Commit Graph

2638 Commits

Author SHA1 Message Date
Fire Giant 39dbc65a19 Updated session setup screen and some minor changes in shell GUI layout.
This was SVN commit r2937.
2005-10-13 20:04:22 +00:00
janwas b6dfb8174f fix 64bit bug: wsdl defined SDL_Event.user.code as intptr_t, but real SDL doesn't. brought that in line and fixed GUIHotkey code.
config: proper detect for clock_gettime

file: file_rel_chdir -> file_set_root_dir; it no longer changes current
directory; instead, root dir is prepended to all paths (not that bad
perf-wise)

netlog: avoid a CRT assert if log file open failed. now that current dir
is no longer being set, we need to think about what will happen to the
logs - they either need to use file_make_full_native_path, or use the
entire file.cpp interface instead of fopen etc.

This was SVN commit r2936.
2005-10-13 19:11:22 +00:00
janwas 7b31f0372b GameView: move camera lock params here
wsdl: add proper event queuing mechanism (no longer requires hacky
polling for changes and avoids WM_USER)
rename keys[] and mouse_buttons to g_keys and g_mouse_buttons
fix flipped mouse wheel direction; wsdl now sends up AND down event
(removed 'reset' hack in main.cpp)
main: clean up event handler and kill_mainloop

This was SVN commit r2934.
2005-10-13 18:05:55 +00:00
prefect 991d6c438c Fix water renderer to fully specify its texture environment.
This was SVN commit r2932.
2005-10-13 15:46:31 +00:00
Mythos_Ruler a6225ffa21 added a randomized texture
This was SVN commit r2931.
2005-10-13 09:10:43 +00:00
Mythos_Ruler db4bb3a4d1 This was SVN commit r2930. 2005-10-13 09:09:47 +00:00
Mythos_Ruler e95f2f4de4 New grass tall texture to randomize the grass
This was SVN commit r2929.
2005-10-13 08:53:09 +00:00
Mythos_Ruler 141c39ab91 Modified grass_field_lush_tall.xml to randomize a bit.
This was SVN commit r2928.
2005-10-13 08:52:31 +00:00
Mythos_Ruler b950a98ffb pond-battle2.pmp and pond-battle2.xml are an update for the possible gamedev submission. This is for CheeZy to add his magic.
This was SVN commit r2927.
2005-10-13 07:44:42 +00:00
Dnas 82a8126002 Updated hele_[a-h]1.dds. and first commit! :-)
This was SVN commit r2926.
2005-10-13 07:29:35 +00:00
Mythos_Ruler c153fb5c62 This was SVN commit r2925. 2005-10-13 07:25:37 +00:00
Mythos_Ruler 2cd06a66ae Fixed the hellenes/super_unit_1.xml actor to use the correct tunic mesh.
This was SVN commit r2924.
2005-10-13 01:56:53 +00:00
Mythos_Ruler 46c84a8b99 This was SVN commit r2923. 2005-10-13 01:44:05 +00:00
Mythos_Ruler d30b9fdc23 This was SVN commit r2922. 2005-10-13 01:31:16 +00:00
Mythos_Ruler 2dae4ab373 This was SVN commit r2921. 2005-10-13 01:06:07 +00:00
Mythos_Ruler 0babbd8420 This was SVN commit r2920. 2005-10-13 00:46:04 +00:00
janwas 8435fb880c vfs_mount: bugfix: wasn't populating VFS from archive (cause of massive VFS slowdown recently). also fixed another overzealous validate check
ogl_tex: bind() implementation much simplified; also fix bug that set
TMU correctly when disabling texturing
wsdl: fix stdout.txt redirect; now works regardless of current
directory. also no longer disable file buffering except when in full
debug mode (because it's so slow). also add minimize button to caption
bar in windowed mode.

This was SVN commit r2919.
2005-10-12 23:48:44 +00:00
Mythos_Ruler 04654b4064 This was SVN commit r2918. 2005-10-12 21:32:10 +00:00
janwas a1cddc4ac3 gameview, renderer: LoadWaterTextures is now a coroutine because it takes friggin forever (3 seconds). VFS performance is down by a factor of ten! investigating is on todo.
dyn_array.h -> allocators.h
ogl_tex: reenable performance warning
tex: comments
h_mgr: debug_printf if long filename is passed in (so we notice)
wsdl: squelch DestroyWindow warning. will look into the cause.
sysdep: slightly simplify "restrict" determination

This was SVN commit r2916.
2005-10-12 17:19:07 +00:00
prefect deaaf5236c Fix build for g++
This was SVN commit r2915.
2005-10-12 16:27:23 +00:00
janwas 3c2d38502c dyn_array: added matrix allocator for convenience. renamed to "allocators.cpp" (now contains several of them)
LOSMananager: uses matrix allocator; free them in dtor

This was SVN commit r2914.
2005-10-12 15:51:26 +00:00
janwas 4285883f3d wdetect: changed gfx_card detect to hopefully support multiple adapters (now returns the primary)
file: add timer
h_mgr bugfix: h_force_free wasn't clearing refcnt
mem: add note on shutdown order
snd: bugfixes: VSrc_validate was overzealous (al_src == 0 is allowed);
sd->is_valid wasn't being set -> leaked AL buffers.
wsdl: remove overzealous ReleaseDC check (false alarm)
gamesetup: clarify (resource) shutdown order

This was SVN commit r2913.
2005-10-12 15:09:32 +00:00
Wijitmaker dff64f6b96 Fix some broken links to props in the persian house xml file
This was SVN commit r2912.
2005-10-12 08:38:08 +00:00
Wijitmaker 906d0f31fa update with Ken's map and fixes for some bad unit meshes
This was SVN commit r2911.
2005-10-12 07:56:17 +00:00
janwas c1ec44d751 ogl_tex: work around bug #69; greatly simplify upload implementation; add support for emulating s3tc
tex: add support for generating mipmaps in software (simplifies
ogl_tex_upload)
all codecs: change interface, adding "restrict" keyword; rename util
functions to tex_util
tex_dds: support for decompressing images with mipmaps included

This was SVN commit r2909.
2005-10-12 04:41:28 +00:00
Wijitmaker b53e236a02 Greek Archers completed, Trader completed, Super Unit 2 is completed
This was SVN commit r2908.
2005-10-12 04:33:02 +00:00
janwas e9864faa97 all resource implementations:
- add automatically called validate function
- make sure dtors correctly handle partial reload failures

all file code: IO routines renamed to io_* from *_io

h_mgr: add suballocator for filenames; some reorganization+cleanup;
better example code and added some notes to docs

snd: reorg to move resource methods next to struct

This was SVN commit r2907.
2005-10-12 04:35:01 +00:00
janwas c498468fd0 wsdl(+main): add support for cleanly shutting down game if X clicked or Alt+F4 pressed. also cleanup; correctly declare SDL_Event
dyn_array: add pool allocator - see comments.
file(+gamesetup): add suballocator for aiocb (requires shutdown); revise
validator; rename file_*_io to file_io_*

This was SVN commit r2906.
2005-10-12 04:27:55 +00:00
janwas ece006f43e sysdep: add restrict keyword (placebo if not supported)
gfx: extern "C"-ed
wtime, util, win, wdbg_sym: minor / commenting only
wdetect: don't skip gfx_card detect if buffer already filled
glext_funcs: remove obsolete defs

detect: call both OpenGL and platform-specific gfx_card detect; cleanup
vendor name to remove copyright/Inc crap

ogl: remove some variables that don't belong. moved vendor cleanup to
detect. moved S3TC emu code to ogl_tex

This was SVN commit r2905.
2005-10-12 04:22:44 +00:00
janwas 990e343ae6 renderer: load/unload water textures (similar to alpha maps); do that in delay load and avoid leaking them.
GUIrenderer: add oglSquelchError

lib.h: add feq() (checks for floating point equality); remove redundant
if from SAFE_DELETE
maths: use new feq()
Model*RData, VertexArray: fix trivial warnings

This was SVN commit r2904.
2005-10-12 04:16:41 +00:00
prefect de5361047a Player colour rendering fallback now looks exactly the same as the fast path
again (using multi-pass).

This was SVN commit r2902.
2005-10-12 01:07:01 +00:00
Wijitmaker 7e7e0cd052 Demo map for Ken featuring all the completed art work so far of structures/units
This was SVN commit r2901.
2005-10-12 00:37:05 +00:00
Wijitmaker 30b80c032d Alexander Hero (hopefully I included everything)
This was SVN commit r2900.
2005-10-11 11:59:26 +00:00
Mythos_Ruler 8d37fba12f This was SVN commit r2899. 2005-10-11 05:22:18 +00:00
Wijitmaker e05ca36bc5 Changed water color/depth/alpha again
This was SVN commit r2897.
2005-10-10 23:05:53 +00:00
Ykkrosh 1b59f4c56e Keep renderer in sync with simulation when running too slowly for the sim to keep up
This was SVN commit r2895.
2005-10-10 19:49:02 +00:00
janwas f2ccab089c new cumulative timer as requested for entity slowdown investigation.
use SUM_TIMER; see comments in source+header.

(i've tested this on my laptop, but only get as far as the main menu.
hopefully this won't break anything :S)

This was SVN commit r2893.
2005-10-10 17:33:34 +00:00
prefect 6efb1e1c00 Single pass player color rendering.
Falls back to a simpler formula when only 2 TMUs are available.
CRenderer is now a JS object called "renderer" for scripting.

This was SVN commit r2891.
2005-10-10 14:15:28 +00:00
Mythos_Ruler 868649d491 This was SVN commit r2890. 2005-10-10 08:17:17 +00:00
Mythos_Ruler 57b8886f63 This was SVN commit r2889. 2005-10-10 05:25:56 +00:00
Matei faa6a78304 Added LOS setting to GameAttributes. Also fixed a small bug with LOS rendering (the patch's render data wasn't updated for LOS until the second frame after it became visible, displaying it in black for 1 frame).
This was SVN commit r2887.
2005-10-10 03:35:32 +00:00
Matei e294e30c51 Added LOS setting to game setup screen.
This was SVN commit r2886.
2005-10-10 03:34:45 +00:00
Mythos_Ruler 575500169d This was SVN commit r2885. 2005-10-10 02:24:48 +00:00
Mythos_Ruler 84d47305ea This was SVN commit r2884. 2005-10-10 02:24:00 +00:00
Acumen 3414e847be Updated the temporary Bireme so it inherited from the ship template instead of the Female Citizen (which was fairly disturbing).
This was SVN commit r2883.
2005-10-09 14:22:55 +00:00
Wijitmaker f2862de50e few xml error fixes
This was SVN commit r2882.
2005-10-09 11:17:40 +00:00
Matei c468eedbbb Sped up LOS rendering.
This was SVN commit r2880.
2005-10-09 08:14:42 +00:00
Matei 57cfc7c6ac Made LOS drawn using terrain vertex color (which requires some terrain render data to be rebuilt each frame, but is faster).
This was SVN commit r2878.
2005-10-09 04:40:18 +00:00
Ykkrosh aa1348b6a8 Atlas: Disable LOS when editing. Set up initial terrain data before starting CGame (since initialisation of LOS (and probably other things in the future) wants to know about the terrain).
World: Deallocate LOSManager.

This was SVN commit r2877.
2005-10-09 04:29:58 +00:00
Matei 0ed2815c8b Added initial version of LOS, and updated minimap to show both LOS and water.
LOS issues still outstanding:
- LOS looks ugly because of quad tesselation into 2 triangles
- Quad tesselation is unspecified by OpenGL (in fact using GL_QUADS on
LOS quads seemed to give different tesselations than it did for the
underlying terrain quads, but terrain rendering also used GL_QUADS).
This should be fixed once we decide on the quad tesselation issue.
- Units with traits.vision.permanent set are visible through FOW even if
you havent seen them before; this should only be true when you have seen
them before. But it gets even more complicated - if a permanent unit
seen through FOW dies or gets upgraded or something, perhaps you should
remember the old version. I'm not completely sure how to do this
(probably involves cloning its actor somehow).

This was SVN commit r2876.
2005-10-09 03:43:03 +00:00