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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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#define BBGE_BUILD_SHADERS 1
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#define BBGE_BUILD_OPENGL 1
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#define BBGE_BUILD_OPENGL_DYNAMIC 1
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#define BBGE_BUILD_WIDESCREEN 1
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#define BBGE_BUILD_FMOD_OPENAL_BRIDGE 1
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#define BBGE_BUILD_ACHIEVEMENTS_INTERNAL 1
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