Local types shall not be used as a template argument. So move it
to a higher scope. This restriction was lifted in C++11, so we
might want to change this back when we switch to that.
This was SVN commit r16101.
First, do a ray intersection test with the bounding-sphere for all
entities on the map and then check the more detailed selection shape for
the remaining candidates. Do checks that require component lookups after
the ray intersection tests because these are relatively expensive.
The old method for figuring out which entities are below the mouse
cursor was incorrect because it does a 2D check to filter out the first
candidates which can lead to incorrect results with lower camera angles
and high buildings or buildings with a large footprint. Such problems
were avoided with quite a large radius for this 2D test and resulted in
a large number of candiate entities after this first test (200-500).
Also rename PickEntitiesAtPoint to PickEntityAtPoint and make it return
only one (the closest) match.
I've tested performance with the tracelogger by starting a map and then
moving the mouse in circles for one minute. The results were relatively
stable. I've compared the total time percentage of input.js:836, which
spends nearly all of the time in PickEntityAtPoint.
Ardennes Forest - Normal size: Original: 41.46% Patched: 31.6%
Ardennes Forest - Giant size: Original: 40.59% Patched: 51.55%
As we see, it's faster on normal map sizes but slower on giant maps with
a lot of entities.
This approach can be further improved with some kind of spatial
subdivision for the culling (like an octree), which would help the unit
renderer too. This way it should be possible to make it faster (and
still correct) on all map sizes and with a large total numbers of
entities.
This was SVN commit r16098.
Previously we removed all players and created them anew. This caused
issues in Atlas,
as some components were recreated, but did not get informed about
already existing
entities (eg cmpTechnologyManager). By only creating/deleting players
until we obtain
the new number of players we do not have this issue.
This was SVN commit r16080.
On my ESR31 branch, I've made two measurements with different replays
(both around 15000 turns).
In the first, I got around 3% performance improvement and in the second
about 7.5%. It mainly depends on how often aura changes related to the
female citizen aura happen.
This was SVN commit r16055.
Config settings in a section are stored as "sectionname.setting"
internally.
Do not write section headers when writing config files as we would need
to write
settings without a dot first or ignore them. This can be changed once
all settings
belong to a section.
This was SVN commit r15986.
Properly write config settings with multiple values back to files. Refs
#1810.
Print error messages if we encountered an invalid setting.
This was SVN commit r15980.
Parameters now have to be quoted with ".
Supports " in parameters by escaping them with \.
Tag start characters can be included in normal text by escaping them
with \.
Better error handling and a error messages to help with fixing
invalid/malformed strings.
This was SVN commit r15969.
The runtime is becoming more and more important in the JSAPI. As a
result, we also have more functionality on the runtime level and having
the whole ScriptRuntime class hidden in ScriptInterface.cpp doesn't make
sense anymore. ScriptInterface.cpp also has become quite a large file
and pulling out the runtime part makes it a bit smaller.
Refs #2462
This was SVN commit r15961.
Fix Engine.ReadJSONFile() which did throw a JS exception that was not
caught. Discovered by s0600204.
Expose Engine.ReadJSONFile() to the gui scripts.
This was SVN commit r15959.
This first commit only refactors code and does not add any new feature.
Refs #2913 (see this ticket for more information about the change)
This was SVN commit r15925.
It seems like there is a memory leak if we haven't finished with the
marking phase of an incremental GC and SpiderMonkey has to trigger a
full GC because it runs out of memory. With this patch we stop trying to
make incremental GCs if we are above 1/2 of the runtime size and do Full
GCs instead. This should make such low memory conditions even less
likely than they were already after the previous patch. Also reduce the
maximum VFS cache size to 400 MB.
Refs #2808
This was SVN commit r15831.
* SDL_WINDOW_RESIZABLE must be set when creating the window, apparently
only fullscreen flags take effect in SDL_SetWindowFullscreen
* Stores window position, so a window can be restored to both its
original position and size, rather than defaults
* Changes initial window position from undefined to centered, it caused
some problems with window positioning returning from fullscreen mode
This was SVN commit r15827.