sdl2
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Now that we have officially dropped support for these two things, there is obsolete python code in src_py and in tests (at least).
I was wondering if @rethanon, @bydariogamer, or @Grimmys wanted to do some code cleaning on this one. I think it would be up your collective wheelhouses.
Breaking this into 4 distinct chunks for separate pull requests:
- first half of the tests (
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This bug report was migrated from our old Bugzilla tracker.
These attachments are available in the static archive:
Reported in version: don't know
**Reported for operating system,
Probably was broken with 37d645419d0135174a5ae0eec9e5e0f391cb1f97
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Chinese Version
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This idea is about how there should be a configurable script that can be edited by the level designer (like the init-script for sectors) and activates when the player leaves the level (Presses "Abort Level"). I am aware this already exists in the worldmap editor, but if there was a version that could affect saved variables in the levels that would be great.
From the comment in SDL_filesystem.h:
Please call SDL_free() on the pointer when you are done with it
When building the project with MSVC, I ran into some debug heap asserts early into the program startup.
The culprit appears to be the code in m_config.c that does free(prefdir) as changing these to SDL_free(prefdir) resolved the issue.
I'm not sure what to do about `GetDefaultConfi
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Looking at the LS command that is now included with Dosbox-Staging, the following switches would also be useful to have included as well if that's possible:
-d, --directory list directories themselves, not their contents
-h, --human-readable
-l, use a long listing format
-R, --recursive list subdirectories recursively
-X, sort alphabetically by entry extension
https://www.man7.org
Introduce a type alias for Point<float> called Vec2f and replace all uses of Point<float> with the new type alias.
If #766 is done first, then the alias would be for Vex2T<float>, of course.
Via playtesting, the compass arrows (#29) were ignored, likely because they are right at the edge and outside the player's attention. If they are moved slightly inwards, they may become more noticeable.
Games that have these arrows also tend to draw them closer to the player rather than near the edge; e.g.
- GTA 1 & 2
- Fire Fight
- Crazy Taxi
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OpenRCT2/OpenRCT2#15489 showed that the
*and/operators ofZoomLevelcause some confusion. Instead of the operators, member functions could be used to increase or decrease a given value. Something along these lines: