This commit is meant to be reverted once that this project continues.
Removes test_campaign from data/campaigns, commented out --new-syntax
commandline parameter and disabled boost test for said parameter.
(Multiplayer login error with certain username or password formats)
The new username/password serialization format is as follows: @ <field
value> @ Old usernames/passwordswill be converted as necessary when
the user changes their credentials in-game. The user will to hit
#16571 once if they are using an affected username or password saved
by a previous version.
Unfortunately, the underlying cause is still around and this only
fixes this particular case by forcing new usernames and passwords to
be stored in a format that can only be interpreted as a string by the
config class. Dealing with it isn't feasible at this point, so I'll
file a separate bug for the general case and mark it as Postponed
later.
since they break compatibility.
This reverts
2011-12-16T01:24:54Z!anonymissimus@arcor.de
2011-12-16T04:06:47Z!Majora700@gmail.com
2011-12-16T04:08:22Z!Majora700@gmail.com
2011-12-16T04:14:58Z!Majora700@gmail.com
2011-12-16T20:13:27Z!anonymissimus@arcor.de
2011-12-16T20:14:08Z!anonymissimus@arcor.de
2011-12-16T20:48:39Z!Majora700@gmail.com
2011-12-17T09:46:29Z!Majora700@gmail.com
Fixes a problem when using the SDL nightly builds (post 1.2.14).
The direct blurring of the screen fails on OS X, since the surface is
not a neutral surface, so only testing for 32 bpp isn't enough. Exports
the neutral surface test from sdl_utils to have a proper test in the
canvas code.
This commit helps fixing bug #18319, but the speed of rendering is still
too slow.
Thanks to Alarantalara for testing the code on OS X.
This reverts commit 2011-12-14T14:50:39Z!anonymissimus@arcor.de.
There appears to be at least one fatal c++0x bug yet;
std::stable_sort, messing up the campaign selection menu.
This make screen update (zooming, ToD changes, etc) several times
faster, gain some fps (esp. for complex map), optimize some animated
terrains (stop refreshing empty parts) and spare some memory
(sometimes, not clear yet)
Also remove the noise in :layers.
Note: This is an improved version of 2010-10-06T16:07:43Z!alinkmaze@gmail.com from the OGL branch
1. The internal type is a std::string, the lua getters/setters should
reflect that like all the existing ones already do instead of making
implicit conversions.
2. It doesn't make sense to convert the already translated string
into a t_string again upon getting it.
3. The setter in team.cpp you added is redundant.
4. The attribute is apparently not really meant to be modified
by lua or wml so a tag is no good idea.
Also adapt it to a recent change and remove an old limitation: now the
lightmap can have any size and is just resized to the image. This
make it easy to use ~L() on animated units, making it more useful