Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).
This was SVN commit r4392.
Changed player-id code a bit so the entity and actor and unit should
stay in sync more often. (The entity/actor/unit mixing still looks a bit
dodgy and unreliable, though.)
Simplified console help code.
Allowed init/shutdown to be done with the simulation/world/etc parts
disabled (so the actor viewer can load faster).
This was SVN commit r4289.
Added code to requestLowLevelPath that modifies the final waypoint to
use exactly the coordinates where the player clicked, instead of the
rounded-to-nearest-tile coordinates from the A* pathfinder. A more
complete fix required eventually might be to make the A* engine itself
aware of fractional locations within a tile but for now this seemed like
a simple thing to do.
Also fixed a bug that was causing the final step of the path not to be
added: the code was adding an ORDER_PATH_END_MARKER but no
ORDER_GOTO_NOPATHING for the final point. The ORDER_PATH_END_MARKER
doesn't seem to do anything useful here so the unit never went that last
step.
Also fixed a bug with "pass-through-allies" that was causing units to
avoid allies anyway: although the pathfinder assumed you could pass
through allies, when you actually bumped into one while executing a goto
instruction, the collision test used did not check for
pass-through-allies so you ended up avoiding allies anyway. This might
not be too horrible if it works in practice (since the avoidance was
done using simple local work, not a full repath) but I've removed it for
now since it might cause problems with formations, when avoidance will
not be trivial.
This was SVN commit r4226.
Techs: Made a separate list of technologies for every player, rather
than array fields in CTechnology. This also involved changing the
tech-related JS functions.
Bugs:
- PS_MAX_PLAYERS should be 8 (the way it's used for array sizes, etc
indicates that it's the maximum possible number of players ever, but it
used to be 6 while the game had 8 players).
- When you changed a CJSSharedProperty that was inherited, m_Inherited
was set to false, so it was no longer inherited by subsequent entities
you created. They got initialized to garbage values as a result.
This was SVN commit r4138.
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.
remove old instrumentation, fix warnings, add measured timing results
Loader: bugfix: no more memory leak whenever callback returns a warning
code. this was a loophole in the callback return value docs.
This was SVN commit r4048.
- Added per-player resource pool and modified the GUI and entity scripts
to work with it.
- Modified unit creation functions so the unit is always assigned a
player before firing its initialize event, so that this event can deduct
population, etc from the right player.
- Fixed various small bugs, like a unit not cancelling all of its queued
items when it dies, or buildings not costing anything.
This was SVN commit r3998.
# Attempted to make compilation faster
by including as little as possible in some .h files, and moving it into
.cpp.
Fixed BaseTechCollection memory leak.
This was SVN commit r3992.
- Entity templates are now per-player, along with an unowned
"unmodified" version of each template that should be used to find the
original values of the stats. This can be accessed in the scripts as
<template>.unmodified.
- Fixed a pathfinder crash when the last path from the engine had 0
elements (just ignoring this for now).
- Units should no longer become purple when they upgrade in rank.
Refs #3.
This was SVN commit r3863.
FILE_CACHE_BLOCK flag used more safely (copied in afile_read)
add file_sector_size (set from sysdep code)
documented and organized FileFlags
moved publically visible file_buf* decls to file.h; add FileBufFlags
file_buf_get: moved to file_io and renamed because it is not a part of
the file_buf manager itself
FILE_BLOCK_SIZE no longer exposed to users - it's an implementation
detail. for alignment purposes, you should use file_sector_size (less
wasteful)
add page_aligned allocator (mmap)
write buffers now allocated via file_buf_alloc(FB_FROM_HEAP) (avoids
wasting cache space)
append trace runs into the trace file (-> better input data for archive
ordering)
document lib_errors.h
tex_load: add provision for file_flags, used by ogl_tex_load to prevent
caching file data
simulation, entitymanager: add perf measurements
This was SVN commit r3725.
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original). Also, base switching is
untested so no garuntees for next and prior formation things.
This was SVN commit r3710.
LOS issues still outstanding:
- LOS looks ugly because of quad tesselation into 2 triangles
- Quad tesselation is unspecified by OpenGL (in fact using GL_QUADS on
LOS quads seemed to give different tesselations than it did for the
underlying terrain quads, but terrain rendering also used GL_QUADS).
This should be fixed once we decide on the quad tesselation issue.
- Units with traits.vision.permanent set are visible through FOW even if
you havent seen them before; this should only be true when you have seen
them before. But it gets even more complicated - if a permanent unit
seen through FOW dies or gets upgraded or something, perhaps you should
remember the old version. I'm not completely sure how to do this
(probably involves cloning its actor somehow).
This was SVN commit r2876.
- config: add proper HAVE_ macro for string_s functions rather than
checking MSC ver directly
- string_s: disable parts of the self-test that trigger errors if not
using the string_s.cpp implementation
This was SVN commit r2760.
- add convenience macros for config_db(CFG_GET_SYS_VAL)
- VFSUtil::EnumDirEnts now uses flags instead of bool recursive
- UNUSED() for params, UNUSED2 (<- need better name) for variables
- config.h defines must be tested with #if (always defined) -> allows
detecting misspellings thanks to compiler warnings
- replace debug_assert(0) with debug_warn (its sole purpose)
- replace ScriptingHost::ValueToInt et al with ToPrimitive
- use nommgr.h to disable both mmgr and VC debug heap
This was SVN commit r2585.
- Ported lockless code to gcc inline assembly
- A few new net messages (gather, attack, add waypoint)
- Support for new messages in network->entity order converter
- Implemented rudimentary JS interface for Interaction
- issueCommand JS API, connected to the network
- Removed Interaction stuff now replaced by JS
- And something in there should probably break VS builds :P
This was SVN commit r2316.
also add thunk mechanism to ease binding to member functions;
finally, added instrumentation to measure how long functions really take
This was SVN commit r2038.
numerous TODOs remaining - initial update instead of only after
completing first job; fix GUI overdraw issue; decrease granularity
(currently only 3 updates)
This was SVN commit r2033.
- Connecting client(s) to a server and giving orders to a shared set of
entities now works - Yeah!
- Removed thread sync from CNetServer
This was SVN commit r1180.