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.
remove ONCE(ScriptingInit) constructs, replace with direct call from
GameSetup
revised GameSetup's InitScripting (organize into groups)
JSCollection: remove #define of two concrete collection types (made
typedef, moved to their respective entity.h and player.h)
This was SVN commit r5871.
- Removed use of erase() in the middle of iterating through projectiles
in CProjectileManager - that was dangerous! Replaced projectiles vector
with a linked list to make it easy and efficient to delete elements in
the middle.
- Fixed animation. It seemed like a problem with updating the Y position
came up and was more apparent as we lowered the turn length.
This was SVN commit r5593.
. 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.
- Projectile speed and gravity adjusted to get nicer curves.
- Dying units conform to terrain.
- Cavalry melee attack range increased.
This was SVN commit r4887.
Atlas: Changed video format to 640x480 and losslessly compressed. Added
most-recently-used files list. Stopped switching sidebar when selecting
tools, since it was getting annoying. Added Slow playback mode. Fixed
crash when resetting sim while projectiles exist.
Renderer: Added JS-accessible renderer.shadowMapSize to override the
size of shadow maps.
ShadowMap: Changed default depth texture bits to 24, since that seems to
go faster (see #180).
PolygonSortModelRenderer: Made more similar to other renderers, so that
the renderer.sortAllTransparent=true mode works better.
Projectile: Fixed update, so it interpolates smoothly.
Entgraph: Fixed promotion detection.
This was SVN commit r4876.
- Made some classes not be singletons, since there's no reason why they
should be.
- Made them non-global too (because globals have unclear lifetimes, and
make it harder to test things, etc). They're now owned by CGameView and
CWorld, and mostly accessed via g_Game or arguments (vaguely trying to
avoid the graphics code calling into the game code).
- Moved CGameView implementation into pimpl, so the header file isn't
so heavy.
- Changed a few pointers into references, to indicate that they're
never NULL.
This was SVN commit r4756.
# 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.
- 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.