Those warnings aren't enabled for gcc and clang currently either, so
just disable them for msvc as well.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Mongoose is on the way out, and it's not like the same issue isn't
present for other 64bit platforms, we just don't have those warnings
enable there.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
The target file is checked in into vcs so this tool isn't used during
build and as such better lives in source/tools.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
All linting was ported to pre-commit or gitea workflows, the only thing
left is an adapter to output to Phabricator which is no longer in use.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This option allows to build the spidermonky archive hosted by WFG from
the upstream firefox tarball.
First this serves as documentation as to how the taball is created and
by integrating it into the regular build process allows to easely bump
spidermonky version for local testing.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
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 replaces the old arclint eslint setup 1:1 rule wise, only porting
the configuration to a format recent eslint can read.
Further remove the arclint setup as it is no longer of use.
Thanks to Stan for reviewing all needed fixes to Javascript code to
allow for adding this without compromises.
Fixes: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
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>
Variables declared with `var` are also accible after accessing the
scope. This lead to shadowing because variables with the same name are
declared in a later scope.
Ref: #7812
Since variables declared with `var` don't respect all scopes, when used
in a loop it doesn't create a new variable each iteration. The
initializer value is always assigned to the same variable. That makes
problems when the variable is used in a callback. To work around that
the variable is copied in to a IIFE.
When not using `var` the iife isn't required.
Ref: #7812
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.
This removes all global code and fixes eslint warnings 'no-shadow' and
'no-undef-init'. Leave other possible improvement style wise for an
other time.
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
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>
As noted on #7979, we run into OOMs since commit af32d386b9. The reason is that the default incremental GC budget is unlimited, which actually doesn't perform incremental GCs. Our settings can lead to situation where the incremental GCs don't actually sweep, thus not freeing memory.
SM has a mechanism to avoid OOM anyways with LAST_DITCH GCs, but by default these can only occur ever 30 seconds. Turn this off.
Reported by: langbart
Text rendering appeared blurry due to subpixel positioning when using
LINEAR filtering. Replaced glyph position calculation with std::ceilf()
to ensure integer-aligned drawing coordinates and crisper text.
The renderer instance is created with new, so use delete.
Direct leak of 80 byte(s) in 1 object(s) allocated from:
#0 0x7fd3c932870b in operator new(unsigned long) (/usr/lib/gcc/x86_64-pc-linux-gnu/15/libasan.so.8+0x12870b)
#1 0x55bbedf25fb0 in InitGraphics(CmdLineArgs const&, int, std::vector<CStr8, std::allocator<CStr8> > const&, ScriptContext&, ScriptInterface&) ../../../source/ps/GameSetup/GameSetup.cpp:654
#2 0x55bbed2bb95e in RunGameOrAtlas ../../../source/main.cpp:684
#3 0x55bbed271b28 in main ../../../source/main.cpp:759
#4 0x7fd3c665f3ed in __libc_start_call_main (/lib64/libc.so.6+0x263ed)
Fixes: #7951
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>
This refactors validate_dae.py to utilize multiple CPU cores. This makes
it significantly faster. It also improves code quality and adds commands
line options.
Instead of listing files recursively for each directory manually, this
uses the built-in glob functionality of Python's pathlib.Path. As
part of this the found paths are returned as generator instead of a
list. Together this results in easier to read code and better
performance.
This commit enhances text rendering by leveraging FreeType and a dynamic
font atlas. Previously, GUI scaling relied on bitmap fonts, which led to
blurry and distorted text when scaling up. Now, we scale the font size
directly using FreeType, resulting in much sharper and more readable
text at any GUI scale.
Key improvements:
- Replaced bitmap font scaling with true font size scaling via FreeType.
- Reduced glyph cache dependency on fixed positions, relying on shader
scaling instead.
- Switched to float-based glyph positioning for more accurate rendering
and scaling.
These changes ensure clean and consistent text appearance across
different GUI scales.
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>
Running the markdownlint pre-commit hook as Gitea Action fails for
markdownlint >=0.38.0, as the NodeJS version available in the Act Runner
Docker image so too old for that. To solve this, this commit specifies a
newer NodeJS version to use.
This skips recursive parsing of the parents of an entity, as just its
direct parents are required by the implmentation. It also simplifies how
such calls are cached. This leads to much cleaner and faster code.
A typo in the assignment of the error state lead to checkrefs.py
existing with return code 0, while it should've returned 1 in some
cases. This commit fixes that.
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.
After 734386ce9f, CJK fonts are included in mods/mod folder, removing the
need for CJK mods. This commit enables those languages in the release
and the installer.
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