Linking to any library with ".framework" in its path on OS X causes
that directory to be included in the include path (with -F), which
causes all of the DFHack core to be rebuilt unnecessarily when
changing DF folders.
Without removing postings correctly, it was possible to end up with
multiple workers assigned to a job that workflow had suspended
multiple times, which caused crashes if more than one worker was
assigned to the same job by DF.
This adds an additional command, fix-job-postings, that runs
automatically when loading a world and fixes:
- Multiple job postings that point to the same job
- Job postings that point to a job where posting_index == -1
(i.e. jobs that should have no posting assigned)
Fixes#741
This was previously done right before SC_VIEWSCREEN_CHANGED events
were handled, meaning that code handling earlier events that used
top_viewscreen (rather than getCurViewscreen()) could refer to an
invalid viewscreen, i.e. in the tick after it was deleted.
Fixes#747
* Several fatal errors that occurred during core initialization didn't
stop initialization or set 'errorstate' properly, which caused
update hooks and other code to crash later. This has been fixed and
should address crashes like the one mentioned in #470.
* Errors when loading dfhack.lua now cause Lua::Open() to fail, which
triggers a fatal error in Core::Init()
* Failure to initialize the console no longer results in a call to
fatal() (since it didn't actually stop initialization previously)
This makes it possible for some plugins to detect the game state more
reliably - for example, prospector would previously fail when
embarking if the viewscreen_choose_start_sitest instance had any
children.
cur_savegame.save_dir can be populated when the save directory does
not yet exist after world generation (since the game can be aborted
at that stage without saving).
* GCC does not allow std::string instances or enums without a base
type to be passed as varargs
* Fixed path concatenation issue causing dfhack.init to not be loaded