This is mainly to help me test code builds under GCC faster than pushing to the remote and letting the build server do it. If someone without WSL installed selects the build target they'll get an error in their IDE, but no harmful impact other than that. The variables should be populated for any WSL2 installation. No idea about WSL1.
The whitespace in this file is showing significant changes because visual studio regenerates the whole file when a change is made, I didn't think it was worth reverting since it'll happen again next time someone makes a change (seems it defaults to spaces...). Added an entry to .editorconfig documenting the format used.
This fixes cases such as `github.com`.
As we now require a space after Latin punctuation, we can remove
the list of Latin punctuation symbols and break on the space itself.
We still disallow linebreaks between consecutive fullwidth punctuation
symbols.
`DrawHalfTransparentBlendedRectTo` takes up a significant chunk of time
when rendering store and quest dialogs.
Optimize the function to read 2 pixels at a time and write 4 pixels at a
time.
The pre-calculated crawl table is replaced with partially unrolled loops to handle the special cases covered by the table.
Arbitrary limit of 50 placed to allow using this function for searches where vanilla logic would check up to (±49, ±49).
With 1.3.0, we switched from CEL to PCX for fonts.
This resulted in significant performance drops when rendering lots of
text, because SDL RLE implementation is not as optimized as our CEL
implementation.
Disabling RLE significantly reduces the performance drop.
The font surfaces are fairly small, so we do not lose out much on RAM.
The menu surfaces are also PCX, so the RAM usage there is
greater, but the game itself uses a lot more RAM than the menu anyway.
Thanks to @AJenbo for discovering the RLE flag as the root cause
of font rendering performance issues!
libmpq is a much simpler alternative to StormLib for reading MPQ archives.
We use our own fork of libmpq: https://github.com/diasurgical/libmpq
Impact:
* DevilutionX is now a lot more portable. Unlike StormLib, libmpq only
needs platform-specific code for Windows.
* Locks around file access **removed** (instead we duplicate the file descriptor for streamed audio only).
* RAM usage is **300 KiB** lower than StormLib.
* Stripped release linux_x86_64 binary is **32 KiB** smaller.
* Amiga build now hangs instead of crashing.