LightEnv - has byte order marks
Texture - conv from int to GLint wasn't allowed
JSConversion - to use isfinite you need the std:: namespace
(this is temporary... atm I don't know why you can't call isfinite)
ScriptableComplex - when implementing methods it did not like default
values (they were removed from the cpp file)
timer.h - simple change
This was SVN commit r4231.
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.
tricky issue with isfinite: <cmath> also stomps on that (C99) macro,
instead of only C89 libc. fix: include math.h instead. rationale is
documented.
This was SVN commit r4224.
- 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.
ScriptableComplex.inl is now only #included in CPP files that need it
(files that use functions from it directly), which is a total of 5
files, so recompiling after modifying it should be a lot faster.
This was SVN commit r4176.
- Jan and I cleaned up CJSComplex and put all the function bodies and
helper classes in ScriptableComplex.inl. This also required minor
changes to other files.
- Removed a debug message from Technology.cpp.
This was SVN commit r4173.