Automated build.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13893 3db68df2-c116-0410-a063-a993310a9797
Big gameplay experiment: Moved Civic Centers from Town Phase to City Phase to see what it does to multiplayer match ups.

New "sandbox" demo map for the Gauls.

Renamed "Night's Watch" to "Sentries."

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13894 3db68df2-c116-0410-a063-a993310a9797
Celts corral props missing fix

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13895 3db68df2-c116-0410-a063-a993310a9797
Fixed name of this map.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13896 3db68df2-c116-0410-a063-a993310a9797
Fix rally point rendering on saved games. Fixes #1762. Patch by mimo

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13897 3db68df2-c116-0410-a063-a993310a9797
It might be better to issue a LOGWARNING when Spatial queries are too large. Opening the crash window seems a bit too much for something that can be recovered from.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13898 3db68df2-c116-0410-a063-a993310a9797
Preview image for The Gauls demo map.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13899 3db68df2-c116-0410-a063-a993310a9797


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13900 3db68df2-c116-0410-a063-a993310a9797
Set _NO_DEBUG_HEAP=1 in VS2010 projects

The debug heap has a high performance cost, even in release mode,
when running inside a debugger, which is surprising to people trying
to measure performance. It doesn't seem very useful at finding bugs
either.

Add a NoDebugHeap flag to Premake, to set that environment variable
when running in the VS2010 debugger.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13901 3db68df2-c116-0410-a063-a993310a9797
Fix conditional defines to not construct new CShaderDefines frequently

CShaderDefines is designed to be efficient to copy and compare, but not
to construct. Conditional defines were constructing new CShaderDefines
for many models every frame.

Precompute all the possible conditional combinations of CShaderDefines
when a material is first loaded, so they can be looked up at no cost
when rendering.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13902 3db68df2-c116-0410-a063-a993310a9797
Fix slightly expensive GetSystemShaderDefines()

Only recompute when any relevant parameters have changed, then return
the cached value.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13903 3db68df2-c116-0410-a063-a993310a9797
Fix unnecessary CShaderConditionalDefines copy, and inline some functions

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13904 3db68df2-c116-0410-a063-a993310a9797
Ptolemaic entity templates for Enrique.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13905 3db68df2-c116-0410-a063-a993310a9797
Add a list of statically-constructed CStrIntern strings

Switch all the constant strings in graphics code to use the new variables.
This avoids the cost of instantiating CStrInterns at runtime every frame.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13906 3db68df2-c116-0410-a063-a993310a9797
New version of Aegis. Huge rewrite for WIP naval support (still very, very buggy at this point.) Features a few bugfixes and might be more efficient than the former version.

NEEDS TESTING.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13907 3db68df2-c116-0410-a063-a993310a9797
Fix crash when setting rally point

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13908 3db68df2-c116-0410-a063-a993310a9797
Gauls get: Tavern and Naked Fanatic.

Britons get: Rotary Mill.

So, now all Celts get Rotary Mill, but also a unique unit-producing building.

Britons now have a better demo "sandbox" map.

Ptolemies now play like they are intended. Just need tons of new artwork. ;) Try them out on the demo map: Sandbox - The Ptolemaic Egyptians.

Some highlights: Their Nubian Archers train very fast, but have a finite life. The Lighthouse can be built on the shoreline (but looks like a library). Their Military Settlement works as intended (can be built in neutral territory, but min distance of 80 meters).

Testing out: Farm field limits (+8 per Farmstead, +2 per civ center).

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13909 3db68df2-c116-0410-a063-a993310a9797
Fix profiler malloc count in debug mode on Windows

wdbg_heap_NumberOfAllocations doesn't work without the wdbg_heap
leak detector, which is disabled since it's slow and broken.
Use a simple hook via _CrtSetAllocHook instead to count allocations.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13910 3db68df2-c116-0410-a063-a993310a9797
Reduce memory allocations in the renderer

Use an arena allocator in ShaderModelRenderer::Render, to reduce
the allocation cost in STL containers.

Avoid unnecessary copying of std::vectors.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13911 3db68df2-c116-0410-a063-a993310a9797
Spelling fixes from the translation work by Gallaecio and Loki72. Fixes #2150, #2170.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@13912 3db68df2-c116-0410-a063-a993310a9797