- added extra useful warnings
- added a virtual deconstructor when necessary
- cleaned up and added default to different switch blocks (should have zero impact on performance)
- cleaned and made faster `ComboBox::RemoveItem(int index)`
* COMPILER WARNINGS: remove unused variables
* stricter linux compiler options and define fixes
* const char* for string constants
* Always initialize struct EventArgs with some valid values
and another possible use of initialized variable
* revert library change
Fixes#414
The issue is caused by Linux (and possibly other platforms) implementing the hash function as an identify function for data smaller than 64bit (including `int`).
Fixing only the TerrainGenerator is possible, but the issue could be generated again elsewhere and it would be quite difficult to identify and debug.
Therefore the proposed solution is to replace the `wi::unordered_map` on Linux with another implementation which is still quite fast and does account for the issue of the identify hash function.
The library is https://github.com/martinus/robin-hood-hashing (MIT License)
robin_hood.h:768
```
// return mixed of that, to be safe against identity hash
```
* renderer and postprocess windows combined into graphics window
* graphics window layout resize
* camera resizelayout, replace unordered map in terraingenerator for linux
* material userdata
* graphics window update
* Add ComponentLibrary and Component Interfaces
* Component Interface removal
* ComponentLibrary Fat Trimming
* ComponentLibrary Fixes
* ComponentLibrary Fixes
* Add versioning in ComponentLibrary
* ComponentLibrary fixes
* Tidying up ComponentLibrary
* removed version arrays because they were unused;
changed componentVersion check to libraryVersion >= componentVersion;
and some refactors
* we also tell how many component managers were serialized
* Make Serializing Dynamic
I've added a function in wiArchive for retrieving the DATA array
directly. Used to serialize dynamically the archive by choosing to read
datablock or not. Integer hash from string will be used to determine
the existence of the component on the engine's scene or not.
* Make Serialization Dynamic
* archive can jump over unregistered component data; component versioning; refactors;
* component version will be jumped over too
Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com>
* New Lua Scripting System
* Update Scripts
* Small fix on wiLua Globals
* Add One More Note To The New Demo
* -path fix
-renamed new_script_demo.lua to script_tracking.lua
-refactors
-version bump to 0.71.0
* removed GetScriptPath()
Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com>