Neal Gompa [Mon, 19 Dec 2016 18:30:13 +0000 (13:30 -0500)]
CMake: Switch to --std=gnu++11 to fix builds with POWER
On POWER architectures (ppc64/ppc64le), the AltiVec SIMD instructions
overload bool with vector ints, causing builds to fail because vector
data cannot be cast to scalar data. However, this only happens on c++11
mode. In gnu+11 mode, the usage of AltiVec overload attributes is
contextual, so it doesn't cause builds to fail anymore.
Côme Chilliet [Sat, 17 Dec 2016 19:42:12 +0000 (20:42 +0100)]
Fixes #62 fixed button names display
Note that this cause problem because of the incomplete font we use:
I mapped the key «é» to draw weapon and it can’t be shown in the menu.
We should switch to a more complete font
Rémi Verschelde [Mon, 12 Dec 2016 20:49:29 +0000 (21:49 +0100)]
Add The Seven Tasks campaign by Philtron R./skraeling
It is licensed under CC-BY-SA 4.0 International with attribution to
Philtron R., as mentioned on the Lugaru forums:
> *Note:** This mod (campaign, maps and custom textures) is licensed under
> the Creative Commons Attribution - Share Alike license, version 4.0
> International (CC-BY-SA 4.0, https://creativecommons.org/licenses/by-sa/4.0/)
> Attributions can be made to "Philtron R.".
Rémi Verschelde [Mon, 12 Dec 2016 23:25:09 +0000 (00:25 +0100)]
Empire: Fix hardcoded clothes paths
There is only one path I did not fixed, as it triggered a weird texture
bug on the main character, Ash (as Ben had told me by email). It can be
fixed with sed to trigger the bug:
# :Data:Textures:blackfur.png / Textures/Fur2.jpg (fix)
sed -i 's/\x1b\x3a\x44\x61\x74\x61\x3a\x54\x65\x78\x74\x75\x72\x65\x73\x3a\x62\x6c\x61\x63\x6b\x66\x75\x72\x2e\x70\x6e\x67/\x11\x54\x65\x78\x74\x75\x72\x65\x73\x2f\x46\x75\x72\x32\x2e\x6a\x70\x67/g' Data/Maps/jendraz*
Rémi Verschelde [Mon, 12 Dec 2016 22:46:45 +0000 (23:46 +0100)]
Add the Lugaru: Empire campaign by Jendraz
It is licensed under CC-BY-SA 4.0 International with attribution to Jendraz,
as mentioned on the Lugaru forums:
> Note: This mod (campaign, maps and custom textures) is licensed under the
> Creative Commons Attribution - Share Alike license, version 4.0 International
> (CC-BY-SA 4.0, https://creativecommons.org/licenses/by-sa/4.0/)
> Attributions can be made to Jendraz.
Rémi Verschelde [Sun, 11 Dec 2016 22:54:38 +0000 (23:54 +0100)]
Add self-made FurBW.jpg for Temple campaign
The furbw2.png file from the original mod was obviously a mix between
the Fur.jpg and Fur2.jpg of Lugaru, so I tried to redo it since furbw2.png
was sadly not licensed under CC-BY-SA 3.0.
The furwhite.png image was just the same as Fur.jpg, so I just changed
the hardcoded references to it.
Rémi Verschelde [Sun, 11 Dec 2016 21:45:44 +0000 (22:45 +0100)]
Add self-made replacement for Temple Cl*.png assets
The original assets were not licensed CC-BY-SA 3.0 and thus not added here.
To redo them, I used the AR PL UKai TW font under the Arphic Public License
(https://www.freedesktop.org/wiki/Software/CJKUnifonts/Download/).
Note: the Chinese characters are flipped horizontally so that they appear
properly on the back of players.
Rémi Verschelde [Sun, 11 Dec 2016 14:06:33 +0000 (15:06 +0100)]
Rename all C++ headers with .hpp extension
Also improve header inclusion to follow this logic:
- "Own" header comes first (`Folders.hpp` in `Folder.cpp`)
- Lugaru headers come next, in alphabetical order
- System headers come next, using the `<header>` format
Côme Chilliet [Sat, 10 Dec 2016 06:57:39 +0000 (13:57 +0700)]
Updated information in DEBUG-OPTIONS.txt
Alt+Y and alt+U are still undocumented.
Documentation about editor commands seems also inaccurate, and the code
seems buggy, shift+p will add a player AND a waypoint to this player it
seems to me.
Côme Chilliet [Fri, 9 Dec 2016 09:29:14 +0000 (16:29 +0700)]
Moved Skeleton and Animation to their own folder.
Moved Animation class in Animation.* files.
Using a vector for animations.
Deactivated the deallocation for now, probable memory leaks, will be
fixed by futur commit