This is basicaly the latest from the CVS, and can be considered a minor release, here are the following changes:
- Compatability with Irrlicht 1.2
Added a Quake style Console F2 show/hide
Add some simple console comands:
time (is broken in debug mode (VC++ Bug ??)(pls check with ohers compliers )
getOS -- get os name and version
driver --gets the current driver
Comands are case sensitive
Overloaded CGameFXManager::AddParticleEffect to add position parameter.
A Particle effect can now be added in one line of code instead of two, usefull when adding lots.
Split out Loading of mouse cursor and reduced visibility of Mouse functions to allow subclassing.
Set 'useAlphaChannel' flag to true for menu images.
Added getFont(), setFont() to CGameManager to centralise font creation.
Change std::string to std::wstring for bether unicode and irrlicht support.
Added getLocalString(std::string name) and setLocalString(std::string name, std::string value) to IGameEntity. This allows each game object to have it's own cache of local soft coded values, usefull for scripting.
Added getGlobalInt(std::string name), getGlobalString(std::string name) and associated setters. This allows soft coded variables to be stored globally and then passed accross game states. This will also be usefull for scripting. This is the same convention 'NeverWinter Nights' uses
Added getName(), setName(wchar_t* name), getKills(), setKills(int amount) to the CGameEnemy class.
Added a CGameStateLoad01 game state. This is a loading screen that preceeds CGameStateLevel01
Added GetEntityAt(index) and GetEntitySize() to CGameEnemyManager
Added GetNearestEntity(CGameEntity* ememy) to CGameEnemyManager
Fix Load Sound from Config
Add null sound device for sound use SoundDevice="Null" at config.xml
Added 'release' build setup for Visual Studio IDE
Code Clean up (still to do some at script folder).
________
NEW JERSEY DISPENSARIES