IP addresses don't need to be unicode.
pnUtAddr is still around until we replace all NetAddress uses with
plNetAddress (they are typedef'ed to each other right now).
Update the Windows 7 taskbarlist progress bar on plOperationProgress
callbacks. It's not totally nesecary, but it adds a nice bit of polish to
the experience.
This should work because we only ever call Wait() once. It doesn't fully
behave like Win32's manual reset events though, so if we had a more
complex usage that depended on the event remaining signalled, we'd have
a problem.
Prevents cheating with time based puzzles (pellets) and ensures the KI time
stays somewhat correct. The server time will be reset on the plNetMessage
received after the user changes their system clock. That might take a bit,
but it's better than nothing.
It turns out that eap (I know it was him... look at those weird comments
between the functions) was calling plClient::IDraw for every KeyedObject we
loaded in order to update the progress bar. For some reason, some stooge
added a framerate limit to the MAIN DRAW LOOP instead of this function.
*Sigh*. Either way, the framerate limit is a HACK. We should really be
loading resources in another thread.
Rearrange some things so such that low-level CoreLib headers aren't quite
so crazy. For higher level stuff, you still need to include the
appropriate header.
- Fetches a "SecurePreloader" manifest from the FileSrv, allowing gzipped
python packages
- Save data to the disk for future game launches. We only update if we
detect what we loaded into memory doesn't match what the server has.
- Falls back to downloading Python\*.pak and SDL\*.pak from the AuthSrv if
the "SecurePreloader" manifest is not found.
Function and macro names for endianness were previously vague,
and on big-endian systems entirely misleading. The names are
now properly descriptive of what they actually do.
Same look as in 760606d except for the linking book, which got a slight
curvature on the pages (inspired by Deledrius' one, 99bda8c).
The SVG is hand-tweaked to work around some differences in rendering between
rsvg and Inkscape. I hope editing it in Inkscape again won't break the tweaks,
check the diff closely if you do!
Effects (blurred shadows) appear to be clipped to the SVG viewport by rsvg,
which is why drawing the whole SVG shifted for the book cursors no longer
works and we shift individual layers inside the SVG instead.