The meat comes from the following H-uru/Plasma commits by Branan and Zrax, but I?m not going to replicate that spaghetti history here:
commit 3522f7069a4183ccd87e80c0e7e46a01f5b14de6
Author: Michael Hansen <zrax0111@gmail.com>
Date: Mon Apr 11 13:42:22 2011 -0700
Merge branch 'stlfixups' into numlockfix
commit 094cb11bb328b326695cdc75f1f18ca72d135b49
Author: Michael Hansen <zrax0111@gmail.com>
Date: Mon Apr 11 11:53:11 2011 -0700
Don't need to de-iteratorize this one
commit 498dead64dc0b46bf24055980ba997ff2dfa05b4
Author: Michael Hansen <zrax0111@gmail.com>
Date: Mon Apr 11 01:44:53 2011 -0700
Don't change the iteration order
commit e004491eab00edc312cef5ba08653745695f277e
Author: Branan Purvine-Riley <branan@gmail.com>
Date: Sun Apr 10 23:20:08 2011 -0700
STL fixes needed to link from StartUp to Personal
(e.g. the linking book loading animation). Nobody ever noticed because the debug build was completely broken in MSVC7, and H-uru/Plasma does it completely differently.
Rename WRITE_RESTRICTED due to a collision with windows headers.
Remove PY_UNICODE_TYPE from config header. unicodeobject.h should define this correctly.
Add special signal handling for MSVC8 and up.
Include stddef.h to avoid a redefinition problem with offsetof(s,m).
Remove wchar_t typedef. This is a native type is MSVC10 and should be appropriately defined with the inclusion of stddef.h in earlier versions.
The previous implementation had the following bugs:
- DST was truncated to end of October
- DST start was off by one week in years where March 1st is a Monday
- DST start was off by one second (1:59:59 -> 2:00:00 -> 3:00:01 instead of the correct 1:59:59 -> 3:00:00 -> 3:00:01)
Tested against tzdata 2009g.
The default value of the "dst" argument must be 0, because -1 leads to incorrect results when the given time falls into local DST. However, a "dst" argument makes no sense on a method that deals with GMT anyway, so remove it entirely.
The bounds type test was performed on stale bounding data from the previous
frame resulting in the avatar being drawn without textures for a frame after
switching from 1st to 3rd person camera.
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.