This patch implements a way for minimap-type GUI objects to request the rendering
of the minimap texture each frame. If it wasn't requested the minimap
texture isn't rendered at all and the objects only request it while they are
being displayed. This saves unnecessary work and fixes a bug where the
minimap briefly showed the revealed map after a cinema path ended
playing, since it isn't updated every frame (only 2x per second).
The whole map is revealed when starting to play a cinema path and
then hidden again when it finished (if necessary).
This patch fixes the ugly fade in at the start and fade out after
the end previously caused by this.
This patch splits "cutscene mode" (disabling silhouttes, territory
borders and other visual overlays) from the cinema manager component
and moves it to the renderer, since it doesn't influence the simulation
anyway. The mode can now be independently controlled by the GUI. This
is done so it can also be used for other narrative elements like speech
or dialogue in the future. Cutscene mode is still always enabled while
cinema paths are playing, though.
By design, this also fixes the issue that range overlays weren't hidden
during cutscene mode.
It was previously stored at the end of the array of per-player flags and
set by calling SetLosRevealWholeMap with the player ID -1. However, ever
since the introduction of observer mode in 883f307b40, -1 is the player
ID of observers everywhere else including for GetLosRevealWhole:
GetLosRevealWhole(-1) always returns true in order to reveal the map to
observers, however, the cinema manager, for example, called it meaning
to find out whether the whole map is revealed to all players.
To fix this and avoid confusion about this in the future, this patch
splits this flag from the per-player flag array and introduces new
functions to set and retrieve it.
This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
ARB is a legacy backend which uses old assembly shaders. It makes
writing shaders more complex. According to the stats
https://feedback.wildfiregames.com we small amount of players with
ARB.
Fixes#8533
Since 067a7abc72 a simulation is required when loading a non generated
map.
This breaks the serializationtest as it doesn't pass the simulation to
the secondary map-reader.
It's better to construct a js-array from a `JS::RootedValueVector`.
Because it is more strongly typed and the index doesn't has to be
specified when appending an element.
Some usages are replaced with `JS::RootedValueArray`.
Fixes: #8702
When entities in formations were renamed (e.g., during promotion),
the formation would immediately recalculate all member positions,
and queue movement orders causing visible shuffling.
Changes:
1. Transfer existing offsets movement to the renamed entity
to maintain current formation structure
2. Schedule offset recalculation for the next tick to allow proper
reordering after all systems have updated
This preserves formation integrity during renames while allowing
eventual optimal position recalculation.
Fixes#8656
The 0 tolerance to prevent the "waltzing" that was set before this
cannot happen anymore as we now since check for being at destination
before sending a move request in UnitAI. Adding a new small tolerance
now prevents some small movement adjustments of formation members
near their destination.
Fixes#8592
Requested in #8244 for scripting purposes and automated testing. Extend
the original design by adding a means to pass an exit status. This also
comes in handy in case one wants to cleanly error out from JS on parsing
errors of command line arguments as reported in #7967.
Fixes: #8244
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
The gendered citizen feature changed stat counter names in
3592814aa8 which are submitted to echelon
for rated games with the game report, the change in name for the property
means it no longer matches the database column name effectively breaking
rated games.
Translate the property name on the fly.
Fixes: #8687
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace
style for JavaScript code. This plugin was however updated the last time
over 9 years ago and will be incompatible with ESLint v10, as that
[removes `context.getSourceCode()`][1], the plugin relies on.
To keep the eslint config working with ESLint v10, this replaces
`eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule
from `@stylistic/eslint-plugin`, a package we already use.
While `@stylistic/brace-style` doesn't offer an option to format braces
in exactly the same way as before, the "allman" style seems to be the
one closest to the existing code.
[1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members
[2]: https://eslint.style/rules/brace-style
Shows the reason for the role change in the status message. This is
mostly relevant for communicating the reason and possibly duration for a
moderator or bot muting a user.
Refs: #5679
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Previously on non Windows Platforms the Programm would not get its
icon, as the *.rc is not used on e.g. Linux.
Use an xpm File for non Windows Platforms. Use the convenience macro
from wxWidgets to load the icon in a single call.
The icon was converted using GIMP 3.0.6. To avoid `-Wwrite-strings` the
static char* was converted to a const char*.
Prefix output of DbgXMPP so it is clearly assosiated. Furhter avoid
newlines in debug statements.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
`LoadScripts` and `LoadDefaultScripts` have to be called imediately
after the `CSimulation2` constructor.
By doing the necesarry work in the constructor and removing
`LoadScripts` and `LoadDefaultScripts` the interface of `CSimulation2`
is simplified.
Formation controllers now display their movement paths when enabling
UnitMotion debug overlay.
Key changes:
- Formation controllers show long paths in blue and short paths in green
- Formation controllers path are rendered if selecting
some of the formation's members
- Prevent the gui from making redundant calls to SetMotionDebugOverlay
Existing limitations (not regressions):
- Paths are often cleared before entities complete them
- Formation members have short paths that rarely get rendered
It was added in 670f1e5d42 and, while not illegal, was inconsistent with the
rest of the header file, which caused compiler warnings.
As a quick solution the override keyword is simply removed again.
In the long run, it would be good to still modernise the style of all files
in that directory (at once).
After 734386ce9f the new font system calculate height and cap height,
previously was having some magic number. Now we are using cap height
divide 2 to give a more nice space.
Remove an extra pixel in the buffer and improves background color for
better reading and eye care.
This also support the change console font option added in d549cbeeaaFixes: #8351
The NSIS script incorrectly passes the default installation dir as
argument for the auto-uninstaller of previous installs.
This is supposed to avoid moving the uninstaller to a temp file, but it
is unclear why that was done, as this leaves the uninstaller behind.
More importantly, now that we have changed the default installation
directory, the auto-uninstall tries to remove the previous install from
the new location, which does nothing and leaves behind several GB on the
disk.
Currently CRenderingOptions are initialized only once on the application
start. It means changed m_GPUSkinning wasn't reset on the switch to Atlas.
Fixes#8596
This wasn't possible because init functions are called inside each
other and the outer one overwrites the result of the inner one.
Now the outer result doesn't overwrite the inner result but stores it to
the pointed to location.
By moving the common `goto done;` ouf of the if-block 5586802b86 changed
the code so that the loader suspend after each task.
This normally isn't a problem as it will continue in the next frame. But
when entering atlas it is treated as an error.
Engine.GetTextWidth has been deprecated since e845da025a
Idea:
If you look at a dropdown as just a text field (its header) that can
change caption like any other, then getPreferredHeaderTextSize is the
equivalent to getPreferredTextSize (present on buttons and text fields).
Fixes#8493