Register GetItemByName in GameLogicScript instead of winmain. Register GameScriptColor too.
Define the lambdas passed to GameScriptItemInfo in terms of the actual functions we define. Functions that make a GameScriptItemInfo should pass false to make_unique (so the Lua object made does not control the lifetime of the ITEM_INFO).
Removed Renderer headers from framework.h
Removed bass headers from framework.h
Removed windows-related headers to avoid nameclashes with std::min and std::max
added <algorithm> for general-purpose functions (like std::min/max)
Added NOMINMAX define to project
Minor Refactorings
- Less Compile Time
- ObjectInfo now use std::function.
- added isPickup and isPuzzleHole in ObjectInfo.
- Renamed EVIL_LARA to LARA_DOPPELGANGER (DOPPELGANGER in xml)
- Removed TR1 Larson/Pierre and TR1 Raptor.
* Starting Reformat the project
- New Import Method, no more "../../" in import,
- New Entity Folder Structure, less compile time
* Refactoring the Project
- added precompiled header with default import like microsoft or directx.
- fix many double import.
- fix math.h confliting math.h from
microsoft.
- fix effects.h confliting Effects.h from DirectX.
- refactored TR4 entity folder and how it's loaded.
* Update Some Code Before Switching to Master
* Finished the NewProjectFormat Template
- need to finish entity in the master later.
* Added Monty NewFileFormat
* Fixed Monty NewFileFormat Include
* Revert "Fixed Monty NewFileFormat Include"
This reverts commit ebf0afca10.
* Trying to fix conflits for NewFileFormat
* Fixed .filters
* Last Commit in NewProjectFormat
- deleted all the __cdecl except for the #define function. because /Gd enable the __cdecl for function by default.
- added the commented code in FireWeapon for TR3 entity (some function is missing)