I forgot to finish CSubmitScheduler synchronization in
7c84c23114. Even ++m_FrameID was
forgotten. And it worked at the time. A proper synchronization is
described in renderer/backend/Vulkan/SwapChain.h.
The disabled test are all broken one way or another. The maps used in
the tests got renamed. The pathfinder component got some performance
improvements which now require to call UpdateGrid() once before use.
Finally for the InitAttributes to be deep frozen they need to be an
object, so initialize them.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
test_hash depends on modmod for xml schemas. InitAttributes need to be
set as deep freezing expects them to be a valid object. The map used got
renamed at some point. Finally prior to running the sim PreInitGame()
and InitGame() need to be called.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Don't declare empty constructor and destructor, avoid c-style cast and
remove TODO about a bug that can't be reproduced any longer.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Unused and since C++17 not really valuable with std::aligned_alloc
(_aligned_malloc and _aligned_free in case of MSVC) available. We also
have an other similar interface with "lib/sysdep/vm.h".
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
KEY_DOWN means we need to check for the "down" values instead of "char"
value which differer for numpad.
Ref: #501
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
9 isn't a valid playerID, setting this value causes a JS error
and corrupting the viewport.
Further limit selectable max playerID to what the mapSettings say.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
In many places there are missing gaps/borders and where there are there
are almost random values used (2/3/4/5/8/10/15).
Add missing and standardize on using gaps 5 and 10 pixel only.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Since C++11 a C typedef'ed union can be forward declared, so the wrapper
is no longer needed.
While at it switch signatures to refs and convert C style casts.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Now we should use material passes instead of context and defines to
select a needed shader. It allows us to reduce the number of
shader combinations we use and reduce memory consumption.
All shaders were selected by context (set of defines) which increases
the number of needed permutations. For example: we don't need to know
about shadows when rendering silhouettes.
We were unnecessary passing all combinations of our scene shader context
even if we don't need it as for shadows and silhouettes for terrain
rendering. Since we only need to draw a solid color.
The progressive load timeout was hardcoded to 10ms, causing the CPU
to be mostly idle during map loading. This commit replaces the fixed
value with a dynamic budget derived from the display refresh rate
when VSync is enabled, or from the configured adaptivefps.menu limit
otherwise.
Fixes: #8774
Commit 6a8366b99a added additional
libraries to the report but didn't consider gloox be optional. Address
this false assumption allowing to build pyrogenesis without lobby
support.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>