Put all entity cleanup code in kill(), so the JS function Kill() can
just call kill(), and made the code more correct in both cases. Also
fixed a bug with auras (a unit kept around auras that had been deleted).
Also fixed up some notifier code that was causing crashes (although that
can still happen in some cases).
Fixes#176.
This was SVN commit r4810.
Game, Simulation, etc: Separated 'update' and 'interpolate', and made
'update' return whether it's going fast enough (so callers can decide to
do more updates per render). Changed some time variables to 'double' so
they have enough precision in long games.
Atlas: Added "Fast" playback button. Made simulation sometimes go at
real-time speed, if it's just slightly too slow at rendering.
VertexBuffer: Removed some non-useful glGetError calls.
Entity: Commented out redundant Tick code. Fixed syntax error in
disabled code that confused the IDE.
Aura: Changed string code again, to simply use ASCII instead of UTF-16.
(SpiderMonkey seems to handle it just as efficiently, for small
strings.)
Misc: Some more minor header-file cleanup.
SVN log: Added feed link.
This was SVN commit r4807.
Profiler: now shows "mem allocs" for the previous frame (only in MSVC
Debug mode).
Aura: got rid of a couple of hundred allocations per frame.
This was SVN commit r4805.
Atlas: Added simulation play/pause/reset controls; automatically plays
while recording cinematics.
FFmpeg: Fixed broken output files.
MapReader: Fixed entity loading.
ObjectHandlers: Made unit preview more robust when the preview unit gets
destroyed.
Various: Replaced manual matrix construction with SetYRotation call.
Turned some more CStr8 back into CStr.
h_mgr: Optimisation - don't calculate slow debug-output strings if
they're never going to be seen (since it takes a few hundred
milliseconds).
TerrainRenderer: Made more tolerant of accidental negative times.
Entity: Fixed m_refd being out of date when deleteAll is called. Fixed
problems when doing an initializeAll...deleteAll...initializeAll
sequence.
SCN: Removed non-useful AoE3Ed code that never did anything.
SVNLog: Made output more valid and made titles more descriptive, so it
works properly in FF's live bookmarks.
This was SVN commit r4779.
- Added "Screenshot Mode" and "Fog of War" game attributes. (Screenshot
Mode causes units to be initialized to Hold stance instead of Aggress
and also forces LOS to be All Visible. Atlas turn on Screenshot Mode by
default so units don't try to kill each other in there.)
- Modified LOSManager to allow disabling fog of war.
- Removed some debug message spam.
- Enabled line antialiasing for aura rendering and fixed some bugs that
caused strange effects (color was not set properly for the center point,
and when a unit was both mouseover'ed and selected, the aura was drawn
twice).
- Modified Stand stance to allow retaliation on attacks (normally Stand
will attack any enemy in LOS, but this is useful if a neutral unit is in
LOS).
- Modified pathfinder to not take into account terrain slope, which is
an expensive calculation - we'll eventually take into account terrain
type instead.
This was SVN commit r4527.
- Simplified CTerrain::getSlopeAngleFace and made it work correctly in
all cases (before, it sometimes returned NAN and used an overly
complicated method based on 8 angle sectors instead of a "continuous"
method).
- Removed the EntityMovement event - instead, movement speed modifier is
calculated in C++ for performance.
This was SVN commit r4339.
Also split Entity.cpp further, moving the rendering code to
EntityRendering.cpp and the JS interface code to
EntityScriptInterface.cpp. This makes each individual file smaller
(about 1000 lines still!) and lets them be compiled independently.
This was SVN commit r4314.
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.
- Modified Xeromyces to no longer automatically convert element and
attribute names to lowercase, so that we can have camelCase names. We
should now be able to convert all the multi-word entity properties, like
pass_through_allies, to camelCase, like passThroughAllies, which is more
consistent with the rest of our JavaScript naming conventions. To
support the existing code that assumes lowercase element names, I made
the getElementID and getAttributeID methods (used in the EL and AT
macros) ignore case, and I changed any code that directly accessed
element names to use the right case. CEntityTemplate now converts
Names_LikeThis to names_likeThis (changing each separate "word" in the
name to camelCase). Changed the version letter in XMB filenames from A
to B to support this without requiring people to delete old XMBs.
- Enhanced the pathfinder's handling of contact paths, resulting in a
very large speedup for actions like attacking, construction, etc. The
problem was that the pathfinder used to not count a given state as the
goal unless it was exactly coincident with the target location. This is
fine when you order a unit to go exactly to a certain spot, but if
you're ordering a unit to build, gather or attack something, then the
target tile is impassable (because your target is there) and therefore
the pathfinder never declares a state final. As a result, the pathfinder
tries hundreds of extra tiles in case there is a long path that gets to
the goal, and after failing to find any path that reaches the goal, it
gives you one to the closest point it got to. To fix it, I made the
pathfinder take into account a radius around the goal in which it's OK
to be, which depends on the size of the target unit and the range of
your action.
This was SVN commit r4186.
Jan and I implemented a number of changes:
- Converted SClassSet to vector.
- Refactored get/set ClassSet from string into methods in CClassSet.
- Turned pass-by-value string params in getCollisionObject, CEntity
constructor and CEntityManager into pointers.
- Simplified processChooseMovement.
- Merged CalculateRun and CalculateHealth into a single, simpler
CalculateRegen + helper functions.
- Changed the way regen works so the rates read in the XML act as rates
(before, they were the number of seconds until the entity will be fully
regenned, which is a bit counterintuitive).
This was SVN commit r4167.
replaced all (*) CStr / CStrW by-value params with const reference. hoo
boy.
please always perform this optimization (actually standard idiom) when
writing the code - it takes little work, tells the next guy that the
string won't be modified, and makes a large performance difference.
(* where possible.. a few require other changes and will follow later)
This was SVN commit r4151.
entitymanager: remove duplication, move refcnt && !destroyed check into
helper function in preparation for caching result of that calculation
scriptglue: improved timer calibration
This was SVN commit r4113.
made many (*)of the bools in CEntity into a bitfield (flags). this saves
a lot of space inside CEntity.
* only those that are not specified in XML and/or accessed via JS
This was SVN commit r4082.
moved some fields (e.g. size of health bar) out of CEntity and into
BaseEntity so they can be shared between entities (instead of duplicated
in each).
TODO: is it ok to remove AddProperty for those properties in CEntity?
(BaseEntity is still adding them)
This was SVN commit r4078.
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.
-added NOTIFY_ORDER_CHANGE, which is used for flank penalty instead of
idle.
-entity speed is now actions.move.speed_curr for the current speed, but
the original speed is still actions.move.speed. Changes take place in
entityEventMovemen.
This was SVN commit r3840.
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.
- Times on auras (a unit must be in range for X seconds for the aura to
start affecting it)
- An efficient GetInRange implementation in CEntityManager using a
quadtree or something of the sort (current one is linear in the number
of entities).
This was SVN commit r3238.
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.
Updated DLLs.
Added DirectX headers/libraries, since they're not in the platform SDK.
Fixed invalid STL iterator usage.
Disabled STL in stack trace, since it breaks.
Added comments for some reported warnings.
Corrected some apparent off-by-one errors.
Defined strlen_s to strnlen.
Probably broke pre-beta2 versions of VC2005.
This was SVN commit r2454.
- 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.
Maps: Stored non-entity objects in XML instead of PMP, for easier manual
editing. Updated existing maps to newest format, so that they can still
work. Added undocumented _rewriteMaps() JS function. Also renamed _mem
to vmem, and reclassified its undocumentedness as unintentional, since
it's reasonably useful.
Loader: added NonprogressiveLoad function, for ScEd/_rewriteMaps/etc
which don't care about progressiveness.
main.cpp: re-enabled vfs_display, since it doesn't crash now
Vector3D: stopped warning
This was SVN commit r2078.