Bug introduced in 76acc4e146.
The previous CUnit code had logic to select random aesthetic variants
once initially. The new code removed that, as I completely missed its
purpose, assuming that the random selection, being based on a seed,
would pick the same variants every time. This is incorrect because
entity selections can change the RNG calls, thus the variants, and thus
entity appearance can change when the animation changes (typically, a
horse will change color when walking and running).
The solution is to re-introduce the choice of actor selections on CUnit
creation. This makes sure that units don't change their purely-aesthetic
selections when e.g. animations change.
Reported by: Wowgetoffyourcellphone
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4205
This was SVN commit r25844.
d2948937a0 introduced code to read Heightmap images into RM terrain
data. However, the original diff contained a bug where it read
Out-of-bounds array data for grayscale images. This bug was hidden by
another issue until D1816 / cbc04ba83b, which changed the code and made
the OOB read actually relevant. The effect was twofold:
- The height chosen was not the max of the 3 color channels, but the max
of the 3 neighboring pixel (thus slightly lowering the quality of
generated maps)
- The height for the bottom-right coordinates were random memory values,
thus garbage.
This random height ended up resulting in non-deterministic map
generation, which was reported on Ngorongoro.
The cause of this silent failure is that the transformation to BGRA is
not applied for grayscale images, as the alpha transformation is
processed first and exits. This is not per-se buggy, so it is not
changed here.
The fixed behaviour is specialized for the common grayscale case, and
retains the max-of-3-color-channel intended behaviour otherwise.
Fixes#6261.
Reported by: Feldfeld
Differential Revision: https://code.wildfiregames.com/D4203
This was SVN commit r25843.
Tasks are simple callables (e.g. lambdas), and can be pushed with 2
priority levels. Pushing a task returns a future.
Futures can be waited on, can return results, and can be cancelled
deterministically. Futures can also not be waited on.
This gives 'hardware concurrency - 1' threads to maximize CPU usage in a
work-stealing workflow.
Reviewed by: vladislavbelov
Refs #5874
Differential Revision: https://code.wildfiregames.com/D3848
This was SVN commit r25656.
Variants can now have limited or no diversity. This can occasionally
speed rendering slightly (5-10% FPS increase was reported on Combat Demo
Huge, which is very variant-heavy).
Reported by: bb
Based on a patch by: bb
Fixes#5831
Differential Revision: https://code.wildfiregames.com/D3035
This was SVN commit r25613.
This makes incremental recompilation faster when changing static
interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
This removes usage of CmptPrivate outside of ScriptInterface.
ScriptRequest can now be used to safely recover the scriptInterface from
a JSContext instead of going through ScriptInterface, which allows more
code cleanup.
Follows 34b1920e7b
Differential Revision: https://code.wildfiregames.com/D3963
This was SVN commit r25442.
Follows 34b1920e7b.
JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.
With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.
Take the opportunity to clarify some comments regarding Mutability.
Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
Follows 34b1920e7b.
This splits off the object-related functions, such as
[Set/Get/Has]Property, CreateObject, CreateArray, FreezeObject.
It also puts the definitions in the header itself, which might end up
with faster code here & there, though perhaps slower compilation time
(somewhat doubtful since we already included most things anyways).
Differential Revision: https://code.wildfiregames.com/D3956
This was SVN commit r25430.
All ToJSVal/FromJSVal definitions are put in a separate header.
Remove AssignOr[To/From]JSVal duplication.
The functions were already static so this is rather straightforward.
Follows 34b1920e7b and 2bae30c454
Differential Revision: https://code.wildfiregames.com/D3953
This was SVN commit r25428.
Follows 34b1920e7b.
This separates StructuredClone & DeepCopy logic into its own header,
reducing the size of the monolithic ScriptInterface header.
Differential Revision: https://code.wildfiregames.com/D3922
This was SVN commit r25419.
I last-minuted a "X = X * Y" into a "X *= Y" but that turns out to map
to "X = Y * X" with our matrix overloads.
Reported by: langbart
This was SVN commit r25391.
XMB format is bumped to 4, invalidating all cached files. The
differences are:
- element/attribute names are stored after the elements themselves, and
not before. This allows writing XMB data in one pass instead of two.
- names themselves becomes offsets (instead of arbitrary integers),
making getting the string from the int name much more efficient.
XMBFile is renamed to XMBData to clarify that it does not, in fact,
refer to a file on disk.
XMBData::GetElementString is also changed to return a const char*, thus
not creating an std::string. A string_view version is added where
convenient.
The XML->XMB and JS->XMB conversion functions and the corresponding
storage are moved to `ps/XMB`, since that format doesn't particularly
relate to XML. CXeromyces becomes lighter and more focused as a result.
The XML->XMB conversion also benefits from the above streamlining.
Note that in a few cases, string_view gets printed to CLogger via
data(), which is generally not legal, but we know that the strings are
null-terminated here. Our libfmt (version 4) doesn't support
string_view, that would be v5.
Differential Revision: https://code.wildfiregames.com/D3909
This was SVN commit r25375.
We often only need to include ScriptRequest.h and not the full
ScriptInterface.h
Differential Revision: https://code.wildfiregames.com/D3920
This was SVN commit r25366.
TERRAIN_TILE_SIZE is now only used in relevant places in the simulation.
This also makes it mostly possible to use CFixed in constexpr contexts.
Refs #5566
Differential Revision: https://code.wildfiregames.com/D3078
This was SVN commit r25360.
- 25332f9b86 added 'override' to a method in ShaderProgram.cpp. This
adds it to the rest.
- BinarySerializer.cpp had custom JS includes, because putting those in
ScriptExtraHeaders failed. The cause is that gloox leaves "#define
lookup" up. This has been reported upstream, and fixed here.
- VS17 complains about an uninitialised variable, though the usage is
safe.
Differential Revision: https://code.wildfiregames.com/D3916
This was SVN commit r25359.