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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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@ -189,9 +189,6 @@ public:
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const RenderObject &operator=(const RenderObject &r);
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void enableProjectCollision();
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void disableProjectCollision();
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void toggleCull(bool value);
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void safeKill();
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@ -293,8 +290,6 @@ public:
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int collideRadius;
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Vector collidePosition;
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bool useCollisionMask;
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//Vector collisionMaskHalfVector;
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std::vector<Vector> collisionMask;
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std::vector<Vector> transformedCollisionMask;
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