Many of the member variables that are used in save/load are inside types
that are not standard layout types. Using pointer arithmetics to determine
addresses of members inside types that are not standard layout is generally
undefined behaviour. If we'd use C++17, it is conditionally supported, which means
each compiler may or may not support it. And even then using it for individual
array elements is syntactically not supported the the standard offsetof function.
Unfortunately, the trickery employed for saving linkgraph settings causes quite some
clutter in the settings ini files.
Despite what it looked like, you could never really change the
ending-year (it was always reset to 2050 on start-up). See commit
683b65ee1 for details. As a side-effect, the variable that was
suppose to store the ending-year was just zero, never containing
a real ending-year.
MAX_YEAR is set to 5000000, but having an ending-year set to the
same meant you could bypass this, and play till the uint32 wrapped.
The game can either show highscore or wrap year, not both. When
you would do both, every year you get the highscore dialog.
By changing the maximum value of ending-year to 4999999 we prevent
this issue.
With \x, we sometimes had to do the "" trick, as the length is not
predefined. With C++11 bringing \u to the specs, which has a preset
length, we no longer need the "" trick.
We set the strings to u8, to ensure all compilers use UTF-8 encoding
for the \u characters.
This was triggered by newer CLangs, which start to warn if you
use "" in the middle of a string, wondering if that was your
intention. It is a good question. And this is our answer :)
CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.
Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.
This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.
Addtiionally, this heavily improves our detection of libraries, etc.
Previously, a helicopter in the hangar of a commuter airport would have to wait until HELIPAD2 was free before it could takeoff. Now, a helicopter in the hangar can takeoff from just outside the hangar.
This can avoid out-of-memory situations due to single scripts using up the entire address space.
Instead, scripts that go above the maximum are killed.
The maximum is default 1 GB per script, but can be configured by a setting.