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10 Commits

Author SHA1 Message Date
c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00
c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00
b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00
73683b6109 # SwEng
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)

This was SVN commit r5017.
2007-05-02 12:07:08 +00:00
f8bff91a38 Sped up territory border rendering by caching each edge segment's terrain-conformed coordinates so they don't have to be recalculated each frame.
This was SVN commit r4308.
2006-09-08 16:03:18 +00:00
35e91718c5 # Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.

This was SVN commit r4261.
2006-08-28 17:36:42 +00:00
9fc485c9a6 # Fixes to the line segment frustum test.
This was SVN commit r4245.
2006-08-25 19:31:01 +00:00
pyrolink
50e5e9acd9 # Aura and territory rendering
-Auras now take additional parameters from XML, containing a tag for r,
g, b, and a.  No line thickness parameter yet.
-For territories, added function to frustum for determining if line
segment passes through the frustum.

This was SVN commit r4242.
2006-08-25 06:04:33 +00:00
1034a980fe Added code for placement of socketted buildings.
This was SVN commit r4073.
2006-07-09 23:12:37 +00:00
7926b3d93c # Some groundwork for territories.
Entities with traits.is_territory_centre == true will act as territory
centres, and territory areas are calculated and displayed on the
minimap. It remains to display these areas in the game view and to make
Civ Centres "socketable" so you can build them on Settlements to claim
them.

This was SVN commit r4070.
2006-07-08 22:40:01 +00:00