It didn't make much sense to have these since there's really no situation you'd want
the "default" sorting order, which is however the server decided to send the list.
this removes a hack in connect_engine.cpp that set save_id to a value to make sure that other connect_engine.cpp code does not chnge it later to the plyers id, (it did so at some point iirc).
Instead we update carryover.cpp to make sure that a side with no save_id (or id since save_id defaults to id) is not carried over to the next scenario,
fixes#3152
This was only needed for the minimap since each canvas had its own texture, and the
minimap widget's canvas texture needed to be passed to image::render_minimap (that
function operated on the current render target, in this case, the canvas texture).
As of 02858f2259 we render directly to the screen instead,
so this isn't needed anymore.
These were added in 8f945cf235, but since the "new" listbox
implementation never came to be, these have just been unused clutter. There was one place
they were used as parameters in a manual call to calculate_blitting_rectangle, but that was
refactored out in 3332ae9757.
This also removes an overload of widget::draw_debug_border, since without the offsets, both
functions now did the same thing.
This affects:
* widget::draw_background
* widget::draw_children
* widget::draw_foreground
* widget::impl_draw_background (offset overload removed)
* widget::impl_draw_children
* widget::impl_draw_foreground
* widget::calculate_blitting_rectangle
* widget::calculate_clipping_rectangle
* widget::draw_debug_border
This is a lot more efficient since it allows the GPU to parallelize draws AND it magically
fixes the bad alpha rendering we've been having!
Fixes#1568Fixes#1744
This reverts commit a3ef80853c.
Vector reallocation cost is logarithmic. Assuming that a vector
starts at a size of one and doubles its size in each allocation, the
result is 11 allocations - completely negligible compared with, you
know, loading 20 000 images from disk.
[color_adjust] needs to be able to use absolute values as large as
2*255 in certain edge cases to set the screen a single solid colour when
interacting with time of day colour shifts.
Fixes#3144.
this fixes require_scenario=yes for scenarios that use map_generation or
scenario_generation, the problem was that create_engine does not call
saved_game::expand_scenario for random maps, (which is the function that
checks require_scenario=yes)
fixes#3105