26115 Commits
Author SHA1 Message Date
Atrik 46db652641 Ensure buildings always own territory they are on
Territory influence weights could cause other players' territories to
overlap with buildings, leading to incorrect territory ownership and
buildings decaying even when they should be within their own territory.

This fix ensures that all tiles occupied by a building's footprint are
always owned by the building's owner, regardless of influence weights
from nearby structures.
2026-09-23 14:04:41 +02:00
Vladislav Belov b75edb9b3f Replaces HostHasSSE by SDL_HasSSE
SDL also includes fixes for E2K:
https://github.com/libsdl-org/SDL/commit/67f0b9b86dd16c38b8d4c6e16cceaa166d31a83e
2026-09-22 21:57:57 +02:00
phosit 7b188fb71c Remove lib/types.h
This file is now almost empty.
It was included in some files which didn't required it.
2026-09-21 18:12:08 +02:00
phosit 281e8cd862 Remove uint
It's better to use the native types.
2026-09-21 18:11:47 +02:00
phosit ae7801c9c7 Remove u64
It's better to use types from the standard library.
2026-09-21 18:11:38 +02:00
phosit 6a0c8c1a5a Remove u32
It's better to use types from the standard library.
2026-09-21 18:11:31 +02:00
phosit 500606e587 Remove u16
It's better to use types from the standard library.
2026-09-21 18:11:22 +02:00
phosit 00ee825374 Remove u8
It's better to use types from the standard library.
2026-09-21 18:11:14 +02:00
phosit a4f5cbc23e Remove i64
It's better to use types from the standard library.
2026-09-21 18:10:59 +02:00
phosit 3e7263f0db Remove i32
It's better to use types from the standard library.
2026-09-21 18:10:39 +02:00
phosit b7c310535d Remove i16
It's better to use types from the standard library.
2026-09-21 18:10:26 +02:00
phosit 6ccc54ad6c Remove i8
It's better to use types from the standard library.
2026-09-21 18:10:08 +02:00
stevenlau 06f3ea58bf Fix engine obstruction cluster position typo
Obstruction cluster are found in walls. Since position of walls would never change, that erroneous code path was probably never executed, hence it never caused any observable problems. Fixing this anyway in case it would be relevant in future.
2026-09-21 14:08:46 +02:00
Vladislav Belov 9dec9c1d53 Removes SMBIOS
It was implemented on Windows only. It doesn't really contain a useful
for us information which can not be obtained by diagnostic tools like
dxdiag when needed.
2026-09-21 01:10:35 +02:00
Vladislav Belov 63016196ce Removes unused code from lib/bits.h 2026-09-21 00:47:17 +02:00
Vladislav Belov 2c68f7e426 Replaces ceil_log2 by std::bit_width
Also removes unused floor_log2.
2026-09-21 00:47:15 +02:00
Vladislav Belov 0650721b19 Replaces round to closest power of two by std ones 2026-09-21 00:47:13 +02:00
Vladislav Belov 0b90eea56b Replaces is_pow2 by std::has_single_bit 2026-09-21 00:47:11 +02:00
Vladislav Belov 93eb35a618 Replaces PopulationCount by std::popcount 2026-09-21 00:47:09 +02:00
Linkid ddbdee53be Use homogeneous name for maps
To follow other maps name syntax (`<name> (<number of players>)`), "players" is
removed from the name on the following maps to keep only the number:
- Cycladic Archipelago (2p, 3p)
- Libyan Oasis
- North African Savanna.
2026-09-20 11:22:16 +02:00
phosit a56456495c Remove debug_printf filtering
The filter was rarely used. The implementation was overly complex and
might have filtered out strings that should have been printed.

Tags like "FILES|" have been removed.
For the loader a macro `LOADER_LOG` has been introduced.
2026-09-19 08:52:27 +02:00
Atrik a8ee3c2b92 Warn only once per missing icon
Mods may dynamically request icons
(e.g., [icon=\"emblem_${civ}\"], [icon=\"icon_${res}\"]) that
don't exist when another mod introduced the new civ or resource
but hasn't added that icon.
This results in excessive error log spam during normal gameplay.
2026-09-17 15:21:59 +02:00
phosit 1fc267080d Deduplicate BuildTextureRGBA functions
All of them contain the same loop.
2026-09-17 09:35:39 +02:00
phosit 926d230c6c Remove classes inheriting TerrainTextureOverlay
Those classes only exposed one function. It's better to use
`std::function` for that, because it's not intrusive.
2026-09-17 09:35:39 +02:00
phosit 7a0aead3cd Remove unused TerrainTextureOverlay parameter 2026-09-17 09:35:38 +02:00
Atrik fa7a75b951 Add a test for auras in preview 2026-09-16 10:39:26 +02:00
Atrik 810d92bf8b Fix auras taking effect in building previews
Auras.CanApply called Visibility's GetPreview(), which doesn't exist,
so auras were applying in preview. Introduced in eb2ff98883.

Add GetPreview() to Visibility.

Fixes #9225
2026-09-16 10:39:26 +02:00
Atrik 0322d039f6 Fix player data not updating on diplomacy change
f39e71cca0 moved the player data refresh after a diplomacy change
into a diplomacy colors change handler, which only runs when
diplomacy colors are enabled. With them disabled, the diplomacy
dialog's stance buttons didn't reflect the new stances.

Refresh the player data directly in the diplomacy notification
handler, before the diplomacy colors are recomputed, and remove
the now redundant diplomacy colors handler registration.
2026-09-14 11:35:19 +02:00
7wells 779021c9dc Fix nondeterministic CinemaManager serialization
Fixes #8867
2026-09-14 11:06:34 +02:00
Linkid fe144f1dc6 Use homogeneous name for Watering Holes
To follow other maps name syntax (`<name> (<number of players>)`), "players" is
removed from the name on the Watering Holes map to keep only the number.
2026-09-13 21:58:34 +02:00
Atrik 950d86336e Fix sortEntitiesAlongLine mutating its lineEnd 2026-09-13 12:15:38 +02:00
Atrik 191549e51c Fix crossed unit-to-target pairing
sortEntitiesForEngagement projects both attackers and targets from
the same origin (avgAttackers) onto the same vector,
so reversing the target array was incorrect.
2026-09-13 12:15:38 +02:00
obelix c3ace13b54 Rename delian_league.json to athen_delian_league.json
Fixes #9217
2026-09-11 23:09:33 +02:00
Lancelot de Ferrière 6a46e74443 Vertex pathfinder: skip vertices with worse g cost
This reduces the number of expensive visibility checks we run,
leading to 5-10% better performance on average.
2026-09-11 15:22:37 +02:00
obelix e407363e13 Fix a reference in the in-game Manual
Reported by forum user Thalatta.

Fixes #9208
2026-09-11 10:23:05 +02:00
Vladislav Belov 58e2c59466 Adds Load with unique_ptr to VFS
Also replaces some usages of Load with shared_ptr by unique_ptr.
2026-09-10 16:39:29 +02:00
Vladislav Belov aecd2b4245 Uses span for vfs instead of passing shared_ptr 2026-09-10 16:39:24 +02:00
Vladislav Belov 1b4397d2ae Adds final to VFS 2026-09-10 16:39:18 +02:00
Vladislav Belov 571047a64a Adds explicit check for VFS create alignment 2026-09-10 16:39:14 +02:00
Vladislav Belov 4ae50fd4a4 Reduces memory peak during window resize 2026-09-10 15:38:55 +02:00
Vladislav Belov 63e05d3c65 Removes unused updateFlags from GPU skinning 2026-09-10 15:27:18 +02:00
Vladislav Belov 100a13343a Uses default group for vertex buffer for skinning 2026-09-10 15:27:14 +02:00
Vladislav Belov e933d18a36 Moves tracking of requiring update models to upper
We need to track models to update in a single place. SceneRenderer in
that case. It allows us to make ModelVertexRenderer implementations more
straightforward.
2026-09-10 15:27:09 +02:00
Vladislav Belov a374411279 Separates preparing for rendering of CPU skinned
Only CPU skinned models require preparing for rendering to mark vertex
buffer chunks as needed.
2026-09-10 15:27:04 +02:00
Vladislav Belov 39c0dc69e4 Uses std::filesystem to get a file_size 2026-09-10 13:58:28 +02:00
Vantha 1cc3020049 Call buildFirstBase correctly
`this.buildFirstBase` doesn't exist so this caused errors since 8b1e78ae1e
2026-09-10 11:27:27 +02:00
phosit 89ea0ee4af Remove COMPILER_FENCE
Replace it by `std::atomic_signal_fence(std::memory_order::seq_cst)`.
2026-09-08 17:12:28 +02:00
phosit 7bcee2ea0e Remove XERO_ITER_EL 2026-09-08 10:32:51 +02:00
phosit f8ea2c0d49 Remove XERO_ITER_ATTR 2026-09-08 10:32:51 +02:00
trompetin17 c69ded6f30 Fix font fallback for regional locale variants
Add short locale (e.g. "zh") as intermediate fallback between the full
locale (e.g. "zh_HK") and the global default fonts.

Previously, regional variants without explicit font config entries would
skip directly to global Latin fonts, causing CJK characters to display
as "xxxxx".

Reported at:
https://wildfiregames.com/forum/topic/141392-0ad-alpah-28-only-show-some-english-words-correctly-most-words-are-xxxxx
2026-09-07 15:24:25 -05:00