cmake/CheckGit.cmake uses configure_file() to create d3_version.h in ${TARGET_DIR}/lib aka ${PROJECT_BINARY_DIR}/lib. But add_custom_command() and add_custom_target() calls in the root CMakeLists.txt use ${PROJECT_BINARY_DIR}/Descent3 as path to that file, expecting it in a different place. While the build still works, since the compiler looks in the right include paths for it, the dependencies between these rules/targets are technically broken. At least msbuild will generate warnings about missing build outputs.
Also removed the wrong ALL parameter from add_custom_command(), it's only a valid parameter for add_custom_target().
Use Real-time library memory functions by default which improves overall performance. Minor cleanups.
Introduce new CMake option to enable/disable RTL memory functions (enabled by default).
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
The serverconn variable identifies the reliable socket used by the server.
However this variable is not yet initialized at the very start of the first
client connection which causes the server to crash. This fixes a bad safety
check for this issue and a further instance of the bug.