Commit Graph

722 Commits

Author SHA1 Message Date
a82d32bd3c Fixes MSVC warning C4189: 'componentManager' : local variable is initialized but not referenced (Script_RegisterComponentType_Common is a static member function, so an instance of CComponentManager isn't needed)
This was SVN commit r15526.
2014-07-13 20:38:34 +00:00
1b5ab8142e Makes custom JS objects compatible with SpiderMonkey ESR31.
In v24 you called JS_InitClass and passed in a definition of JSNative
functions. Later you could call JS_NewObject with this class and the
object would get a prototype with the specified JSNative functions.
In ESR31 you now have to explicitly store the prototype object returned
by JS_InitClass and pass it as prototype argument to JS_NewObject to
achieve the same.
This change modifies our existing ScriptInterface implementation for
custom object types a bit and uses it at places where the JSAPI was used
directly before.

Refs #2462

This was SVN commit r15524.
2014-07-13 15:31:48 +00:00
db9c20e0a9 Changes FromJSVal to take a JS::HandleValue instead of JS::Value.
JS::HandleValue is basically a wrapper around a JS::Value that is safe
for exact stack rooting and moving GC.
I've tried to keep this changeset rather small and isolated and
therefore create additional JS::Rooted<T> values at some places where
the function should eventually directly take a JS::Handle<T>.
The functions "CallFunction" and "CallFunctionVoid" put their arguments
inside a JS::AutoValueVector because this will be passed directly to
"CallFunction_" with ESR31.

Refs #2462
Refs #2415

This was SVN commit r15517.
2014-07-12 19:08:39 +00:00
319cf16b5a Small cleanup, including a correction in the templates documentation, and the removal of residues from the culling changes.
This was SVN commit r15514.
2014-07-12 16:03:37 +00:00
2174eaaeee Add a VisibilityChanged message sent by the range manager whenever an entity changes visibility for any player.
This will be necessary for hiding buildings/trees/etc in fog-of-war, and
may be useful for AIs and for UnitAI.

Refs #599.

This was SVN commit r15508.
2014-07-10 20:51:39 +00:00
991d5bbd63 Fix random maps for my water changes. Fix the replay mode after I had broken it. Fix an occasional crash (that might have crashed Atlas, need someone to check).
Improve debugging slightly in case of framebuffer errors. Fix a few
style issues.

This was SVN commit r15486.
2014-07-04 09:03:21 +00:00
326290463e Further WIP water improvements. Add 3 different textures for different looks. Update some oasis maps for that. Streamline water settings (some removed, some added). Update Atlas for those (needs to be tested). Fix an issue with HQ water effects.
Please report any issue and/or crash. Those will get fixed in commits to
come. Refs #48.

This was SVN commit r15484.
2014-07-03 20:07:15 +00:00
343066040f Remove inconsistent checks for pSimulation2 when saving maps and ensure that it is set.
Remove commented out code writing triggers that has nothing to do with
the actual triggers implementation.
Free memory that was allocated for error reporting when when fork()
fails.
Remove dead initialization.

This was SVN commit r15477.
2014-07-01 19:00:41 +00:00
ab30e0d4fb Change the water texture to a new, bigger one, created in Blender (thanks to Enrique). Change settings so that they are more logical, yet allow reverting back to an even lower quality setting. Add a WIP high setting (with foam) which isn't finished yet.
Change the shader itself so that the effects look nicer and are more
consistent across settings.
Rework the water mesh generation (simpler system). Fix a few issues.

May work oddly with Atlas since I haven't been able to compile yet.

Refs #1875 (maybe fix), Fixes #2077 (I'll assume it does), Fixes #2114
(assumption again), refs #48.

This was SVN commit r15473.
2014-07-01 16:05:05 +00:00
c339928c6f Disallow placing some special entities in Atlas. Fixes #1696. Patch by trompetin17
This was SVN commit r15467.
2014-06-30 10:20:20 +00:00
b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00
9f47ed536d Add engine support to triggers + a component to provide an easy interface and to be extended by triggers. Thanks to SpahBod for the biggest part of the code, and Yves for the review.
This was SVN commit r15421.
2014-06-23 13:42:59 +00:00
754e76e4a1 Fix non-PCH build
This was SVN commit r15401.
2014-06-19 23:36:09 +00:00
d936bde74a Dynamic message subscriptions.
Allow components to individually subscribe/unsubscribe to messages,
instead of statically subscribing the entire component type. Use this
for most Interpolate/RenderSubmit messages, to avoid the performance
cost of passing those messages to a large number of components that will
just ignore them anyway.

On Azure Coast this reduces total time per frame by about 30% on a
CPU-bound system.

This was SVN commit r15400.
2014-06-19 23:20:12 +00:00
548f50b071 Give gaia back it's vision.
This was SVN commit r15332.
2014-06-11 18:20:02 +00:00
567917bf41 Give RMS access to the simulation templates. Fixes #1589. Patch by Itms.
This was SVN commit r15306.
2014-06-07 12:12:53 +00:00
d5b4dbcb71 Retain corpses in FoW. Patch by Itms. Fixes #1366.
This was SVN commit r15289.
2014-06-04 22:13:47 +00:00
b09a702c60 Recompute rally point lines when the rally point is set on a moving unit.
Does not account for setting rally points on units that can move into
the FoW/SoD.
Recalculates paths even if the rally points are not displayed.
Refactors UpdateMarkers() to remove some indentation levels.
Based on patch by Itms. Fixes #1257.

This was SVN commit r15288.
2014-06-04 22:07:58 +00:00
db39d742f0 Fix units falling off the edge of the world.
I guess changes to the map loading sequence caused the TerrainChanged
message to be sent before the map was switched from square to circular
instead of after. The pathfinder didn't notice the switch, so it
continued treating the map as if it were square, allowing units to walk
into the permanent map-corner SOD and vanish, and allowing territories
to expand into the SOD.

Tell the pathfinder explicitly when the map shape changes, so it can
discard its cached data correctly.

This was SVN commit r15277.
2014-06-03 22:35:40 +00:00
4f6afbc0bf Fix non-PCH build.
This was SVN commit r15274.
2014-06-02 20:06:27 +00:00
b4f3b503f2 code style cleanup
This was SVN commit r15273.
2014-06-02 15:48:37 +00:00
a500826ae4 Since the VFS logs the missing files now, there's no reason to crash on it.
This was SVN commit r15272.
2014-06-02 15:41:41 +00:00
c17bf75cbb Fix bad merge.
This was SVN commit r15268.
2014-06-01 19:06:58 +00:00
1882f28504 New unit renderer.
Instead of each CCmpVisualActor rendering itself individually, collect
all the units in a single CCmpUnitRenderer. This avoids the overhead of
doing Interpolate/RenderSubmit calls every frame for every object in the
world. It also allows more efficient culling.

CCmpUnitRenderer knows the positions of each object at the start and end
of each turn, and computes the bounding sphere of the object along that
path. That allows quick culling without recomputing the precise
interpolated transform every frame. (In the future it could be improved
much more.)

Clarify and clean up the sending of PositionChanged messages, and add
new InterpolatedPositionChanged.

Remove the forceFloating parameter from GetInterpolatedTransform, since
it doesn't fit the new design. Replace it with a (non-synchronised) flag
in CCmpPosition.

Move construction progress from CCmpVisualActor to CCmpPosition, so that
it consistently affects all position/transform computation.

Refs #2337.

This was SVN commit r15265.
2014-06-01 18:24:50 +00:00
d117d96d22 Simplify component deserialization.
Deserialize SYSTEM_ENTITY before any other entities. This makes it safe
for Deserialize() methods to access system components (mirroring how
Init() can already access system components).

Add a Deserialized message, sent after all entities have been
deserialized, to help with some other sequencing problems.

This was SVN commit r15264.
2014-06-01 18:14:09 +00:00
b30a9a6384 Remove m_NeedInitialXZRotation - not needed after changes to map loading order.
This was SVN commit r15263.
2014-06-01 18:10:00 +00:00
59c9ae670f Stop VFS from causing a crash when the AI player isn't found. Patch by Itms. Fixes #2558
This was SVN commit r15254.
2014-05-31 14:55:09 +00:00
e2aa24fc9a Clean up the turret interface a bit + fix serialisation for turrets
This was SVN commit r15250.
2014-05-31 11:35:07 +00:00
cfec28e553 Add the Engine code for turrets + use them to get units on walls. The scripted TurretHolder isn't included due to lack of usability for now. Refs #2577
This was SVN commit r15246.
2014-05-30 14:46:06 +00:00
a0913cbc75 Fix the interpolation changes from the previous commit, as they weren't smooth
This was SVN commit r15232.
2014-05-26 17:12:05 +00:00
5ae9f678b0 Clean up position height methods + add new. Now we have the ability to losslessly read and write positions to entities from the scripts.
This was SVN commit r15230.
2014-05-26 16:23:46 +00:00
c3a0ac43bf Broadcast TerrainChanged message, so CCmpSelectable can actually see it.
This was SVN commit r15229.
2014-05-26 15:44:35 +00:00
4ca40116ed Fix building selection rings not being recomputed when the terrain or water under them is changed.
This was SVN commit r15228.
2014-05-26 13:45:49 +00:00
1871daab0d Fix pathfinding and territories not being recomputed when water height changes.
This was SVN commit r15227.
2014-05-26 13:45:10 +00:00
41f62cd3ff Add WaterChanged message, for things that need to be recomputed when the water height changes.
This was SVN commit r15226.
2014-05-26 13:44:24 +00:00
ae29becb37 Removes pointless minimap state change during attack notification, it broke synchronized simulation state and caused some OOS errors. Fixes #2525. Refs #1719, #2526.
This was SVN commit r15163.
2014-05-19 01:35:14 +00:00
7ff5fbda2b Allow system components to be registered on the scripting side (so mods can make their own system components).
This was SVN commit r15157.
2014-05-18 13:44:08 +00:00
b7f6c00c2b Mark all components as global variables and allow to re-register existing components to update their schema and/or message receiving methods.
This allows for components to be extended in other files, so mods don't
have to overwrite entire components.
Fixes #2517. Thanks to Rada for helping on this
(also fix some tests broken in the previous commit)

This was SVN commit r15150.
2014-05-18 08:20:02 +00:00
86196212e2 Improve navigation for ship formations by setting the formation controller to the right passability class
This was SVN commit r15149.
2014-05-18 07:59:43 +00:00
7acdde5c86 Changes tests to use global g_ScriptRuntime instead of creating a new JSRuntime for each test.
The tests crashed on my Debian systems but not on my Ubuntu system.
The crash happened in line 142 of SpiderMonkey's ThreadLocal.h.

I know that I had to use a workarounnd for contexts to avoid destroying
the context that was created first. I also had in mind that in newer
versions a JS_Init function got introduced which presumably solves this
kind of issues.
Based on this experience I assumed runtimes could have a similar problem
and this patch indeed fixes the issues.
Unfortunately the correct usage of JSRuntimes in that regard is not
documented.
There's only a rater misterious comment in JSAPI.h which hasn't been
cleared up so far and is most likely completely outdated
(https://bugzilla.mozilla.org/show_bug.cgi?id=992641).

This was SVN commit r14995.
2014-04-25 21:19:51 +00:00
e1488fee56 Add an 'explore map' option to the game setup.
This was SVN commit r14931.
2014-04-14 19:52:49 +00:00
bb71823aee Make the actor tech-modifiable. Fixes #2243
This was SVN commit r14928.
2014-04-14 15:00:49 +00:00
e9e05f4efc Second (main) commit for the SpiderMonkey upgrade.
This commit contains all the required changes to our source files and
build scripts (hopefully).
A next commit will remove the old stuff of SpiderMonkey 1.8.5.

Spcial thanks to:
 - H4writer who helped a lot mainly with the performance issues we
had/have, but also with other problems or questions.
 - Leper for the review.
 - Historic_bruno for implementing the build scripts on Mac OS X and
testing on the Mac.
 - The people from the #jsapi channel and from
mozilla.dev.tech.js-engine who answered a lot of questions and helped
solving problems.
 - All the other people who helped

Refs #1886
Fixes #2442
Fixes #2416

This was SVN commit r14877.
2014-03-28 20:26:32 +00:00
883f307b40 Implement a basic observer mode. Any player which joins a multiplayer game but is not assigned a player slot automatically becomes an observer. Refs #69
This was SVN commit r14849.
2014-03-16 23:29:27 +00:00
ef888367aa Cleanup tex_codec, fixes #2456, patch by IronNerd.
This was SVN commit r14836.
2014-03-13 04:16:20 +00:00
a5639631ee Texture system refactoring and cleanup, fixes #2455, patch by IronNerd.
This was SVN commit r14835.
2014-03-13 02:37:05 +00:00
f3714a7075 Fix invalid count for entityMaps
Improve error reporting on failed deserializations
Fixes #2328

This was SVN commit r14806.
2014-03-05 14:58:17 +00:00
02860690eb fix unused parameter warning.
This was SVN commit r14789.
2014-02-26 19:16:44 +00:00
3f78042f45 Fix tests and C++11 build.
This was SVN commit r14788.
2014-02-26 19:08:03 +00:00
e2f4379e9a Fix an issue with corruption of water data when the actor editor opened in Atlas.
Potential marginal optimizations to the water data creation code.

This was SVN commit r14784.
2014-02-25 06:27:15 +00:00
c44b48bd59 Fix Atlas lag due to Position component that listens to the territoriesChanged message
This was SVN commit r14768.
2014-02-21 13:42:46 +00:00
19965ce37a Fix missing territory decay when moving out of territory without changing the actual territory. Add possibility to check movement over territory boders in the JS simulation part. Based on patch by niektb
This was SVN commit r14754.
2014-02-16 15:22:11 +00:00
9780d7177d Adds some missing vars.
This was SVN commit r14742.
2014-02-09 16:04:30 +00:00
bab3a08643 Fixes a crash introduced in fd187f466f by ensuring that the CScriptValRooted values are destroyed before calling JS_DestroyContext.
I've tested the performance on Combat Demo (Huge) again with the code
from #2394.
It's very close but probably a little bit lower (hard to tell because
it's so close).

Closes #2408
Refs #2394

This was SVN commit r14705.
2014-01-30 13:21:36 +00:00
fd187f466f Add vector prototype to vector-like return values from C++ to JS. Fixes #2394.
This was SVN commit r14645.
2014-01-23 11:32:08 +00:00
c1e86161b5 AIs now properly receive aura and technology updates. Fixes #2377, Refs #1520 . Consequently reimplement repairing for AIs.
Fix a few style issues and a bug with the gatherer count.
Still need to fix the entity.js file to handle properly some things as
this uses raw templates values.
Cache the AIinterface in AIProxy.js, please report if this works
properly.

This was SVN commit r14588.
2014-01-16 20:32:44 +00:00
bd22432fe8 Rename common-api-v3 to common-api.
Fix warnings with the new AI.
Fix an error with the per-player gatherer counts.

This was SVN commit r14559.
2014-01-10 17:46:48 +00:00
ec36222b20 add more flexibility to eject units when garrisonHolder is destroyed, fixes #2242
This was SVN commit r14550.
2014-01-08 18:27:58 +00:00
83c5d40cfb fix compiling problem caused by 8226d75715
This was SVN commit r14535.
2014-01-07 14:37:02 +00:00
8226d75715 Make PickEntitiesAtPoint faster yielding 1-3% overall performance improvement. Fixes #2358. Also removes some trailing whitespace.
This was SVN commit r14532.
2014-01-07 04:05:10 +00:00
729a795a44 of course, 7a3b1fe47e can be simplified
This was SVN commit r14531.
2014-01-06 23:23:18 +00:00
7a3b1fe47e Improve speed of territory computation, fixes #2360
This was SVN commit r14530.
2014-01-06 22:49:57 +00:00
15ec863aec Substantial speed-up of the foam generation code.
Remove waves for now as they were unsatisfactory.
Removes "shininess" as a water parameter as it was basically useless.
Add a button in Atlas to recompute water parameters so you can now see
fog in Atlas.

Fixes #1743, #1803 (invalid)
Refs #1875, #2114, #48.

This was SVN commit r14514.
2014-01-05 16:15:20 +00:00
4b1297b328 Removes g_ScriptingHost and implements global to compartment 1 to 1 relation.
Each GUI Page gets its own compartment and all ScriptInterfaces in the
same thread should now use the same JS Runtime.
This is required for the SpiderMonkey upgrade.
Check the ticket for details.

Closes #2241
Refs #1886
Refs #1966

This was SVN commit r14496.
2014-01-04 10:14:53 +00:00
9d9361ae44 Why you should test your code before committing, exhibit A.
This was SVN commit r14466.
2013-12-31 21:45:11 +00:00
a7cafe75aa "Reveal all player" id back to -1, add some "ensure" to catch invalid player ids and be safer.
This was SVN commit r14465.
2013-12-31 21:30:48 +00:00
fe2a97b0c9 Change some useless std::map into std::vector for LOS. Player "0" now reveals the LOS for all.
This was SVN commit r14463.
2013-12-31 16:38:11 +00:00
dddc9bab7f Fix tests.
This was SVN commit r14452.
2013-12-30 18:55:37 +00:00
298115f4c5 Fix units chasing each other. Fixes #1537
This was SVN commit r14449.
2013-12-30 16:07:19 +00:00
08b44fe647 Fix water rendering (transparent objects now appear correctly when underwater/in reflections)
Add a new config option (renderactors) that, if set to false, will
prevent actors from rendering in-game (grass…)

This was SVN commit r14447.
2013-12-30 15:52:42 +00:00
3362c591f5 Moves AI players to one global using the module pattern.
This avoids wrapping overhead that would otherwise be required because
multiple globals per compartment aren't supported anymore in newer
versions of SpiderMonkey.

Check the ticket for a detailed explanation.

Closes #2322
Refs #2241
Refs #1886

This was SVN commit r14441.
2013-12-30 10:04:59 +00:00
1efd47c1ad Fix errors when loading a saved game with Aegis by making sure the AI re-inits properly. Still no real saved game support.
This was SVN commit r14329.
2013-12-11 17:10:14 +00:00
f9bee5d3ec Slight de-obfuscation of the AI code.
This was SVN commit r14317.
2013-12-09 14:20:11 +00:00
966f7c7145 Removes some duplicated code.
This was SVN commit r14311.
2013-12-08 19:23:09 +00:00
b1c081e36d Set svn:eol-style=native, fix some inconsistent line endings
This was SVN commit r14299.
2013-12-06 00:42:50 +00:00
4062e2011f fix tests
This was SVN commit r14288.
2013-12-05 08:53:40 +00:00
0ef6397545 Optimize the "Move()" function by removing unnecessary message broadcast. Fixes #2094
This was SVN commit r14287.
2013-12-04 17:38:46 +00:00
189ef85538 Fix AI errors on skirmish maps.
This was SVN commit r14285.
2013-12-04 16:52:44 +00:00
60c986c135 * Add method to rangemanager to query around a position instead of an entity
* Use that method in the splash damage calculation
Fixes #2285

This was SVN commit r14283.
2013-12-04 15:30:01 +00:00
351468dbe5 fix initialisation of developper overlay for saved games
This was SVN commit r14240.
2013-11-28 18:08:41 +00:00
7345d27c84 Summon planes back from the emptyness
This was SVN commit r14230.
2013-11-26 15:12:16 +00:00
321e61617b Improve MoveToTarget when the target is moving, fixes #2253
This was SVN commit r14168.
2013-11-14 07:25:56 +00:00
60fb5ed1c3 - Fix garisson and formation aura types
- Implement tech mods for UnitMotion speeds, Fixes #1958, based on patch
by wraitii
- Implement athen_hero_themistocles ship speed aura as a test

This was SVN commit r14058.
2013-10-30 16:12:53 +00:00
ac335f37c8 Fix some Clang warnings about unused private members
This was SVN commit r14023.
2013-10-19 00:53:58 +00:00
e6d9094c98 Remove InitSavedGame, but keep the rallypoint problem it solved. Fixes #1762, Patch by mimo.
This was SVN commit r14010.
2013-10-16 17:58:12 +00:00
5f5eedc513 Rename technology related files, methods and messages so their names represent the shared data flow between technologies and auras (and maybe future components). Implement the C++ part of auras through these generalised files. Fixes #2154
This was SVN commit r14001.
2013-10-15 10:05:08 +00:00
379a7b208f Implement the js side of auras. Refs #2048. Patch with the help of Alpha123. Only the temple aura is added as example, all other aura components are removed from the templates to be created from scratch again.
This was SVN commit r13998.
2013-10-14 15:51:21 +00:00
754e794f9b Implements attack notifications based on patch by madmax and zoot, fixes #1719
This was SVN commit r13951.
2013-10-06 04:49:38 +00:00
85253ca3c8 Let corpses cast shadows again. Refs #1771.
This was SVN commit r13945.
2013-10-05 16:22:46 +00:00
7901ed51d4 Implements skirmish maps, based on patch by sanderd17, fixes #1198. Skirmish maps are like scenarios, except the player can choose their civ during match setup. To create a skirmish map: place some skirmish entities for each player in Atlas (see templates/skirmish/* for examples), uncheck the player's civ in Atlas' player panel if desired, and save in the maps/skirmishes directory. The map will appear in match setup under the "Skirmish" match type.
Implements custom, VFS-based map load/save dialogs for Atlas (replaces
broken native file dialogs), fixes #631, #889.
Fixes map loading/saving to handle arbitrary subdirectories for better
organization.
Adds default settings to Atlas player panel, fixes #1872. Each setting
now has a checkbox to choose whether it should be saved with the map
(avoids writing lots of useless default data for each map).
Adds map preview setting to Atlas, refs #1745.
Cleans up and simplifies some duplicate code.
Fixes optional serialization performance test.

This was SVN commit r13938.
2013-10-04 02:29:16 +00:00
9f5635085e Fix #1833: animals spin around needlessly while roaming.
Patch from mimo.

This was SVN commit r13924.
2013-09-30 23:52:22 +00:00
e24ce51029 Adds DynamicArena allocator that grows by fixed chunk size, fixes #2142.
Changes fixed size arenas to new dynamic arenas with reasonable chunk
sizes (may require tuning), refs #1842

This was SVN commit r13916.
2013-09-30 01:22:44 +00:00
28ce5f3458 It might be better to issue a LOGWARNING when Spatial queries are too large. Opening the crash window seems a bit too much for something that can be recovered from.
This was SVN commit r13898.
2013-09-24 21:50:46 +00:00
e370af8d4e Fix rally point rendering on saved games. Fixes #1762. Patch by mimo
This was SVN commit r13897.
2013-09-24 20:27:18 +00:00
5287af8967 Increased SpatialQueryArray max results from 1024 to 2048. This is a temporary fix until the Search and Prune solution is implemented.
This was SVN commit r13888.
2013-09-22 04:37:46 +00:00
d252e245ef Optimise fixed multiplies on MSVC x86
On MSVC, casting i32 to i64 then multiplying gets compiled into a call
to __allmul, which is slow. Use the __emul intrinsic instead.

GCC 4.6+ appears optimise this case automatically and doesn't need any
special handling.

This reduces the cost of ComputeShortPath by about 50% (testing AI vs AI
on Oasis 01).

This was SVN commit r13873.
2013-09-20 20:17:54 +00:00
bfe0b79b91 Better fix of Grid memory leak, refs #1842
This was SVN commit r13869.
2013-09-18 01:21:36 +00:00
9f2a850a95 Fixes buggy operators and memory leak in Grid class, refs #1842
This was SVN commit r13866.
2013-09-17 00:28:22 +00:00
5d9b2b95b0 Ticket #2127 - Performance and style improvements in scriptinterface.
No real behavior changes, only code maintenance.

Fixed signed/unsigned mismatch in EntityMap.h

This was SVN commit r13865.
2013-09-16 19:10:06 +00:00
1b6a5fa802 This was SVN commit r13861. 2013-09-15 21:37:05 +00:00
2a5ec404d1 Further reverted RangeManager sorting to stable_sort, since possibly with different STL implementations, the order of entities might change and cause OOS.
Overflowing elements in SpatialQueryArray are now reported with
debug_warn, but can be ignored and the program will continue working,
but further entities will be truncated.

This was SVN commit r13860.
2013-09-15 21:11:20 +00:00
9694eec8b8 As per ticket #1707. Some minor improvements to spatial subdivision. Makes way for future changes in RangeManager.
Right now merely improves memory usage.

This was SVN commit r13854.
2013-09-15 14:03:53 +00:00
05422ad545 Avoid slightly-expensive QueryInterface() calls
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.

This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.

This was SVN commit r13825.
2013-09-11 20:41:53 +00:00
b1bd61938e add file notification to Mac ticket 514, also change name of class FileInfo to CFileInfo to ease Mac development
This was SVN commit r13821.
2013-09-10 14:17:04 +00:00
d037d97d55 disable querying of local entities with a component. Avoids OOS problems. Patch thanks to historicbruno. Fixes #2119
This was SVN commit r13820.
2013-09-10 12:27:59 +00:00
53a5781c66 Increase simulation script runtime size again. Refs #1436, #1966 and #2035.
This was SVN commit r13794.
2013-09-01 23:29:21 +00:00
0c16980408 Fix tests.
This was SVN commit r13709.
2013-08-19 10:55:35 +00:00
b770c41f0b Removes shadow casting and receiving on preview entities, patch started by ericb, fixes #1771
This was SVN commit r13706.
2013-08-18 22:17:57 +00:00
0888cf6c23 Fix Linux build
This was SVN commit r13701.
2013-08-18 11:28:52 +00:00
a4707bcc16 Change the water manager so incremental updates to the water information is possible. Streamline a few things (and removes a not-really-used calculation to speed things up further). Fixes #2063 , refs #1743.
This was SVN commit r13698.
2013-08-18 09:27:11 +00:00
d66edf5958 fix a bug that ignored resetting XZ rotation to zero, reported by sythetwirler
This was SVN commit r13668.
2013-08-15 22:16:51 +00:00
675b3c40be fix bouncing projectiles, patch by Markus. Fixes #769
This was SVN commit r13664.
2013-08-15 19:01:10 +00:00
7ff167e7de Removes more unused variables, based on patch by Markus, refs #1852.
Adds TODOs to use POT textures in fancy water rendering.

This was SVN commit r13663.
2013-08-15 18:25:32 +00:00
6b316f6ce1 fix tests breaking caused by 4421787281. Refs #2062
This was SVN commit r13661.
2013-08-15 08:56:14 +00:00
4421787281 interpollate y offset for smooth climbing and landing of flying objects. refs #2062
This was SVN commit r13660.
2013-08-15 08:44:06 +00:00
1712b0f42d Increases simulation script runtime to 32 MB to reduce OOM errors, refs #1436, #1966, #2035
This was SVN commit r13659.
2013-08-15 05:15:54 +00:00
8c74df2acd Give an elevation advantage to ranged units. Patch by sanderd17. Fix #1960.
This was SVN commit r13626.
2013-08-03 19:20:20 +00:00
1f55280fa2 AI-related changes to the AI interface and Command.js, to facilitate debugging of upcoming new version of Aegis.
This was SVN commit r13592.
2013-07-25 08:57:07 +00:00
d01d58f70f Fake randomization of the ship sinking animation to make it look better with ship formations. Refs #1921
This was SVN commit r13584.
2013-07-22 10:17:00 +00:00
f5e60157bf Optimizes GetPercentMapExplored by caching explored vertices per player, patch by scroogie, fixes #2012
This was SVN commit r13576.
2013-07-20 00:50:40 +00:00
39c0498811 Changes terrain anchoring to use faster CalcExactNormal instead of CalcNormalFixed, refs #1988, #2039
This was SVN commit r13571.
2013-07-17 05:42:16 +00:00
f302faf8e4 Implements entity terrain anchoring as a visual effect, based on patch by sanderd17, fixes #1988.
Sets cavalry and quadrupedal animals to 'pitch' anchoring. Cleans up
mine templates.

This was SVN commit r13565.
2013-07-16 03:46:30 +00:00
6cffdacb40 Small cleanup.
This was SVN commit r13547.
2013-07-10 00:08:05 +00:00
041855e547 Allow building walls along the shore. Patch by sanderd17. Fix #1610.
This was SVN commit r13542.
2013-07-07 22:44:47 +00:00
49b3b0ee9a Reverts interpolation changes from a7bc7ab50c, 71ae5a19d8, 1778e685ac, c6043779f6, 8777f68aa0, 21f13f9683. Refs #1846, #1858, #1865, #1906
This was SVN commit r13500.
2013-06-25 01:09:43 +00:00
ce8457e195 Fixes map name in pathfinder performance test
This was SVN commit r13497.
2013-06-23 00:50:24 +00:00
a7bc7ab50c Fixes units not rotating correctly during e.g. attacks, patch by sbte, fixes #1906
This was SVN commit r13489.
2013-06-18 03:42:06 +00:00
36dec0e789 add restricted flag to SoundGroup xml for sounds thatonly the owning player should hear
This was SVN commit r13486.
2013-06-17 02:30:40 +00:00
5f90371a1c Cleans up some float constants and math from #1921
This was SVN commit r13482.
2013-06-15 00:42:07 +00:00
9d27cccbcd Fix Visual Studio build issues.
This was SVN commit r13481.
2013-06-15 00:20:40 +00:00
98cac1a10f Improve ship sinking. Patch by wraitii. Fix #1921
This was SVN commit r13478.
2013-06-14 19:19:13 +00:00
bcf99e2a13 make sound code return faster, code cleaner
This was SVN commit r13476.
2013-06-14 16:05:57 +00:00
da17e4329b cleanup SOundManaer component
This was SVN commit r13475.
2013-06-14 00:24:51 +00:00
26dbac8d57 fixes to SoundManager external interface, clean up ifdef situation, and SoundGroup playin
This was SVN commit r13474.
2013-06-13 12:12:44 +00:00
b3653cfe16 Updates bundled Valgrind headers to 3.8.1 and fixes test build, patch by Markus, fixes #1971
This was SVN commit r13473.
2013-06-12 03:38:37 +00:00
b3391ebe39 Fix build warnings. Patch by Markus. Refs #1851.
This was SVN commit r13469.
2013-06-11 00:05:57 +00:00
29549561e1 Add flag to VisualActor for entities that should only be visible in Atlas. Patch by KareemErgawy. Fixes #1411.
This was SVN commit r13465.
2013-06-09 23:18:21 +00:00
71b25d5bd4 big SoundManager checkin,futureproof javascript interface, isolate external calls to remove OpenAL references
This was SVN commit r13455.
2013-06-06 11:13:57 +00:00
d2b0d25457 Fixes macro redefinition of FACILITY_VISUALCPP in VC2012 (it's defined in winerror.h).
Removes obsolete hack for old Boost and VC2005 (broke VC2005 build with
modern Boost).

This was SVN commit r13433.
2013-05-28 01:14:41 +00:00
88c4e5bdd0 Extends binary serializer to support some standard JS classes: Number, String, Boolean. Fixes #406.
Extends binary serializer to support typed arrays.
Extends binary serializer to support custom JS prototype objects in AIs,
fixes #407.
Allows full serialization of AIs (not yet implemented). Refs #1089,
#1886
Increases binary serializer script backref arena from 8 MB to 16 MB,
refs #1842

This was SVN commit r13429.
2013-05-26 21:57:24 +00:00
3f00d4d997 Change some size() > 0 to Based on patches by kuranes and Markus. Refs #1852, #1923.
This was SVN commit r13413.
2013-05-21 22:11:47 +00:00
0d09f290d9 Allow setting rally points for foundations. Patch by Josh. Fixes #902.
This was SVN commit r13390.
2013-05-02 20:29:22 +00:00
4233acfa36 Slight clean up of the water code. Uses vertex data instead of a texture for foam. Should be faster to generate and render. Still no Atlas support.
This was SVN commit r13374.
2013-04-27 12:20:42 +00:00
c2ca0209fa Fixes multiplayer crash when host disconnects while clients are still loading.
Improves client disconnect handling slightly.

This was SVN commit r13327.
2013-03-25 05:01:36 +00:00
475c722327 Fix serialization issues with Aegis.
This was SVN commit r13326.
2013-03-24 09:10:32 +00:00
71ae5a19d8 Fixes visual actor interpolation, handling position changes more cleanly, based on patch by sbte.
Fixes rally point lines not updating, fixes #1865

This was SVN commit r13323.
2013-03-23 17:59:54 +00:00
25293ce0cc Many small bugfixes for AIs. Adds support for difficulty (and along with that, some behind-the-door architecture for a handicap system).
Adds -autostart-aidiff to set the difficulty from the command line from
testing.

This was SVN commit r13278.
2013-03-13 20:44:48 +00:00
9b1b8cc8fd A few bugfixes, slight change in logic for smoother play. Makes Aegis gather with cavalry. Allows it to send chat messages to warn about attacks.
This was SVN commit r13266.
2013-03-11 19:58:29 +00:00
eda2802f6d Simplify construction of the transformation matrix in GetInterpolatedTransform. Patch by sbte. Fixes #1854
This was SVN commit r13252.
2013-03-10 20:31:53 +00:00
1778e685ac Improve detection of when a component needs to be interpolated. Patch by sbte. Fixes #1858.
This was SVN commit r13251.
2013-03-10 20:28:01 +00:00
2c17ab70ac Add support for -autostart-civ to set civilizations when quickstarting.
Put the AI memory heap back to 32 MB to avoid OOM errors with numerous
AIs in late game.
Fix a bug that made ProductionQueue not broadcast progress.
Fix many issues with Aegis in defense, pathfinding, foundation
construction, training building choice, strength calculations, building
placement and mostly attack. Aegis should be much more aggressive.

This was SVN commit r13247.
2013-03-09 14:09:06 +00:00
c6043779f6 Better fix for the angle interolation issue. Thanks sbte for spotting it. Refs #1846.
This was SVN commit r13244.
2013-03-08 20:01:12 +00:00
8777f68aa0 Fix rotation interpolation. Refs #1846.
This was SVN commit r13243.
2013-03-08 19:34:55 +00:00
081721c679 Fix the build and stops the AI from creating tons of AI dump images for no good reason.
This was SVN commit r13231.
2013-03-06 14:33:15 +00:00
a45a926aeb Fix an issue that caused a crash on serialization. Prepare the AI manager a little more for serialization.
Fix bugs with tests. Fix some other issues in the AI (attack plans deal
with walls better, choose better paths, target selection is better. Dock
building won't be tried hundreds of times if it fails.)
Changes the Oasis random map to only put a path in the middle 50% of the
time.

This was SVN commit r13230.
2013-03-06 11:52:41 +00:00
e33d4a52e9 AI API V3 along with a new version of Aegis. Support for a JS shared component that can be used or not for each AI.
This was SVN commit r13225.
2013-03-05 22:52:48 +00:00
21f13f9683 Only use interpolation for moving objects in VisualActor. Patch by sbte. Fixes #1846.
This was SVN commit r13223.
2013-03-05 20:02:16 +00:00
e4a9312c46 newest soundmanager patch, should give better battle sequences, and handle low resource situations correctly.
This was SVN commit r13209.
2013-03-01 14:22:28 +00:00
e283e75d84 Updates example component documentation
This was SVN commit r13203.
2013-02-26 19:58:51 +00:00
ca92e50048 Adds notification tooltips for building placement, fixes #921.
Tweaks info tooltip borders and padding to improve readability.

This was SVN commit r13191.
2013-02-24 00:12:41 +00:00
92fdbb49b6 Moves particle interpolation to its own simulation component.
Fixes inconsistency between Atlas and in-game particle rendering during
pauses.
Fixes some issues related to Atlas simulation test and map loading.

This was SVN commit r13184.
2013-02-22 23:20:59 +00:00
31be9cd0de Adds building previews that rise during construction, fixes #1174, refs #21.
Adds scaffold support for foundations, includes two examples for 3x3 and
4x4, fixes #1581.
Extends CmpVisualActor and CUnit to support random variant seeds.
Fixes bug in actor hotloading.
Fixes serialization failure caused by destroying entities in OnDestroy
handlers.

This was SVN commit r13143.
2013-02-03 02:08:20 +00:00
75a23856cf Fix some static analysis warnings
This was SVN commit r13101.
2013-01-21 20:33:25 +00:00
e89193d66d Fixes serialization test failure from CmpVisualActor not setting initial animation state with graphics disabled, fixes #1812
This was SVN commit r13053.
2013-01-06 07:37:22 +00:00
ba94247744 Added unordered map serialization
This was SVN commit r13039.
2013-01-03 22:33:04 +00:00
276f0a41a0 New Year's clean-up.
Throw a warning if a invalid (not present) AI is specified in a map.
Replace the last occurences of jubot with qbot.
Exclude the common siege templates from the Units Demo map.
Fix an error with flying units.
Replace CFG_GET_SYS_VAL with CFG_GET_USER_VAL and rename it to
CFG_GET_VAL to reflect its behaviour better.
Fix linker error with clang 3.2. Refs 1588.
Remove some useless includes.

This was SVN commit r13031.
2013-01-01 18:33:53 +00:00
8c931bfa52 Add animation override to VisualActor to fix carrying resource animations. Patch by Deiz. Fixes #1260, #1741.
This was SVN commit r12949.
2012-12-06 19:46:13 +00:00
186224612c Fixes tests by checking CConfigDB is initialized before using CFG_GET_USER_VAL
This was SVN commit r12946.
2012-12-05 18:27:42 +00:00
a923cdd139 Fix serialization failure.
This was SVN commit r12941.
2012-12-04 16:59:08 +00:00
eb4805d73d Adds command-line and config options for OOS log and serialization test modes: -ooslog and -serializationtest
This was SVN commit r12930.
2012-12-03 20:06:58 +00:00
5806ed94e1 Fix bug with gather-near-position.
Use the max range for attacking.

This was SVN commit r12915.
2012-12-02 17:25:23 +00:00
081c846ff1 Network synchronise the projectile id to prevent out of sync errors. Fixes #1681
This was SVN commit r12865.
2012-11-20 23:46:23 +00:00
76676b1e38 Fix a non-fatal GL error, fix me forgetting to commit a file, remove the "3D" waviness setting as it was mostly redundant with HQ.
This was SVN commit r12822.
2012-11-05 12:14:04 +00:00
bc1efba1dc Moves water rendering update to CCmpWaterManager and uses sim time instead of real time. Fixes water not animating in Atlas and incorrectly animating while the game is paused.
This was SVN commit r12758.
2012-10-15 19:36:04 +00:00
1fb7889539 Postproc manager
This was SVN commit r12755.
2012-10-15 10:34:23 +00:00
772c10801c Fixes missing Atlas selection rings for decorative actors
This was SVN commit r12716.
2012-09-28 19:16:32 +00:00
e72b603cce Implements Vision/Range tech modification
This was SVN commit r12707.
2012-09-24 22:27:32 +00:00
0a0a49eb09 Explicitly store whether whether a unit is moving, as formation members don't finish moving as normal.
This was SVN commit r12624.
2012-09-04 03:57:22 +00:00
d805c87249 Send messages when formation members hit fail to find a path or are obstructed.
This was SVN commit r12613.
2012-09-03 02:59:15 +00:00
38ea080d25 Increase the AI's js runtime size to 32 MB for the time being.
This was SVN commit r12594.
2012-09-02 01:50:16 +00:00
89c8bccbde Sound system patch by stwf:
Fixes sound system to work with archives (use VFS files instead of
POSIX), fixes #1604.
Improves error handling and logging, refs #1594.
Allows sound to be disabled with -nosound/-quickstart runtime options or
--without-audio build option, fixes #1609, #1614.
Experimentally increases default buffer size to help prevent sound
stoppages.

This was SVN commit r12566.
2012-08-31 19:08:41 +00:00
9fcb7cc738 Fixed formations so switching formation in-place doesn't leave entities in FORMATIONMEMBER.WALKING and short walk orders bring units into proper formation.
This was SVN commit r12563.
2012-08-31 08:20:36 +00:00
7e382fc26f CCmpUnitMotion::MoveToPointRange should ignore unit radius, so it correctly returns false when called repeatedly for large units.
This was SVN commit r12511.
2012-08-22 06:13:23 +00:00
66012e2e2c Destroy dying 'remain' entities and replace them with visually-identical resources. Fixes #1600.
This was SVN commit r12486.
2012-08-20 01:38:39 +00:00
3653fe5d3a Added support for putting technologies in folders. Fixes #1462.
This was SVN commit r12440.
2012-08-15 22:25:25 +00:00
011ba8255e New sound system implementation by stwf, refs #1223, #961.
Enables audio on OS X, refs #685, #931.
Fixes music not playing after a game, refs #946.

This was SVN commit r12428.
2012-08-15 00:10:44 +00:00
613f845095 Improve gate closing behaviour when locked or with no allies nearby. Fixes #1551.
This was SVN commit r12337.
2012-08-09 19:06:01 +00:00
791752c7a4 Added a 'quiet' version of SetOwner() that doesn't send a message, to allow faux-atomic batch ownership changes.
This was SVN commit r12315.
2012-08-08 05:18:20 +00:00
648e68e49c smooth LOS
This was SVN commit r12304.
2012-08-06 22:38:42 +00:00
c0f522fd20 Use upper camel case for member variables
This was SVN commit r12298.
2012-08-06 16:46:54 +00:00
2c642fc68e Uninitialized variable was causing nondeterministic weirdness in Atlas.
This was SVN commit r12275.
2012-08-04 16:56:09 +00:00
be31d3a9e7 Added a function for finding colliding entities with identical control groups. Refs #1529.
This was SVN commit r12269.
2012-08-03 16:36:40 +00:00
692795e56e Added engine-side obstruction group sanitizing, saving, and loading. Refs #1566
This was SVN commit r12258.
2012-08-01 21:38:13 +00:00
3c0bd23108 Slightly speed up actor rendering; have selectables properly handle fog of war, etc. Refs #1365.
This was SVN commit r12241.
2012-07-30 21:06:54 +00:00
4264166acf Detect when units aren't in the world and hide their selection rings. Based on patch by dvangennip. Refs #1365.
This was SVN commit r12239.
2012-07-30 04:45:33 +00:00
2c8adb1aea Adds support for Boost.Filesystem v3, the only option in Boost 1.50. Fixes #1527. Refs #1360
This was SVN commit r12229.
2012-07-29 23:04:22 +00:00
89399e08e6 Implements always visible hero selection rings, based on patch by Deiz/F00. Fixes #1365
This was SVN commit r12148.
2012-07-19 04:45:01 +00:00
51b9fa6186 Uses xml attributes instead of elements for obstructions shapes.
This was SVN commit r12093.
2012-07-12 20:00:38 +00:00
2c5933912c Gates. Adds UI buttons, replaces wall section with a gate, defines and create obstruction shapes, detects friendly units and eventually disable door's "block movement" flag, allows us to lock / unlock the door by disabling "block pathfinding" flag. Needs icons, play sound, animations. Fixes #1385, refs #619.
This was SVN commit r12081.
2012-07-08 16:25:33 +00:00
99d04e93bb Implements global tech modification function. Fixes #1358, refs #1520.
Applies tech modifications to template data returned by GuiInterface.
Extends engine to load arbitrary global scripts, separates this from RNG
replacement. Refs #1193.
Loads global scripts for most script contexts for consistency.
Adds simulation tests for global scripts.

This was SVN commit r12056.
2012-07-03 02:16:45 +00:00