* [HRP] Enable HR dialog screen
(It's not really "hi resolution", just adds a border so it looks less funny.)
Also, picked up @NovaRain's suggestion of centering dialog on the play area if it is large enough, which matches Sfall.
* Expanded barter window from sfall
* Refactor: FrmImage class to lock based on file name, refactor code from last commit
* Soft limit on named art cache size
* Support localized paths for art loaded by name
* Fix visual issue from original sfall implementation where barter window were scrolling down incorrectly + bufToBuf const correctness
* Fix build error and extra destructor call when adding NamedCacheEntry
* Review fixes
* Update src/art.cc
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Review issues fixed, window made transparent to remove black area below the overlap during scroll down
* chore: auto-format with clang-format
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Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Extended AP bar from sfall
* Rewrote using new Buffer2D and blitBuffer2D + code review fixes
* chore: auto-format with clang-format
* Add ConstBuffer2D + other fixes
* chore: auto-format with clang-format
* Linux build fix attempt
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Add basic content config structure
* Moved non-file related settings from ddraw.ini to game.cfg
* Various fixes from self review
* Moved remaining worldmap settings to game.cfg
* Migrate character and text related settings
* Update docs
* chore: auto-format with clang-format
* Add hard-coded foce_base.dat to have reliable location to load CE-provided content from
* Move game.cfg to new base mod
* Automatic migration from ddraw.ini
* chore: auto-format with clang-format
* Removed option to disable cities limit fix
* Minor review comment fixes
* Migrate to /data instead of CE dat
* Migrate to local game#patch.cfg and skip fields with default values
- This was if some mod modifies/overwrites game.cfg later, only fields that user cares about will be loaded from user's override, and said mod is less likely to break
* Fix potential issue when "master_patches" is an absolute path and move recursive mkdir into a helper function
* Refactor code and fix some edge cases: data folder not exists when migrating, ddraw.ini doesn't exist
* Rename face_base.dat -> ce.dat
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* Fix global script loading on non-Windows
Previously, global scripts in .dats and in local FS didn't work due to path separator confusion.
Now:
* Hardcode global script path to "scripts\gl*.int" (windows separator)
* Use Windows fpattern matching inside of dFile (.dats, which always use windows separators)
* Use \-paths when listing found global scripts
The awkward part is having to vendor a copy of fpattern to force it to use "windows mode". It's possible that we could use this everywhere since windows allows / as separator, but that could cause bugs where we're using fpattern on the native FS. For now keeping the dFile implementation separate makes sense.
I can't think of a reason why someone would want to do hires without the stencils. Nevertheless it's still turn off-able using `HiResMode=0` if desired.
In addition, updated the Readme to not mention it (since only very few people would care about turning it off), and fixed the link to the sample ddraw.ini