* Change conditon so that L137 onwards of main CMakelists.txt is
executed fro VS project target. Main reason to do this was to make sure
project actually built with streflop.
* Change conditions after L137 so unwanted compile flags aren't added.
* Project now builds multi threaded for VS project. Tries to use max
number of cores.
* Simplify cxx flags. Remove unneeded MT and MTd flags.
* Set VS build output to mk/windoze.
* Add FPUSettings.asm to streflop in cmake, if VS project specified.
* Remove STREFLOP compile definitions. Not needed now streflop is
configured properly.
* Simplify cmake by adding "VS_BUILD" variable, instead of doing string
comparisons all the time to check if is "Visual Studio" target.
* Build vs 2019 project using cmake.
* Cmake configured to work in windows. Hopefully still works in linux
too!
* Update vcpkg install script.
* Configures build for MG game release or debug mode.
* Still need to fix building mapeditor and g3d viewer.
* Remove CurlGetConfig.cmake (not needed!)
* Allow a selected group to have the attack command even if some units don't have it
* Add getUnitFromCC function
* return NULL if getFirstCtOfClass founds no unit
* Search for the unit containing the attack command in a non uniform selection
Co-authored-by: Rampoina <Rampoina@protonmail.com>
* Replace working http links with https
* downloads also has working https
* forum also has working https
* Fix get_started link
* fix get_started link
Co-authored-by: James Sherratt <jdsherratt3@gmail.com>
Text colours where the colour wasn't explicitly set was rendering as the
previous (incorrect) colour instead of white. Now text colour is
explicitly set.
Fixes bugs found in iss #206. Building without FTGL fails and the error
is confusing. So we'll fail at the cmake stage (suggested by andy5995).
People who don't want it can disable this at their own peril! ;-)
Line was generated for meshes with duplicate verts, to prevent loss
of vertices. But this was a problem because some duplicate verts
need removing. (E.g. some duplicate verts are generated for UV
mapping. These should be removed during import.) This does mean the
g3d script can lose information on import.
* Use hashset for more efficient vert comparison. (Suggested by Titi.)
* Create line of verts for basis mesh, for rare cases where there's no
mesh frame where all the verts are different.
* Fix bug in animation where all animation frames shifted by 1 (and last
frame was not included in the animation).
Script use to always use the first frame as the "basis" mesh.
But this caused problems because sometimes the first mesh had a
size 0 i.e. all the verts are the same. This is fixed by adding
a step to search for a frame with the largest number of verts in
different positions. This frame is then used as the basis mesh.
Errors could still happen if the mesh doesn't have any frames
without overlapping verts.
doublesided switch in blender 2.9x did not work before, it was always
rendered single sided in MG.
I added a new switch only-selectable which allows to create unvisible
but selectable meshes. This helps with selection of small units which
can now have an unvisible hand craftet select object around them for
example..
Meshes were missing a "double sided" property. So they importing/
exporting "double sided" meshes failed.
Converting meshes from quads to triangles was failing, when a mesh was
selected, because not all of the vertices were selected in "edit" mode.
Script now selects all verts are selected when switched to edit mode.
Function similar to MuwuMs tool https://forum.megaglest.org/index.php?topic=8353.0
Image is resized to the dimensions of the map. Changes in the ratio only work with some image formats (png,jpg) wxWidget bug?
maxHP cannot been boosted anymore( just upgrades!). this has too many
side effects.
maxHP upgrades were calculated based on units current HP which doesn't
make sense.
maxEP cannot been boosted anymore( just upgrades!). this has too many
side effects.
Code is much cleaner and smaller now