Major code/logic cleanups + it has a multithreaded batch mode now.
The VFS code doesn't like multiple threads at all,
so for now there's a big lock in front of where it matters.
Changed precacher, map/tileset, and worldmap loading to batched mode.
Still TODO:
- fix broken mod preview images
- reloading resources on debug key
- make mod recache entirely unnecessary
- actually drop resources when no longer needed
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.
Also small config addition to optionally increase memory allocation size
for temporary texture pixel data; the nouveau drivers seem notoriously
awkward and keep writing over the buffer.
- 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)
Also simplified .zga texture and .aqs savegame loading.
Dropped support for "crunched" .sav files (those were never used),
and the corresponding crunch functions.
To be done: Temp files are still used when compressing files,
will address this in a later commit.