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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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parent
568178bbb4
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23 changed files with 209 additions and 764 deletions
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@ -215,7 +215,6 @@ ADD_DEFINITIONS(-DBBGE_BUILD_FRAMEBUFFER=1)
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#ADD_DEFINITIONS(-DBBGE_BUILD_SHADERS=1)
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ADD_DEFINITIONS(-DBBGE_BUILD_OPENGL=1)
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ADD_DEFINITIONS(-DBBGE_BUILD_OPENGL_DYNAMIC=1)
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ADD_DEFINITIONS(-DBBGE_BUILD_WIDESCREEN=1)
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ADD_DEFINITIONS(-DBBGE_BUILD_FMOD_OPENAL_BRIDGE=1)
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IF(AQUARIA_DEVELOPER_BUILD)
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@ -384,8 +383,6 @@ SET(BBGE_SRCS
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${BBGEDIR}/Interpolator.cpp
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${BBGEDIR}/Joystick.cpp
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${BBGEDIR}/LensFlare.cpp
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${BBGEDIR}/LightCone.cpp
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${BBGEDIR}/Light.cpp
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${BBGEDIR}/Math.cpp
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${BBGEDIR}/ParticleEffect.cpp
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${BBGEDIR}/ParticleManager.cpp
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@ -454,6 +451,8 @@ SET(BBGE_SRCS_UNUSED
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${BBGEDIR}/CShim.cpp
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${BBGEDIR}/Cutscene.cpp
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${BBGEDIR}/FileVars.cpp
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${BBGEDIR}/Light.cpp
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${BBGEDIR}/LightCone.cpp
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${BBGEDIR}/Model.cpp
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${BBGEDIR}/OggStream.cpp
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${BBGEDIR}/PackRead.cpp
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