7878 Commits

Author SHA1 Message Date
Stan 26bfd92dbd Fix nopch build. broken in 52baaa4bbd.
This was SVN commit r25855.
2021-08-22 13:20:41 +00:00
Angen 52baaa4bbd Fix updating existing mods
Replace wrename, that fails when mod exists already with RenameFile by
@Stan
Check if mod was actually installed when downloading it
error if mod cannot be coppied into modTemp

Differential revision: D4222
This was SVN commit r25854.
2021-08-22 11:35:34 +00:00
Angen 83bb6f3ed5 Fix downloanded mods not showing in list until restart
since 498f0d420b
While at it, remove not used variable after 6400a4a0c5
also fix non visual replay broken in 6400a4a0c5

Differential revision: D4220
Tested by: @Stan, @Langbart
Fixes: #6288

This was SVN commit r25853.
2021-08-22 09:54:16 +00:00
Angen 6400a4a0c5 Update Available mods when installing them
Differential revision: D4211
Since 498f0d420b available mods where cached and not updated when new
where installed.
Fixing above.

This was SVN commit r25850.
2021-08-17 17:32:10 +00:00
wraitii 0ba9cbef74 Fix units changing appearance when switching animation.
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.
2021-07-31 17:55:10 +00:00
wraitii 12aa35eb3b Fix loading grayscale heightmaps for RM maps.
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.
2021-07-31 17:52:05 +00:00
Angen ae744f13f3 Prevent formation members to run when they should not
Reported on forum:
https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/13/
Introduced in: 40cbde1925
Differential revision: D4201
Tested by: @Freagarach, @marder
This was SVN commit r25841.
2021-07-27 18:20:26 +00:00
Stan cba3528c48 Update translation credits.
- Restore original language names, and keep an English fallback in case
the font is missing for some languages.
Fixes: #6023
Fixes: #6255

This was SVN commit r25839.
2021-07-26 16:40:16 +00:00
Stan 72a20be1df Fix rare crash on Linux when opening dropdowns.
Patch by: @wraitii
Accepted by: @Angen
Fixes #5598
Fixes #6225

Differential Revision: https://code.wildfiregames.com/D4183
This was SVN commit r25830.
2021-07-20 20:59:45 +00:00
Stan dddaa67abd Fix unicode build for Atlas on OpenSuse.
Based on a patch by: @MatSharrow
Reviewed by: @wraitii
Differential Revision: https://code.wildfiregames.com/D4178
This was SVN commit r25815.
2021-06-29 12:41:31 +00:00
wraitii a541f3a317 Fix hotloading making models disappear.
The actors were always hotloaded because of a bad logic change in
76acc4e146.

Fixes #6228

Differential Revision: https://code.wildfiregames.com/D4175
This was SVN commit r25805.
2021-06-17 07:52:50 +00:00
wraitii 17c54d5a69 Fix options occasionally thinking they've been modified when they haven't.
std::array leave the values in an undefined state which can very well be
'true'.

Tested By: Freagarach
Fixes #6205

Differential Revision: https://code.wildfiregames.com/D4170
This was SVN commit r25802.
2021-06-16 15:54:55 +00:00
vladislavbelov 6b493aa52c Fixes big screenshots, implements CCamera::GetViewQuad properly for custom projections.
Differential Revision: https://code.wildfiregames.com/D4165
This was SVN commit r25794.
2021-06-13 17:42:37 +00:00
wraitii f189172db6 UnitMotion hack to fix units being stuck near corners.
I think there is a small mismatch between CheckMovement & the vertex
pathfinder when computing passability because one is ray-based and the
other just uses edges. However, it's out of my reach to fix it for now.
This can lead to units being stuck near building edges occasionally.
This introduces an un-intrusive recovery strategy (aka a hack) in
HandleObstructedMove that should get the units unstuck.

Should fix #6114 (to a sufficient extent anyways)

Differential Revision: https://code.wildfiregames.com/D4162
This was SVN commit r25786.
2021-06-13 08:43:32 +00:00
Imarok b3458d408a Add a setting for the minimap flare lifetime.
Tested by: marder, Langbart
Differential Revision: https://code.wildfiregames.com/D4135
This was SVN commit r25775.
2021-06-11 20:47:09 +00:00
Stan 79e772152b Fix game not closing when compiled with --without-nvtt.
Fixes: #6107

Differential Revision: https://code.wildfiregames.com/D4138
This was SVN commit r25766.
2021-06-10 15:42:38 +00:00
wraitii 4de9c4c164 Fixes for some random maps.
- Hellas_biome isn't a RM but as a JSON script it does load, and then
silently fails on mapgen. Explicitly fail.
- Fix player.js when a valid position cannot exist.
- Fix unknown.js when landscape isn't set in the settings.

Reported by: vladislavbelov
Refs #6180

Differential Revision: https://code.wildfiregames.com/D4147
This was SVN commit r25765.
2021-06-10 13:16:10 +00:00
wraitii 270378414e Uncompress cached DDS in mouse event mask.
Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D4142
This was SVN commit r25759.
2021-06-09 13:50:57 +00:00
vladislavbelov 990d61a74a Draws all characters for a very long text of the same style.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4120
This was SVN commit r25749.
2021-06-08 18:17:10 +00:00
wraitii 870e689e5f Unit pushing: fix pairs of unit being allowed to overlap.
Following 40cbde1925, the minimum pushing force is 0.2. This also
happens to be the maximum pushing force any pair of units can exert on
each other, so they can freely overlap instead of being pushed.

This tweaks settings slightly to fix that problem.

Reported by: marder
Differential Revision: https://code.wildfiregames.com/D4129
This was SVN commit r25748.
2021-06-08 16:38:06 +00:00
wraitii 83703992c9 Fix speed glitch
Introduced in 40cbde1925
MoveToFormationOffset may be called after the formation controller is
reset, leading to issues. It seems best to trust only
SetMemberOfFormation.

This causes the speed glitch experienced by wow & Valihrant.

Differential Revision: https://code.wildfiregames.com/D4128
This was SVN commit r25747.
2021-06-08 16:03:31 +00:00
wraitii b7ff371d00 Prevent OOM crash in Reference Tree on error
The structTree, in case of errors, could have enough items to draw to
trigger an OOM failure in the Arena allocator.

This fixes that by hiding elements by default and some c++ memory
optimisation (mostly, this should make all platforms take the same
memory footprint for VisibleObject).

Discussed with vladislavbelov and s0600204

Differential Revision: https://code.wildfiregames.com/D4114
This was SVN commit r25746.
2021-06-08 14:57:59 +00:00
wraitii 1d518f5d6f Fix MouseEventMask for bundles.
The .png get converted to .dds and they failed to load. Use a custom
CacheLoader since that's lightweight enough and avoids having to hack
into the texture manager.

Thanks Stan for testing

Differential Revision: https://code.wildfiregames.com/D4119
This was SVN commit r25738.
2021-06-07 19:27:54 +00:00
wraitii 65ae6543c3 Increase maximum size of mac bundle DMG
The game is slightly over 3G now.
This doesn't affect the actual DMG size, just the maximum size we can
write into it.

Differential Revision: https://code.wildfiregames.com/D4118
This was SVN commit r25737.
2021-06-07 18:56:32 +00:00
wraitii f5f493681d Fix atlas crash with RM capture the relic.
As no default values got set, some game settings became NaN, which
triggered exceptions.
This sets sane default.

This also includes better debugging logic in case of exception, so it's
easier to know what happens.

Fixes #6200

Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D4113
This was SVN commit r25736.
2021-06-07 18:48:16 +00:00
vladislavbelov 67539a8837 Fixes an old bug with missed handle appeared in 63c1347ef7.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4115
This was SVN commit r25735.
2021-06-07 18:45:28 +00:00
wraitii 7787176802 Ship the fontbuilder folder to distribute font licenses
Fixes #6198

Differential Revision: https://code.wildfiregames.com/D4090
This was SVN commit r25722.
2021-06-07 06:43:54 +00:00
vladislavbelov 8597cd2c2e Removes FFP shader program. Fixes #5791
This was SVN commit r25717.
2021-06-06 19:49:43 +00:00
vladislavbelov e0b492a83a Removes old gui_* materials, replaced by a single canvas2d material.
This was SVN commit r25714.
2021-06-06 18:25:04 +00:00
vladislavbelov 7d039f2627 Replaces gui material by solid material in water waves rendering.
This was SVN commit r25713.
2021-06-06 18:13:20 +00:00
vladislavbelov fa03eb3485 Switches ShadowMap debug rendering to canvas2d material.
This was SVN commit r25712.
2021-06-06 18:05:10 +00:00
vladislavbelov 30e135693e Implements configurable cascade shadows.
Tested By: Langbart, Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3972
This was SVN commit r25711.
2021-06-06 16:44:54 +00:00
Imarok ca6fcb28ab Don't store the camera pointer in the minimap
Reviewed by: vladislavbelov
Fix #5973

Differential Revision: https://code.wildfiregames.com/D4100
This was SVN commit r25710.
2021-06-06 16:08:10 +00:00
vladislavbelov 63c1347ef7 Removes windows enumeration on Windows to retrieve HWND taking it from SDL and wxWidgets.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4064
This was SVN commit r25709.
2021-06-06 15:31:55 +00:00
wraitii 40cbde1925 Further Pushing tweaks: more customisable, longer ranges.
This overall decreases the deathball effect from units walking to each
other a bit.
- Fix formations - this cleans up a UnitMotion hack for formations,
making it possible to increase pushing ranges without breaking closely
knit formations like testudo.
- Make MINIMAL_PUSHING and the MOVE_EXTENSION configurable, and add a
STATIC_EXTENSION as well.
- Increase the pushing range significantly, making units sparser.

Differential Revision: https://code.wildfiregames.com/D4098
This was SVN commit r25708.
2021-06-06 15:25:52 +00:00
vladislavbelov 7fdbe037dd Uses canvas2d material for line drawing instead of gui_solid.
This was SVN commit r25704.
2021-06-06 10:13:57 +00:00
vladislavbelov 337c4100ce Cleanups ddbf1ea770 which fixes 4ffc005a7f. Sprites can not be inserted twice.
This was SVN commit r25702.
2021-06-06 09:31:36 +00:00
wraitii 8af0689b5f Fix gamesetup player assignment issue when joining
Switch some logic from C++ to JS in PREGAME for player assignments. Refs
#3049

Fixes #6204

Reported by: Imarok
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4092
This was SVN commit r25699.
2021-06-06 08:02:28 +00:00
wraitii ddbf1ea770 Hotfix 4ffc005a7f
A GUI sprite can have e.g. "color:" and "stretched:", but 'sprite' was
moved from after the first call.
Refs #6206

Differential Revision: https://code.wildfiregames.com/D4094
This was SVN commit r25698.
2021-06-06 07:44:20 +00:00
vladislavbelov 4ffc005a7f Removes raw pointers management from sprites owned by CGUI.
This was SVN commit r25695.
2021-06-06 00:32:49 +00:00
vladislavbelov 8e150199a8 Removes raw pointers management from CGUISprite.
This was SVN commit r25694.
2021-06-06 00:22:43 +00:00
vladislavbelov a2257237b3 Removes raw pointers management from GUIScrollBarOwner.
This was SVN commit r25693.
2021-06-06 00:12:31 +00:00
vladislavbelov fdb4040838 Adds HiDPI mode for testing. HiDPI on Windows isn't supported in SDL yet. So we use a custom code.
Differential Revision: https://code.wildfiregames.com/D4076
This was SVN commit r25692.
2021-06-05 19:01:37 +00:00
Imarok 8e63a0322c Map flares
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57

Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
2021-06-05 17:37:18 +00:00
wraitii f3efe47ff6 Default-init atomics in TaskManager::Impl
std::atomic<bool> does not value-initialise the boolean.
This caused windows tests to use way too much CPU and fail.

Differential Revision: https://code.wildfiregames.com/D4089
This was SVN commit r25687.
2021-06-05 09:48:41 +00:00
wraitii 3745940de8 Fix OOS in unit motion
Fixes 592453c62f
wasObstructed and wentStraight are not reset when Move() isn't called,
but PostMove may still be called (if the unit was pushed). This will
OOS.

Differential Revision: https://code.wildfiregames.com/D4088
This was SVN commit r25686.
2021-06-05 09:33:57 +00:00
wraitii 69901d9ffb Tweaks to TaskManager code
Reported by: Vladislav
Differential Revision: https://code.wildfiregames.com/D4077
This was SVN commit r25667.
2021-06-04 12:55:15 +00:00
user1 82c44e826d Lobbybots: Send IQ result containing the IP address to a client starting a new hosted match and remove the IP from gamelist stanza.
Refs: D3490, D3184

This was SVN commit r25660.
2021-06-04 00:33:43 +00:00
vladislavbelov b360b7bd2b Disallow hardware without VBO support to simplify vertex buffer usages.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4054
This was SVN commit r25659.
2021-06-03 22:06:59 +00:00
wraitii 0ebc08b13c Thread the pathfinder computations using the task manager.
The pathfinder computations are run asynchronously (and potentially on
the main thread) in-between simulation turns, thus reducing
pathfinder-related lag considerably in common cases.

To make this most efficient, the number of paths computed during a turn
via MaxSameTurnMoves is reduced from 64 to 20.

This has a hard dependency on the obstruction manager (via the vertex
pathfinder) not being modified in-between simulation turn (or to put it
more generally on the simulation state not changing outside of turn
computation), otherwise results will be non-deterministic and go OOS.
This is currently entirely safe (as in, it indeed does not happen that
the simulation state changes in-between turn), but future work towards
improving simulation sandboxing would be good.

Thanks to Kuba386 for maintaining & improving the patch in 2020
Thanks to everyone who tested the various iterations of this patch.

Fixes #4324

Differential Revision: https://code.wildfiregames.com/D14
This was SVN commit r25657.
2021-06-03 16:21:28 +00:00