This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.
Lots of cleanups on the way too. More dead/unused code removal.
Remove incrFlag(), decrFlag() Lua functions.
Another vector that was always empty, optionally filled when specified
by a skeletal file, but none actually did this. Should be safe to remove.
Also small related optimization in Game::collideSkeletalVsCircle().
This was always (0, 0) and optionally used for bones if defined in skeletal files.
None of the official skeletal files used this, so this should be safe to remove.
Script interface:
- entity_msg() will no longer corrupt the Lua stack if sending messages to itself.
- added more info to non-critical Lua errors ("attempt to call a nil value", etc)
- replaced many lua_tostring() with getString(), which does never return NULL.
This prevents possible crashes when a non-string parameter is passed to functions
expecting a string.
Misc:
- Removed classes BoxElement, DFSprite, Datafile, and related references.
They were essentially unused.
- Removed unused Element class member variables.
- Show more lines in the in-game console.
- 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)
Bone positioning now takes into account its parent's absolute rotation,
and compensates it. That means bones with rotated parents follow exactly
the mouse when dragged, instead of going anywhere except where they should.
Repaired selecting bones with the mouse, and made that the default
(can be switched to keyboard with M key).
The timeline grid size and timestep unit size are now variable,
and can be changed with the U, I, O, P keys or the added UI buttons.
Bone borders and joint points can be displayed with B key.
Removed the ignorebone0 button and related functionality.
Minor cosmetical things.
This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.
Fixed possible crashes in a few more functions due to missing NULL-checks.
There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.