not yet final, and as such there are a couple things lacking. They
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debugLog("Init Graphics Library...");
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initGraphicsLibrary(user.video.resx, user.video.resy, fullscreen, user.video.vsync, user.video.bits);
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#ifdef BBGE_BUILD_WIDESCREEN
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core->enable2DWide(user.video.resx, user.video.resy);
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#else
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core->enable2D(800, 600, 1);
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#endif
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core->initFrameBuffer();
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debugLog("OK");
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@ -2245,6 +2241,7 @@ void DSQ::shutdown()
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core->particleManager->clearParticleBank();
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Shot::clearShotBank();
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SkeletalSprite::clearCache();
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cursor->setTexturePointer(0, RenderObject::NO_ADD_REF);
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