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For 0.9.x - MacPorts support, plus destructor crash fixes; lin_time and vs_config refactors; and more #851
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…wner.h, vega_collection_utils.cpp, and vega_collection_utils.h. In CMakeLists.txt, change C++ standard to C++14. (Hurray!)
…ly on macOS! Yay! Also, replaced the functionality of the winsys_enable_key_repeat function, which used SDL constructs that are deprecated in SDL2. Finally, moved the definition of remove_all_references_to into the header file (vega_collection_utils.h), rendering vega_collection_utils.cpp obsolete.
…rying to get something to show up besides a blank window. Also, added functionality to quit the game when the SDL_QUIT event is triggered, i.e. (on macOS) by trying to close the window, or by choosing Quit from the Application menu.
…ncorporate changes from PR vegastrike#821 ; fix macOS detection ("Darwin")
…ries -- to bin folder
…vs_logging.cpp: Don't log after STATIC_VARS_DESTROYED.
…, at least on macOS, at least for now
…, if necessary. I'm spending too much time trying to figure out the Windows-specific logic.
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Generally looks good. A few discussion points though
…ib-2.0, and thus allowing vegasettings to work on macOS!
Okay, there is one bug that I have been running into with this code. When I load a saved game from the Main Menu, and then jump through a warp point, the game crashes within a minute or so after the jump. The crash occurs in We will need to take a look at this, but hopefully it can wait until another PR to be fixed. |
…lic links to GL/ to be added by the bootstrap scripts. Also add 4 more configures preset to CMakePresets.json (MacPorts versions of the existing macOS presets).
…ce that is what I have on my machine
Code Changes:
Closes #533
Known Issues:
Update 2: graphics now showing up on all three platforms -- macOS, Windows, and Linux -- and performance is much better than it was a day or so ago. Loading assets on startup may take somewhat longer now, but other than that, I am not aware of any new issues with this code.
Purpose: