. 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.
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.
- 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.
- Territory boundaries are now offset slightly and drawn in player
colour, so you can see whose territory you're on the border of.
- Removed some duplication in the code by modifying a loop slightly.
This was SVN commit r4264.
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.
-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.
Territories: Fixed memory leaks.
Atlas: New section-toolbar. Fixed colour of brush grid. Moved open/save
into File menu. Added 3D-ish lighting control. Added 'busy'
notifications.
This was SVN commit r4079.
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.