Fix mistakes after previous merge and make it compile.
Rewrite the function interpolating between time stamps as it was
written after the original pull request was created. Add unit tests
for it.
I couldn't help myself and also changed some enums to enum classes and
did some renames.
I moved m_engine creation to the constructor.
However, it is not complete until after calling m_engine->Create().
The UT segfault because the pointer is not null and destructor calls
m_engine->Destroy() on an incomplete object.
(Yes, UTs test incomplete SUT.)
So I moved back the m_engine creation to CApp::Create() but before
the SDL initialization as m_engine holds the flag for vsync.
Moved list of mods logic to a new CModManager class.
The list of enabled mods is now managed by a flag instead of directory
names of mods.
Mods are now disabled by default.
Also general cleanup, fixing issues from the code review in
https://github.com/colobot/colobot/pull/1191 and fixing linter issues.
Regression: the state of enabled/disabled mods is now not persistent.
The plan is to use some kind of config file for this.
Assertion failed: ploc->_Mbcurmax == 1 || ploc->_Mbcurmax == 2
Apparently MS C/C++ library doesn't support UTF-8 locales, which causes the assertion to fail. My solution is to ignore the system locale and try to set the classic one.
LibreOffice seems to have this problem fixed in less simple way: https://gerrit.libreoffice.org/#/c/54110/
SystemTimeStamp used to be an opaque class, as it was provided by
`system_{linux/other/windows}.h`. Because of this, code dealt in
SystemTimeStamp pointers, and getting the current timestamp required a
memory allocation. Now SystemTimeStamp is just a
`std::chrono::time_point`, we can make the code cleaner and faster by
just directly keeping SystemTimeStamp instead of pointers around.
This avoids specializing CSingleton<T>::m_instance for each type, and
instead just defines it once in the header. This is allowed by the
standard, multiple definitions are merged in the same way that inline
functions are.
This improves the loading time a lot. Time from starting the app to opening game window decreased by almost 5 seconds (it's almost instant now). Mission loading times are significantly better too. As a bonus, the playmusic() CBot function doesn't hang the game if you don't preload the files with CacheAudio in scene file.