I'll probably roll all this back, but now I can hack around with
putting new starbases in systems, playing with the map, etc.
Then I might be able to look into auto-gen stuff!
The original game did a bunch of one-off specifics to enter the
starbase menu. Since I want to make this available in multiple
places (even via script... and maybe by *building* new starbases),
I'll need a simple function to call.
I've tested it by making the Chmmr and Syreen starbase both call
this function -- it works. (It's kinda neat to have starbases
all over the galaxy! It totally makes for a different kind of
game.)
Of course, since I intend to make all planet stuff customizable
via Lua -- one can make their own game have whatever they want.
A main starbase, which might get conquered and then have to be
relocated could be interesting. I aim to make "nearly anything"
possible.
Unfortunately... Earth has no texture/resource/asset for the
zoomed-in landing. Just the mini-map and the globe. What's
interesting here is that this indicates that those two assets
are distinct! I always thought they were the same.
I'll have to dig into how they're related.
Why? To permit exploration for fun.
(I intend to have per-game random seeds to permit planets and star
systems to be uniquely generated, if so desired. I'm also
considering making it so that whole constellations that aren't
associated with races can just spawn in random places, etc.)
SDL1 and SDL2 have slightly different behavior regarding detection
of the NUM LOCK key. Both branches should now interpret keypad input
when in text-input mode as only text when NUM LOCK is on.
When entering Hyperspace on Auto-Pilot, or are intercepted by
neutral or hostile alien ships during Auto-Pilot, the text at the
top of the screen doesn't update properly until the status
would need to change. This corrects the times when DrawSisMessage
is called to keep that up-to-date as needed.
This patch was backported from the Mega-Mod.
The core issue is that the sound-advancement callbacks (used only
for altering the ZFP dialog locations) were altered to be launched
asynchronously from the main thread. This meant that new dialog
could be detected before the waiting callbacks had run.
This patch moves audio callbacks back into the audio decoding thread
and protects them with the speech-channel mutex. This should
guarantee that cur_sub_chunk only appears as a value when consulting
the current subtitles after the callback has run completely.
Logic has also been added to CheckSubtitles to raise a warning in
the logs if the values get out of sync.
The "direct3d" DX9 driver is no longer skipped by default.
There is a new --renderer=VALUE option to attempt to use the named
SDL2 render driver if present and compatible.
NSRunCriticalAlertPanel was replaced with the NSAlert class in 10.3
and deprecated in 10.10. This rewrite uses that class instead.
Furthermore, original comments to the contrary, we are not compiling
with ARC and need to actually release the classes we create and allow
for an autorelease pool.