We already link against it, so that's just a waste of time. Also, cleanup
some unneeded ddraw includes. Remember that in Direct3D9, all devices can
render in windowed mode.
ONE PATCH! This commit brings us to half of the patching goal: on launch
of the client, we only show ONE "Updating..." message before we enter the
game proper. Go us!
Now we render titles above the progress bar and the status below (in the
same color as the progress bar!). Also, introduce a new info field that is
guaranteed to be right justified.
This should help people realize that things are happening... Even if
whatever server they're connected to takes a very long time to process a
join request. At some point in the future, the linking process should be
de-serialized.
Seriously? Offsetof has been around for a long time, and eap added a
compiler_assert for his crazy netcode. There's no excuse for that to be
happening at runtime.
Turns out, it was an artifact of us suspending the simulation during links
and partly because of Cyan's late adding of the avatar controller to the
sim. Now, we add the avatar as soon as the age data is loaded. This causes
the camera stack to be populated with whatever garbage PhysX decides on,
then xJourneyClothsGen2 is free to set the real stack after we get all the
SDL from the server.
Verified to fix Teledahn oddness and not display a regression in Kemo.
This happens on DirtSand shards when two avatars are loading the same age
at once. LoadCloneMsgs are dispatched to the clients before they have
loaded the original keys. The server has no way of knowing that however,
so this is the correct place to fix the problem.