fix technologies broken by r13998

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14000 3db68df2-c116-0410-a063-a993310a9797
Rename technology related files, methods and messages so their names represent the shared data flow between technologies and auras (and maybe future components). Implement the C++ part of auras through these generalised files. Fixes #2154 

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14001 3db68df2-c116-0410-a063-a993310a9797
Automated build.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14002 3db68df2-c116-0410-a063-a993310a9797
fix tests, breaking caused by renaming files.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14003 3db68df2-c116-0410-a063-a993310a9797
greek docks do not show warships in the foundation until construction is finished.
Different actor variations of the building can be displayed while construction naming their variation to "scaffold"

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14004 3db68df2-c116-0410-a063-a993310a9797
Remove the attack restriction for units against stone walls. May add it back for ranged units like archers and javelinists, after some discussion. I also feel it would be kind of weird to "charge" a stone wall (except for battering rams and elephants). So, we'll have to talk about it some more. But for now, let's test this out.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14005 3db68df2-c116-0410-a063-a993310a9797
Found a couple more. (removing stonewall attack restriction).

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14006 3db68df2-c116-0410-a063-a993310a9797
New unit for Romans: "Italian Allied Cavalry" which can help counter archers.

Persians and Mauryans still have uber archers, but must first pay for them by researching "Archery Tradition" at the Barracks for 200F 300W. This technology adds +10 meters to the range of all bow-using units, plus makes archer units train faster (but have less health).

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14007 3db68df2-c116-0410-a063-a993310a9797
Prevent bogus -Wmaybe-uninitialized warnings in GCC


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14008 3db68df2-c116-0410-a063-a993310a9797


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14009 3db68df2-c116-0410-a063-a993310a9797
Remove InitSavedGame, but keep the rallypoint problem it solved. Fixes #1762, Patch by mimo.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14010 3db68df2-c116-0410-a063-a993310a9797
fix some flaws in the preferred classes. Patch by Jammus, Fixes #1985

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14011 3db68df2-c116-0410-a063-a993310a9797
celt_stonehenge with normal and spec maps. Fixes #2053

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14013 3db68df2-c116-0410-a063-a993310a9797
Add hotkeys for JSDebugger commands. Patch by sathyam. Fixes #2208.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14014 3db68df2-c116-0410-a063-a993310a9797
Support 8bpp textures

When textures.xml specifies format="alpha", the input is expected to be an
8-bit greyscale PNG, and the output will be an 8-bit uncompressed
alpha-only DDS.

Add format override to CTextureProperties, to select between e.g. GL_ALPHA
and GL_LUMINANCE for 8-bit textures.

This is needed so fonts can use the new texture system.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14015 3db68df2-c116-0410-a063-a993310a9797
Refactor text renderer

Replace unifont with CFont and CFontManager, since the h_mgr interface was
needlessly inconvenient.

Load the font textures through CTextureManager, to support dynamic
reloading (e.g. when resetting GL state - see #741).

Add CFontMetrics as a convenient wrapper for code that just wants to
measure text.

Fixes #1117.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14016 3db68df2-c116-0410-a063-a993310a9797
Optimise glyph lookup in text renderer

std::map lookup was a major cost when rendering large amounts of text.
Replace it with a more efficient 2-level array.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14017 3db68df2-c116-0410-a063-a993310a9797
Optimise text rendering by batching

When CTextRenderer is given multiple strings with no differences other
than position, render them in a single glDrawElements call to reduce
driver overhead.

Also avoid some unnecessary copies of std::wstrings.

This helps performance a bit with large GUI text boxes.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14018 3db68df2-c116-0410-a063-a993310a9797
Optimise rendering of scrollable text boxes by clipping

Add optional clipping rectangle to CTextRenderer. Strings that are printed
outside the vertical extent of the clipping rectangle will be immediately
skipped. This greatly reduces the cost of large scrollable text boxes.


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14019 3db68df2-c116-0410-a063-a993310a9797
Use CStrIntern for font names to reduce lookup cost


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@14020 3db68df2-c116-0410-a063-a993310a9797