Unfortunately, this means that all formatters must be declared in the
same place now, as they must be declared BEFORE the template which uses
them is declared (not just before it was instantiated, which MSVC allows).
- int64_t is a typedef of long on Linux/x86_64 -- don't redefine its specialization
- Properly forward-declare the unspecialized variadic template form of _IFormat
We now no longer care if the scripter hands us a string object or a
unicode object! Please note that drawTextW was thrown away because it is
now redundant.
Only put dynamics to sleep if they're at the initial location. This
prevents baskets from exploding on touch by an avatar and should
theoretically make the doggone slave cave kickables activate the pressure
plates.
The fix (adding adjustment of fRenderInfo.fDestPtr) made kRenderJustXForceLeft behave as intended (left-aligning the edge of the bitmap rather than the side bearing of the first character) but cuts off shadows in some places (e.g. at the left edges of "BUDDIES" and "NEIGHBORS" in the mini KI). To ensure enough space for the shadow, and considering that all content was developed and visually optimized with the bug in place, it seems better to preserve the buggy behavior and make kRenderJustXForceLeft work exactly like kRenderJustXLeft.
Intended to make KI text (player list and chat) better readable on light and patterned backgrounds. In this WIP, all text on GUI controls is rendered shadowed.
This fixes the irregular dark fringes around light text when not exactly pixel-aligned that are caused by independent interpolation of color and alpha. It also makes calculations simpler for things to come.
In addition to being a prerequisite for shadowed text, this also fixes an issue sometimes seen at the bottom of the mini KI player list where characters with a descender were missing.