It was introduced in d295dacb9b as a way to control behavior of shaders.
Its usage in shaders was completely removed in 05008d190e (before that
in b7888aea52).
Reviewed By: elexis
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2011
This was SVN commit r22403.
ThreadUtil shipped a scope lock and a mutex implementation, which can be
removed since we now have these in the standard library.
This lets us clean up this header which get included everywhere (through
profiler includes).
Tested By: Angen and Stan
Differential Revision: https://code.wildfiregames.com/D1915
This was SVN commit r22344.
Add TextureExists to avoid needless redundant hardcoding of the
filenames.
Remove mapBiome.Preview from gamedescription.js, obsolete following
8cde469501.
Differential Revision: https://code.wildfiregames.com/D1583
Accepted By: Vladislav
This was SVN commit r21859.
That commit illegaly polled SDL events from a different thread which for
an unknown reason did not error on Windows and GNU/linux.
Refs #4822 / D1304, similarly 8fec942e8a.
Differential Revision: https://code.wildfiregames.com/D1484
Previous iteration tested on OSX and some comments with regards to
letter case by Vladislav (refs 27da92e55f, 4c73614955).
This was SVN commit r21818.
JSInterface_L10n.cpp from d6db5a466d,
JSInterface_Renderer.cpp and JSInterface_GUITypes.cpp from 4b1297b328,
JSInterface_VisualReplay.cpp from b830233498,
JSInterface_Game.cpp from 5f8be8e0c6,
JSInterface_Simulation.cpp from 921c5515a6,
JSInterface_Debug.cpp from d6cb9c845b,
JSInterface_Main.cpp from 486aec18d4, refs #4772,
JSInterface_Mod.cpp where it was incorrectly removed in af03c72f76.
Refs D1470.
Sort includes alphabetically, add recent Coding Convention macro
comments.
This was SVN commit r21789.
Add a button to toggle between normal and "diplomacy" colors.
Reviewed by: elexis
Comments by: leper, ffffffff, Stan
Fixes: #4747
This was SVN commit r21107.
Removes the serialization of JSON files, shrinking savegame files and
rejoin states sent across the network, refs #3834, #4239, #3909,
f24523dc8f.
Removes the AI C++ code to read JSON files from e33d4a52e9 since the AI
can now use the globalscript.
Allows the AI to read Aura templates and removal of GUIInterface code to
improve performance.
Serialization of the JSON objects in other simulation components was
removed in 9c0e37f2c0 / D1109, a6f14f5631 / D1130.
Serialization removal planned by sanderd17
AI part proofread by mimo
Simulation part proofread by bb
Discussed with Itms on irc
Differential Revision: https://code.wildfiregames.com/D1108
This was SVN commit r20737.
By adding a custom function in Grid, the code gets vectorised on both
gcc and clang, resulting in much faster code and faster update times,
sometimes substantially (on giant maps or when few chunks must be
updated).
Reviewed By: mimo
Differential Revision: https://code.wildfiregames.com/D73
This was SVN commit r20630.
This abstraction allows calling that code again from other simulation
components, like the RangeOverlayRenderer in D555.
Differential Revision: https://code.wildfiregames.com/D1139
Refs #3915, D555
Comments By: Vladislav, echotangoecho
This was SVN commit r20621.
This way globalscripts/ can use the same code in all contexts, all paths
are absolute and only one function name is needed.
Remove ReadCivJSONFile which is redundant with this function as well.
Restrict read access of rmgen/ to rmgen/ and simulation/, refs
4275a8a33c, 89055ef858.
Refs #4868
Differential Revision: https://code.wildfiregames.com/D1085
Reviewed By: wraitii
Partial agreement with leper
This was SVN commit r20576.
Optimizing the memory footprint requires likely different functions
following the new SM versions and a lot of testing,
so having these doesn't lower the effort to achieve optimization while
confusing the reader.
Differential Revision: https://code.wildfiregames.com/D1073
Reviewed By: Yves
This was SVN commit r20572.
Unify civ file loading from gui/common/functions_civinfo.js and
rmgen/library.js in globalscripts/Templates.js.
Delete the two forgotton headers in 4275a8a33c.
Refs #4868, #4804, D900.
Differential Revision: https://code.wildfiregames.com/D1062
Discussed with: leper
This was SVN commit r20528.
Revert the introduction of the exact copies of FileExists ReadJSONFile
functions in MapGenerator.cpp introduced by 871ed04521.
Include JSInterface_VFS.cpp from MapGenerator.cpp to remove that code
while gaining the other missing VFS file loading functions in rmgen/.
Split RegisterScriptFunctions of JSInterface_VFS.cpp from eb4e66aab3
into RegisterReadOnlyScriptFunctions and RegisterWriteScriptFunctions to
prevent unintentional write access.
This was SVN commit r20507.
Thereby fix the distance check of the SimpleObject, refs #4338, D189 and
remove the CELL_SIZE engine constant magic number, refs #4034.
Differential Revision: https://code.wildfiregames.com/D996
Thanks a lot to rapidelectron and temple who independently discovered
this!
This was SVN commit r20396.
Remove unused SGUIBaseSettings and GUI comment.
Fix indentation of a macro, refs D794.
Differential Revision: https://code.wildfiregames.com/D838
Review by: leper.
Itms came up with the same patch for the SpiderMonkey 45 update
independently.
This was SVN commit r20062.
This fixes an assertion failure in ScriptEngine that can occur when
closing
the game while in the loading screen.
Reviewed By: vladislavbelov, leper
Differential Revision: https://code.wildfiregames.com/D684
This was SVN commit r20035.
Before inlining territories it was changed to be a const reference, thus
avoiding the copy.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D741
This was SVN commit r19936.
Let the JS GUI take care of hiding the GUI and silhouettes and remove
the according hardcoding in the engine following 89aef0b6eb.
Thereby fix some bugs (like not having hid the GUI if there was a
message box or different page shown while playing a path) and
fix these two hotkeys broken by 5d49e6c456.
Differential Revision: https://code.wildfiregames.com/D631Fixes#4633
Reviewed By: Vladislav
This was SVN commit r19797.
Hence display the originally intended useful warnings (instead of the
characterless JS "Script value conversion check failed" warning and
skipping the intended warnings).
This was SVN commit r19718.
Also show the GUI after the cinematics stopped playing in Atlas.
Differential Revision: https://code.wildfiregames.com/D411
This was SVN commit r19533.
The remaining graphics code should be moved or removed.
Differential Revision: https://code.wildfiregames.com/D324
Patch By: Vladislav
This was SVN commit r19414.
Add height indicator so that we can actually estimate the location of
the paths in atlas.
Differential Revision: https://code.wildfiregames.com/D306
Patch By: Vladislav
This was SVN commit r19394.
Move graphics code to smaller helper functions UpdateSessionVisibility,
UpdateSilhouettesVisibility and DrawPaths.
Remove the hotkey TODO code which should be implemented differently.
Mark voids as const.
Differential Revision: https://code.wildfiregames.com/D271
Patch By: Vladislav
This was SVN commit r19375.
Could possibly fix a compilation failure with some compilers in
36330732fa.
Patch By: Vladislav
Differential Revision: https://code.wildfiregames.com/D250
This was SVN commit r19341.
Remove the support of saving the rotation of camera position nodes,
because that should be rewritten to use a custom spline.
Patch By: Vladislav
Differential Revision: https://code.wildfiregames.com/D124
Refs #3814
This was SVN commit r19317.
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.
This was SVN commit r17696.
Based on existing code that was still around from an old(not working)
implementation.
Supports basic control from trigger scirpts (queue, start and stop
camera paths) and works in multiplayer.
This was SVN commit r17594.
Add directory callback to vfs::ForEachFile.
Each terrain directory should now have a terrains.xml file,
as using the previous terrains.xml file is unlikely to be what was
intended.
This was SVN commit r17341.
Also add a shortcut for some defines to clean-up material files slightly
and make the link between sampler and shader more explicit.
This was SVN commit r16427.
Without this, some code will enable (and set other parameters for)
whatever random texture unit the previous stage had selected. This can
break any fixed-function rendering, since either it will not have
enabled the correct texture unit, or its correct setup will be
interfered with by another texture unit that shouldn't be enabled. (This
doesn't affect ARB/GLSL shader rendering, since they don't care about
the enabled state, but the GUI (and some debug things) are still FFP in
the default ARB mode.)
Fixes#2833 (in which the fancy water shader selected texture units 5/6,
which then got enabled, and remained enabled forever).
This was SVN commit r16372.
This fixes the problem where passing a non-ASCII string to
debug_printf(L"%hs", s) caused vswprintf_s to fail on Linux (because it
doesn't know what encoding the char* is meant to have). Now debug
messages will remain as UTF-8 until they reach the OS.
Fixes#3021.
This was SVN commit r16332.
Some drivers (at least the Intel drivers on Windows) are slow at
incrementally updating a VBO with hundreds of calls to glBufferSubData
every frame. Performance is significantly better if you use
glBufferData(NULL) to tell it to discard all the previous contents, and
then re-upload all the data at once.
Update CVertexBuffer so that GL_DYNAMIC_DRAW/GL_STREAM_DRAW buffers are
handled with the new mechanism. This requires the caller to hold onto
the backing store so it can be re-uploaded when necessary, and needs a
bit more signalling to indicate exactly what needs uploading.
I see an improvement from roughly 60 to 75 fps on Intel HD Graphics
3000, Windows, 1024x768, Siwa Oasis.
This was SVN commit r16241.
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.
Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!
Fixes#2462, #2415, #2428, #2684, #1374
Refs #2973, #2669
This was SVN commit r16214.
Everything is char* now, so we don't need to mess around with different
string types.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs perl
-pi -e'1 while
s/(LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR).*)%[hl]s/$1%s/g'
This was SVN commit r16187.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed
-i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g'
This was SVN commit r16183.
sys_vswprintf relies on platform-specific printf implementations, which
vary widely between platforms (in handling of truncation, return values,
use of %s/%S/%hs/%ls for mixing char and wchar_t strings, etc) and are
therefore a pain.
Use cppformat's fmt::sprintf instead, which has very similar syntax to
sprintf but is more C++ish and is portable.
Also, wchar_t is stupid, so use char* strings (which are expected to be
UTF-8) in CLogger. This creates a bit of a pain with changing all
callers to convert to char* strings, but that's their fault for not
using UTF-8 already.
Refs #3011.
This was SVN commit r16182.
Fix Engine.ReadJSONFile() which did throw a JS exception that was not
caught. Discovered by s0600204.
Expose Engine.ReadJSONFile() to the gui scripts.
This was SVN commit r15959.
Changes GetProperty, SetProperty and HasProperty and a few other
functions to take handles. The conversions to CScriptVal or
CScriptValRooted at some places should be removed in the future. I've
done that to avoid an even larger patch.
Refs #2415
Refs #2462
This was SVN commit r15568.
Do some intersection tests on the CPU so that the silhouette render
passes only have to draw models/patches that might actually contribute
to silhouettes, saving the CPU and GPU cost of rendering more objects
than necessary.
This was SVN commit r15483.
Remove commented out code writing triggers that has nothing to do with
the actual triggers implementation.
Free memory that was allocated for error reporting when when fork()
fails.
Remove dead initialization.
This was SVN commit r15477.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.
Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.
Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.
Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.
Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.
Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.
Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.
Fixes#504, #579.
This was SVN commit r15445.
Instead of each CCmpVisualActor rendering itself individually, collect
all the units in a single CCmpUnitRenderer. This avoids the overhead of
doing Interpolate/RenderSubmit calls every frame for every object in the
world. It also allows more efficient culling.
CCmpUnitRenderer knows the positions of each object at the start and end
of each turn, and computes the bounding sphere of the object along that
path. That allows quick culling without recomputing the precise
interpolated transform every frame. (In the future it could be improved
much more.)
Clarify and clean up the sending of PositionChanged messages, and add
new InterpolatedPositionChanged.
Remove the forceFloating parameter from GetInterpolatedTransform, since
it doesn't fit the new design. Replace it with a (non-synchronised) flag
in CCmpPosition.
Move construction progress from CCmpVisualActor to CCmpPosition, so that
it consistently affects all position/transform computation.
Refs #2337.
This was SVN commit r15265.
This allows component Init functions to make use of the terrain
immediately, instead of delaying some computations until the first
frame.
This was SVN commit r15262.
BoundingSphere is similar to a bounding box, but more spherical.
SOverlaySphere is useful for visualising BoundingSphere (it's quite
inefficient and should only be used for debug functionality).
Normalise the camera frustum clipping planes, so that IsSphereVisible
gives the correct result.
This was SVN commit r15261.
For unknown reasons, sometimes glTexSubImage2D acts as if
GL_UNPACK_ALIGNMENT = 2 or 4, instead of 1. This causes the odd-sized
array uploaded for the LOS texture to be interpreted incorrectly, and
the LOS texture gets rendered very incorrectly.
Pad the array to a multiple of 4 in all cases, so that
GL_UNPACK_ALIGNMENT shouldn't affect it.
Hopefully fixes#2594.
This was SVN commit r15216.
The tests crashed on my Debian systems but not on my Ubuntu system.
The crash happened in line 142 of SpiderMonkey's ThreadLocal.h.
I know that I had to use a workarounnd for contexts to avoid destroying
the context that was created first. I also had in mind that in newer
versions a JS_Init function got introduced which presumably solves this
kind of issues.
Based on this experience I assumed runtimes could have a similar problem
and this patch indeed fixes the issues.
Unfortunately the correct usage of JSRuntimes in that regard is not
documented.
There's only a rater misterious comment in JSAPI.h which hasn't been
cleared up so far and is most likely completely outdated
(https://bugzilla.mozilla.org/show_bug.cgi?id=992641).
This was SVN commit r14995.
This commit contains all the required changes to our source files and
build scripts (hopefully).
A next commit will remove the old stuff of SpiderMonkey 1.8.5.
Spcial thanks to:
- H4writer who helped a lot mainly with the performance issues we
had/have, but also with other problems or questions.
- Leper for the review.
- Historic_bruno for implementing the build scripts on Mac OS X and
testing on the Mac.
- The people from the #jsapi channel and from
mozilla.dev.tech.js-engine who answered a lot of questions and helped
solving problems.
- All the other people who helped
Refs #1886Fixes#2442Fixes#2416
This was SVN commit r14877.
Remove waves for now as they were unsatisfactory.
Removes "shininess" as a water parameter as it was basically useless.
Add a button in Atlas to recompute water parameters so you can now see
fog in Atlas.
Fixes#1743, #1803 (invalid)
Refs #1875, #2114, #48.
This was SVN commit r14514.
Each GUI Page gets its own compartment and all ScriptInterfaces in the
same thread should now use the same JS Runtime.
This is required for the SpiderMonkey upgrade.
Check the ticket for details.
Closes#2241
Refs #1886
Refs #1966
This was SVN commit r14496.
Replaces glBegin/End with glDrawArrays, GL_QUADS with GL_TRIANGLES, and
replaces glPush/PopAttrib by resetting the viewport manually.
Adjusts GLSL shaders for these changes.
This was SVN commit r14152.