Some have their editor configured to remove trailing whitespace and
editing such a file would "fix" it, adding an unrelated change.
Fix whitespace violations excluding third party libs and generated files
like glad or patches.
Enable pre-commit hook trailing-whitespace to enforce it in the future.
Fixes: #8016
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Because its a function `GenerateMap` is renamed to `generateMap`.
Allows to rewrite the libraries as modules and to remove the costum
`Engine.LoadLibrary` mechanism in the future.
After FreeType integration in dfb4598186 font height and line spacing
were incorrectly applied. That caused UI elements like capture, health,
and resource stats to appear misaligned or invisible.
Commit c2d529b975 standardized font height usage, removed lineSpace, and
introduced GetCapHeight + Descender for better vertical alignment.
However, affected texts used a font-stroke-12 with a GUI size of 12,
which now renders lower in the container due to stroke and metric
offset. Increasing the size to 14 ensures the text is properly visible
and aligned.
This adjusts for the actual space font-stroke-12 occupies in rendering.
Fixes: #7962
This reverts commit dc156c3f24.
The original commit addressed incorrect UI alignment caused by improper
handling of font height and linespacing after FreeType integration
(introduced in 734386ce9f).
However, commit c2d529b975 corrected the root issue by standardizing
font metrics:
- Proper use of FreeType's height
- Removal of lineSpace
- Introduction of getCapHeight and Descender for accurate vertical
alignment
As a result, the UI offset workaround is now obsolete and must be
reverted to reflect the correct baseline behavior.
This reverts commit 52ee6ad470.
The original commit addressed incorrect UI alignment caused by improper
handling of font height and linespacing after FreeType integration
(introduced in 734386ce9f).
However, commit c2d529b975 corrected the root issue by standardizing
font metrics:
- Proper use of FreeType's height
- Removal of lineSpace
- Introduction of getCapHeight and Descender for accurate vertical
alignment
As a result, the UI offset workaround is now obsolete and must be
reverted to reflect the correct baseline behavior.
Fixes the issue that they noticably stick out horizontally when placed on slopes.
(thanks to the previous commit these values will be adopted by the "special/actor" template when loading it in)
Reviewed-By: Itms
Reviewed-On: https://gitea.wildfiregames.com/0ad/0ad/pulls/7542
Optionally let actor templates define their own anchor types.
These override the default value defined in the template.
Useful for actors without their own entity template.
Reviewed-By: Itms
Reviewed-On: https://gitea.wildfiregames.com/0ad/0ad/pulls/7542
During the eslint 8 cycle the formatting rules were split out [1],
deprecating the corresponding rules in core.
This replaces all rules that where moved to @stylistic/eslint-plugin [2]
and accounts for the difference in the indenting rule behaviour.
To allow the pre-commit import hack to continue to work with the
stylisitc plugin for a recent nodejs version to be used.
[1] https://eslint.org/blog/2023/10/deprecating-formatting-rules/
[2] https://eslint.style/packages/default
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Not all modules should be able to load all other modules. A predicate
function can to be passed to the `ScriptInterface`. That function
returns whether the module is allowed to loat the module. If no
predicate is passed in no modules can be loaded through that
`ScriptInterface`.
- With modules JavaScript code can be split up into multiple files. We
already implemented such a mechanism (`Engine.LoadLibrary`) in
multiple parts of the engine. The advantage of using modules is
that it's standart (JS-devs are familiar with it) and it doesn't
has to be implemented multiple times.
Note that `Engine.LoadLibrary` loads all files in a directory
while the new `import` only loads one file.
- With modules seemingly global variables are local to that
script/module. We already implemented such a mechanism
(`ScriptInterface::LoadScript`).
This commit primarily corrects an inaccurate comment and resolves a
hidden bug in the VisualActor shadow logic, while preserving the current
behavior.
Previously, the DisableShadows option removed both casting and receiving
shadows. However, the internal logic ignored this setting in some cases,
causing shadows to appear even when explicitly disabled in XML
templates.
This change introduces the ability to control CastShadows and
ReceiveShadows independently via template settings, defaulting both to
true unless explicitly specified.
In addition, previews are updated to receive shadows but not cast them,
improving visual volume effects without affecting lighting behavior.
In f3ac9e9669 the fail condition was broken causing it to allow building on restricted areas.
Add a test to ensure correct behavior for this case.
Reported by: @wowgetoffyourcellphone
Pull Request: #8021
Atlas has no notion of player removal. Each entity would trigger an error in Player.js
Reported by: @trompetin17
Reviewed by: @trompetin17
Pull Request: #8006
This fixes 'no-trailing-spaces', 'semi', 'prefer-const' that made it in
since and 'no-shadow', 'no-multi-assign', 'no-invalid-this' as well as
'no-undef-init' in profiler.
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit introduces optional debugging visuals for font glyph
rendering. When enabled, each glyph is drawn with a surrounding debug
box to aid in visual inspection of glyph layout, spacing, and atlas
behavior.
Usage examples (via console):
// Enable debug box rendering
Engine.ConfigDB_CreateValue("user","fonts.debugBox", true);
// Set debug box color (R G B)
Engine.ConfigDB_CreateValue("user","fonts.debugBoxColor", "35 0 35");
This feature is intended for developers working on font layout or atlas
generation logic, and has no effect on normal gameplay or UI rendering
when disabled.
Eslint doesn't like the global return and fails to parse the trigger
script file. Rewrite the script to avoid this and any globals while at
it. Also use OnInitGame as the execution with an IIFE in global scope
wouldn't guarantee when it will be executed or whether the timer
component is already registered.
Further don't concat the warning string as the extraction script for
translation expects a literal.
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Fixes 'no-invalid-this' by converting to arrow function as thisArg is
only accepted by eslint for inlined function, "free" function might be
used in another context.
Also fixes 'consistent-return' and 'default-case' adn while at it
simplify the logic a bit.
Manual fixes needed for:
eslint --config full.mjs binaries/data/mods/public/simulation/ai/common-api/gamestate.js
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Manual fixes needed for temporary config braces-rules due to setting up
required plugin:
eslint --no-config-lookup --config brace-rules.mjs
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
As the fonts specified in the GUI templates don't exist as files on disk
anymore after 734386ce9f we can't check if they're specified correctly
the same way as before anymore. Instead, this commit adds validation
of font names to the GUI Relax NG schema and adds a check whether all
fonts referenced in default.cfg exist in the proper location.
default.cfg contained two sections named "profiler2". That's something
which might be confusing and is not supported by all implementations of
ini file parsers. To remove that ambiguity, this combines these two
sections into one.
This improves pathfinding feel as units no longer try to clump on a particular point. However, can lead to oddities if there's a lot of impassable terrain around.
Closes#7791
The Ptolemaic lighthouse is a pretty unique building. Ever since it got
changed to not reveal all coasts anymore in 04240f05a7 it hasn't been
very useful anymore, as its visibility range was too low to justify
spending the resources on it. To make the lighthouse more attractive
again, this commit increases its visibility range from 200 to 325.