F12 is used by Visual Studio debugger to trigger a breakpoint and apparently it cannot be changed:
"The F12 key is reserved for use by the debugger at all times, so it should not be registered as a hot key. Even when you are not debugging an application, F12 is reserved in case a kernel-mode debugger or a just-in-time debugger is resident."
Source: https://msdn.microsoft.com/en-us/library/windows/desktop/ms646309.aspx?f=255&MSPPError=-2147217396
Currently the engine can draw debug spheres to show crash sphere
positions. This extends this to draw arbitrary spheres and cuboids,
transformed arbitrarily. With these in place it's now very quick and
easy to create a debug visualisation - for example, it's a one-line code
change to render the bounding box or sphere of every EngineObject.
-Wmissing-declarations enforces that every function (except for static
functions) must be declared separately before it's defined. This
essentially enforces that every function must be either static, or
declared in a header elsewhere.
This helps the optimizer, as it can do a better job of inlining if it
knows that a function won't be used outside of a given file. It also
helps -Wunused-function (which is enabled by -Wall) find more unused
functions.
Note that Clang spells this option -Wmissing-prototypes, which
confusingly is the name of a related but different warning option under
GCC.
Currently the build fails because of -Wdelete-non-virtual-dtor warnings.
This catches when an object is destructed, has a non-virtual destructor,
and is an abstract base class or a non-final class with virtual
functions. The warning happens inside unique_ptr<T>::~unique_ptr.
The warning is to prevent somebody writing code like this:
class MySceneEndCondition : public CSceneEndCondition {
~MySceneEndCondition() { /* some complex logic */ }
};
// this won't call MySceneEndCondition's destructor, potentially
// leading to leaks or segfaults:
std::unique_ptr<CSceneEndCondition> p{new MySceneEndCondition()};
This allows you to set fixed viewpoints in specific location, without attaching to any object, enabling you to track the game from any location.
Proper camera handling will be implemented in next commits.
Also rearranged a bit speed control buttons to make some space for it
F5 - QuickSave
F6 - lower speed (current/2)
F7 - reset speed
F8 - higher speed (current*2)
F9 - QuickLoad
Also did some changes to make sure the "F1 to open SatCom" appears immediately (not after 0.1s),
and that mission timer won't start ticking in the first simulation frame (mainly for code battle initial pause)
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.
In order to remove boost:filesystem from CResourceManager Move()
function has to be removed or rewrited. Since Move is only used in
autosave rotation it's simpler to change autosave rotation and remove
Move().
Now oldest autosaves (with lowest timestamp) will be removed in rotation.
* using LevelController script in the level doesn't forcefully disable EndMissionTake and AudioChange anymore
* cleaned up some code related to processing EndMissionTake commands
*unlocked camaera button for Me and Tech
*unlocked first ferson view for Me and Tech
*Me and Tech have no "camera view" effect like robots in first person
mode
#156
*face buttons 2 and 4 swaped.
*default hair colors now fit to buttons look
*changing face changes hair color do default
Fixes two first issues mentioned in the #724