- 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.
Manual fixes needed for:
eslint --no-config-lookup --rule '"no-new": 1'
Make the handlers that aren't actually handlers calss functions and for
the HotkeyPage suppress the warning as the global init is prone to be
removed at some point.
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This fixes the ability for users with uppercase letters in their
username to change their passwords, which wasn't possible before on
non-Windows platforms. The underlying issue for that is
https://github.com/processone/ejabberd/issues/4377 and in addition some
inconsistent normalization of usernames in password change requests
by gloox. This commit works around that by always using the local JID
part as username for password requests, which got the nodeprep string
profile already applied.
It also fixes a problem that Windows users which were able to change
their passwords, weren't able to login afterwards anymore, unless they
typed their username in all lowercase in the login form. This was caused
by using the all lowercase username as input for the password hash
function, instead of using the username in the user supplied case.
Fixes#7796
A last minute change in #7787 caused the bold and italic identifiers of
fonts to be ignored once it got merged in 734386ce9f and all fonts to
be rendered as regular fonts. This commit fixes that.
This contains some small layout fixes and improvements for the
civilization overview and structure tree pages. Some of these fixes have
fix regressions introduced with 37065ebc71.
Replace premade bitmap fonts with FreeType2 and dynamic texture atlas.
Switched from static, premade bitmap fonts to runtime-generated glyphs using FreeType2.
Glyphs are rendered on demand into a dynamic texture atlas, improving scalability,
font quality, and support for internationalization.
Currently using RGBA format for compatibility across all render
paths while initial support for R8_UNORM is being added.
This prepares for future optimizations in VRAM and performance
Includes groundwork for gamma-corrected blending and future swizzling support.