From ead62bba78eea8db210dca62042b37665adfd03a Mon Sep 17 00:00:00 2001 From: Ralph Sennhauser Date: Tue, 10 Dec 2024 11:29:34 +0100 Subject: [PATCH] Update trac links with gitea links This replaces all links pointing to trac with their corresponding links to gitea. Also replace http with https while at it. Signed-off-by: Ralph Sennhauser --- binaries/data/config/dev.cfg | 2 +- binaries/data/mods/mod/gui/modmod/help/help.txt | 2 +- binaries/data/mods/mod/gui/modmod/help/help.xml | 2 +- binaries/data/mods/mod/hwdetect/hwdetect.js | 8 ++++---- binaries/data/mods/public/gui/manual/manual.xml | 2 +- .../mods/public/gui/pregame/ProjectInformation.js | 6 +++--- .../gui/prelobby/common/terms/Privacy_Policy.txt | 2 +- .../public/gui/userreport/Terms_and_Conditions.txt | 2 +- binaries/logs/readme.txt | 2 +- build/arclint/README.md | 2 +- build/resources/0ad.appdata.xml | 4 ++-- source/collada/PMDConvert.cpp | 2 +- source/graphics/MapGenerator.cpp | 2 +- source/graphics/MapGenerator.h | 2 +- source/graphics/Model.cpp | 2 +- source/graphics/ModelDef.cpp | 2 +- source/graphics/ShaderManager.h | 2 +- source/graphics/Unit.cpp | 2 +- source/i18n/L10n.h | 14 +++++++------- source/i18n/scripting/JSInterface_L10n.h | 2 +- source/lib/sysdep/os/linux/lcpu.cpp | 2 +- source/lib/sysdep/os/win/wcpu.cpp | 2 +- source/lib/sysdep/os/win/wdbg_sym.cpp | 2 +- source/lib/sysdep/os/win/wseh.cpp | 4 ++-- source/lib/sysdep/smbios.cpp | 2 +- source/lib/tex/tex_png.cpp | 2 +- source/maths/BoundingBoxAligned.cpp | 2 +- source/maths/tests/test_Bound.h | 2 +- source/network/NetServer.cpp | 2 +- source/ps/ArchiveBuilder.cpp | 2 +- source/ps/CStr.cpp | 2 +- source/ps/ConfigDB.h | 2 +- source/ps/ModIo.cpp | 2 +- source/renderer/backend/gl/Device.cpp | 4 ++-- source/renderer/backend/gl/ShaderProgram.h | 2 +- source/simulation2/components/CCmpUnitRenderer.cpp | 2 +- source/simulation2/docs/SimulationDocs.h | 4 ++-- source/tools/atlas/AtlasUI/Misc/DLLInterface.cpp | 2 +- .../AtlasUI/ScenarioEditor/ScenarioEditor.cpp | 2 +- .../ScenarioEditor/Sections/Object/Object.cpp | 2 +- source/tools/atlas/GameInterface/GameLoop.cpp | 2 +- source/tools/atlas/GameInterface/View.cpp | 2 +- source/tools/fontbuilder2/README.md | 2 +- source/tools/fontbuilder2/fontbuilder.py | 2 +- 44 files changed, 59 insertions(+), 59 deletions(-) diff --git a/binaries/data/config/dev.cfg b/binaries/data/config/dev.cfg index ef3e5be923..1c261f9a10 100644 --- a/binaries/data/config/dev.cfg +++ b/binaries/data/config/dev.cfg @@ -5,7 +5,7 @@ ; ; This file is used by the engine to decide which mods are mounted, and in what ; order. The precense of this file suppresses loading of mods in the user mod -; path (see http://trac.wildfiregames.com/wiki/GameDataPaths) if the same mod is +; path (see https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths) if the same mod is ; present in binaries/data/mods. It also implies -noUserMod. ; This is done to make saved maps end up in the right mod folder (and in the ; game-relative data path) to commit them later on. diff --git a/binaries/data/mods/mod/gui/modmod/help/help.txt b/binaries/data/mods/mod/gui/modmod/help/help.txt index 57bcd478af..a3a67f165d 100644 --- a/binaries/data/mods/mod/gui/modmod/help/help.txt +++ b/binaries/data/mods/mod/gui/modmod/help/help.txt @@ -1,6 +1,6 @@ 0 A.D. is designed to be easily modded. Mods are distributed in the form of .pyromod files, which can be opened like .zip files. -In order to install a mod, just open the file with 0 A.D. (either double-click on the file and choose to open it with the game, or run "pyrogenesis file.pyromod" in a terminal). The mod will then be available in the mod selector. You can enable it and disable it at will. You can delete the mod manually using your file browser if needed (see https://trac.wildfiregames.com/wiki/GameDataPaths). +In order to install a mod, just open the file with 0 A.D. (either double-click on the file and choose to open it with the game, or run "pyrogenesis file.pyromod" in a terminal). The mod will then be available in the mod selector. You can enable it and disable it at will. You can delete the mod manually using your file browser if needed (see https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths). For more information about modding the game, see the Modding Guide online (click the Modding Guide button below). diff --git a/binaries/data/mods/mod/gui/modmod/help/help.xml b/binaries/data/mods/mod/gui/modmod/help/help.xml index 52833c82a5..0d0d5263d8 100644 --- a/binaries/data/mods/mod/gui/modmod/help/help.xml +++ b/binaries/data/mods/mod/gui/modmod/help/help.xml @@ -23,7 +23,7 @@ Modding Guide - Engine.OpenURL("https://trac.wildfiregames.com/wiki/Modding_Guide"); + Engine.OpenURL("https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide"); Visit mod.io diff --git a/binaries/data/mods/mod/hwdetect/hwdetect.js b/binaries/data/mods/mod/hwdetect/hwdetect.js index 86a9d8fd1e..7753da036a 100644 --- a/binaries/data/mods/mod/hwdetect/hwdetect.js +++ b/binaries/data/mods/mod/hwdetect/hwdetect.js @@ -258,7 +258,7 @@ function RunDetection(settings) dialog_warnings.push("You are using 260.19.* series NVIDIA drivers, which may crash the game. Please upgrade to 260.19.21 or later."); } - // https://trac.wildfiregames.com/ticket/684 + // https://gitea.wildfiregames.com/0ad/0ad/issues/684 // https://bugs.freedesktop.org/show_bug.cgi?id=24047 // R600 drivers will advertise support for S3TC but not actually support it, // and will draw everything in grey instead, so forcibly disable S3TC. @@ -266,7 +266,7 @@ function RunDetection(settings) if (os_unix && GL_RENDERER.match(/^Mesa DRI R600 /)) disable_s3tc = true; - // https://trac.wildfiregames.com/ticket/623 + // https://gitea.wildfiregames.com/0ad/0ad/issues/623 // Shadows are reportedly very slow on various drivers: // r300 classic // Intel 945 @@ -297,7 +297,7 @@ function RunDetection(settings) disable_shadowpcf = true; } - // https://trac.wildfiregames.com/ticket/780 + // https://gitea.wildfiregames.com/0ad/0ad/issues/780 // r300 classic has problems with shader mode, so fall back to non-shader if (os_unix && GL_RENDERER.match(/^Mesa DRI R[123]00 /)) { @@ -313,7 +313,7 @@ function RunDetection(settings) disable_allwater = true; } - // https://trac.wildfiregames.com/ticket/964 + // https://gitea.wildfiregames.com/0ad/0ad/issues/964 // SiS Mirage 3 drivers apparently crash with shaders, so fall back to non-shader // (The other known SiS cards don't advertise GL_ARB_fragment_program so we // don't need to do anything special for them) diff --git a/binaries/data/mods/public/gui/manual/manual.xml b/binaries/data/mods/public/gui/manual/manual.xml index f93e29a207..bef162eabd 100644 --- a/binaries/data/mods/public/gui/manual/manual.xml +++ b/binaries/data/mods/public/gui/manual/manual.xml @@ -24,7 +24,7 @@ View Online - openURL("https://trac.wildfiregames.com/wiki/0adManual"); + openURL("https://gitea.wildfiregames.com/0ad/0ad/wiki/0adManual"); diff --git a/binaries/data/mods/public/gui/pregame/ProjectInformation.js b/binaries/data/mods/public/gui/pregame/ProjectInformation.js index 5aef2e9381..05e92cee46 100644 --- a/binaries/data/mods/public/gui/pregame/ProjectInformation.js +++ b/binaries/data/mods/public/gui/pregame/ProjectInformation.js @@ -42,7 +42,7 @@ var g_CommunityButtons = [ "tooltip": translate("Click to visit 0 A.D. Trac to report a bug, crash, or error."), "size": "8 100%-108 50%-4 100%-80", "onPress": () => { - openURL("https://trac.wildfiregames.com/wiki/ReportingErrors/"); + openURL("https://gitea.wildfiregames.com/0ad/0ad/wiki/ReportingErrors/"); } }, { @@ -50,7 +50,7 @@ var g_CommunityButtons = [ "tooltip": translate("Click to visit the Frequently Asked Questions page in your browser."), "size": "50%+4 100%-108 100%-8 100%-80", "onPress": () => { - openURL("https://trac.wildfiregames.com/wiki/FAQ"); + openURL("https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ"); } }, { @@ -58,7 +58,7 @@ var g_CommunityButtons = [ "tooltip": translate("Click to open the 0 A.D. translate page in your browser."), "size": "8 100%-72 100%-8 100%-44", "onPress": () => { - openURL("https://trac.wildfiregames.com/wiki/Localization"); + openURL("https://gitea.wildfiregames.com/0ad/0ad/wiki/Localization"); } }, { diff --git a/binaries/data/mods/public/gui/prelobby/common/terms/Privacy_Policy.txt b/binaries/data/mods/public/gui/prelobby/common/terms/Privacy_Policy.txt index 003fdfd362..33874ad2a7 100644 --- a/binaries/data/mods/public/gui/prelobby/common/terms/Privacy_Policy.txt +++ b/binaries/data/mods/public/gui/prelobby/common/terms/Privacy_Policy.txt @@ -77,4 +77,4 @@ Requests that are manifestly unfounded or excessive are not responded to or may 12. Wildfire Games will not knowingly collect personal data from children under the age of 13 (Children's Online Privacy Protection Act). If you believe Wildfire Games received any personal data from or about a child under 13, please contact Wildfire Games. 13. Where Wildfire Games processes sensitive personal data based on legitimate interests, Wildfire Games considers performing, recording and periodically reviewing Legitimate Interests Assessments and Data Protection Impact Assessments (GDPR 35) to become confident that the individual's interests do not override Wildfire Games legitimate interests, and that Wildfire Games is not using personal data in intrusive ways unless there is a very good reason to. -For further information on Wildfire Games Privacy Policies, visit https://trac.wildfiregames.com/wiki/UserDataProtection +For further information on Wildfire Games Privacy Policies, visit https://gitea.wildfiregames.com/0ad/0ad/wiki/UserDataProtection diff --git a/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt b/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt index 49867154b6..8ef1029488 100644 --- a/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt +++ b/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt @@ -77,4 +77,4 @@ Wildfire Games does not perform any automated decision making affecting natural If parts of the terms are held to be illegal or otherwise unenforceable, the remainder of the terms shall still apply ('severability'). -For further information on Wildfire Games Privacy Policies, visit https://trac.wildfiregames.com/wiki/UserDataProtection +For further information on Wildfire Games Privacy Policies, visit https://gitea.wildfiregames.com/0ad/0ad/wiki/UserDataProtection diff --git a/binaries/logs/readme.txt b/binaries/logs/readme.txt index 86562cc996..92c9a60c77 100644 --- a/binaries/logs/readme.txt +++ b/binaries/logs/readme.txt @@ -1,3 +1,3 @@ The game only writes files here if you specified -writableRoot on the command line. -Otherwise it varies by operating system, see http://trac.wildfiregames.com/wiki/GameDataPaths +Otherwise it varies by operating system, see https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths for the correct logs path on your OS. \ No newline at end of file diff --git a/build/arclint/README.md b/build/arclint/README.md index 9862dc6112..5336b78569 100644 --- a/build/arclint/README.md +++ b/build/arclint/README.md @@ -15,7 +15,7 @@ https://secure.phabricator.com/book/phabricator/article/arcanist_lint/ ## Installation This assumes you have arcanist already installed. If not, consult -https://trac.wildfiregames.com/wiki/Phabricator#UsingArcanist . +https://gitea.wildfiregames.com/0ad/0ad/wiki/Phabricator#UsingArcanist . The linting is done via custom PHP scripts, residing in `pyrolint/`. Configuration is at the root of the project, under `.arclint`. diff --git a/build/resources/0ad.appdata.xml b/build/resources/0ad.appdata.xml index cbe4994fc1..9b63a1ff5a 100644 --- a/build/resources/0ad.appdata.xml +++ b/build/resources/0ad.appdata.xml @@ -29,8 +29,8 @@ StrategyGame https://play0ad.com/ - https://trac.wildfiregames.com/ - https://trac.wildfiregames.com/wiki/Localization + https://gitea.wildfiregames.com/0ad/0ad/issues/ + https://gitea.wildfiregames.com/0ad/0ad/wiki/Localization https://play0ad.com/community/donate/ https://play0ad.com/wp-content/gallery/screenshots/screenshot0072.jpg diff --git a/source/collada/PMDConvert.cpp b/source/collada/PMDConvert.cpp index 2c22a36393..bd9fa5f063 100644 --- a/source/collada/PMDConvert.cpp +++ b/source/collada/PMDConvert.cpp @@ -285,7 +285,7 @@ public: // To indicate this special case, we use a bone ID set to the total number // of bones in the model, which will have a special "bone matrix" reserved // that contains the world space transform of the model during skinning. - // (see http://trac.wildfiregames.com/ticket/1012) + // (see https://gitea.wildfiregames.com/0ad/0ad/issues/1012) influences.bones[j] = (uint8)jointCount; influences.weights[j] = vertexInfluences[i].GetPair(j)->weight; } diff --git a/source/graphics/MapGenerator.cpp b/source/graphics/MapGenerator.cpp index b17c2e70ba..7171adae5b 100644 --- a/source/graphics/MapGenerator.cpp +++ b/source/graphics/MapGenerator.cpp @@ -175,7 +175,7 @@ private: /** * Finalize map generation and pass results from the script to the engine. * The `data` has to be according to this format: - * https://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat + * https://gitea.wildfiregames.com/0ad/0ad/wiki/Random_Map_Generator_Internals#Dataformat */ void ExportMap(JS::HandleValue data) { diff --git a/source/graphics/MapGenerator.h b/source/graphics/MapGenerator.h index c21377e81b..43b1380fb0 100644 --- a/source/graphics/MapGenerator.h +++ b/source/graphics/MapGenerator.h @@ -39,7 +39,7 @@ * `g_MapSettings` also respects this flags. * @return If there is an error `nullptr` is returned. Otherwise random map * data, according to this format: - * https://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat + * https://gitea.wildfiregames.com/0ad/0ad/wiki/Random_Map_Generator_Internals#Dataformat */ Script::StructuredClone RunMapGenerationScript(const StopToken stopToken, std::atomic& progress, ScriptInterface& scriptInterface, const VfsPath& script, const std::string& settings, diff --git a/source/graphics/Model.cpp b/source/graphics/Model.cpp index cc7e390520..56b9cd9554 100644 --- a/source/graphics/Model.cpp +++ b/source/graphics/Model.cpp @@ -318,7 +318,7 @@ void CModel::ValidatePosition() // which we indicate with the blending bone ID set to the total number // of bones. But since we're skinning in world space, we use the model's // world space transform and store that matrix in this special index. - // (see http://trac.wildfiregames.com/ticket/1012) + // (see https://gitea.wildfiregames.com/0ad/0ad/issues/1012) m_BoneMatrices[m_pModelDef->GetNumBones()] = m_Transform; if (computeBlendMatrices) diff --git a/source/graphics/ModelDef.cpp b/source/graphics/ModelDef.cpp index 35ebf02957..657e908574 100644 --- a/source/graphics/ModelDef.cpp +++ b/source/graphics/ModelDef.cpp @@ -266,7 +266,7 @@ void CModelDef::BlendBoneMatrices( // which we indicate by setting the bone ID to the total number of bones. // It should be blended with the world space transform and we have already // set up this matrix in boneMatrices. - // (see http://trac.wildfiregames.com/ticket/1012) + // (see https://gitea.wildfiregames.com/0ad/0ad/issues/1012) boneMatrix.Blend(boneMatrices[blend.m_Bone[0]], blend.m_Weight[0]); for (size_t j = 1; j < SVertexBlend::SIZE && blend.m_Bone[j] != 0xFF; ++j) diff --git a/source/graphics/ShaderManager.h b/source/graphics/ShaderManager.h index 9c0710f375..ba1f0913e9 100644 --- a/source/graphics/ShaderManager.h +++ b/source/graphics/ShaderManager.h @@ -33,7 +33,7 @@ * Shader manager: loads and caches shader programs. * * For a high-level overview of shaders and materials, see - * http://trac.wildfiregames.com/wiki/MaterialSystem + * https://gitea.wildfiregames.com/0ad/0ad/wiki/MaterialSystem */ class CShaderManager { diff --git a/source/graphics/Unit.cpp b/source/graphics/Unit.cpp index 310660acaa..a107ddf0b0 100644 --- a/source/graphics/Unit.cpp +++ b/source/graphics/Unit.cpp @@ -103,7 +103,7 @@ void CUnit::ReloadObject() // randomly select any remain selections necessary to completely identify a variation (e.g., the new selection // made might define some additional props that require a random variant choice). Also, FindObjectVariation // expects the selectors passed to it to be complete. - // see http://trac.wildfiregames.com/ticket/979 + // see https://gitea.wildfiregames.com/0ad/0ad/issues/979 // If these selections give a different object, change this unit to use it // Use the entity ID as randomization seed (same as when the unit was first created) diff --git a/source/i18n/L10n.h b/source/i18n/L10n.h index a57e8be85d..e9c37d522a 100644 --- a/source/i18n/L10n.h +++ b/source/i18n/L10n.h @@ -42,7 +42,7 @@ class Dictionary; /** * %Singleton for internationalization and localization. * - * @sa http://trac.wildfiregames.com/wiki/Internationalization_and_Localization + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Internationalization_and_Localization */ class L10n : public Singleton { @@ -144,7 +144,7 @@ public: * @sa GetAllLocales() * @sa GetCurrentLocale() * - * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ std::vector GetSupportedLocaleBaseNames() const; @@ -162,7 +162,7 @@ public: * * @sa GetSupportedLocaleBaseNames() * - * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ std::vector GetSupportedLocaleDisplayNames() const; @@ -252,7 +252,7 @@ public: * empty string to check the system locale directly. * @return Code of a locale that the game supports. * - * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ std::string GetDictionaryLocale(const std::string& configLocaleString) const; @@ -275,7 +275,7 @@ public: * empty string to check the system locale directly. * @param outLocale The recommended locale. * - * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ void GetDictionaryLocale(const std::string& configLocaleString, icu::Locale& outLocale) const; @@ -469,7 +469,7 @@ public: * @param sourcePath %Path to localize. * @return Localized path if it exists, @c sourcePath otherwise. * - * @sa http://trac.wildfiregames.com/wiki/Localization#LocalizingImages + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Localization#LocalizingImages */ VfsPath LocalizePath(const VfsPath& sourcePath) const; @@ -527,7 +527,7 @@ private: * Whether the game is using the special game locale with the longest * strings of each translation (@c true) or not (@c false). * - * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ bool m_UseLongStrings{false}; diff --git a/source/i18n/scripting/JSInterface_L10n.h b/source/i18n/scripting/JSInterface_L10n.h index e26860bf38..fee481e6c8 100644 --- a/source/i18n/scripting/JSInterface_L10n.h +++ b/source/i18n/scripting/JSInterface_L10n.h @@ -27,7 +27,7 @@ class ScriptRequest; * This namespace defines JavaScript interfaces to functions defined in L10n and * related helper functions. * - * @sa http://trac.wildfiregames.com/wiki/Internationalization_and_Localization + * @sa https://gitea.wildfiregames.com/0ad/0ad/wiki/Internationalization_and_Localization */ namespace JSI_L10n { diff --git a/source/lib/sysdep/os/linux/lcpu.cpp b/source/lib/sysdep/os/linux/lcpu.cpp index 44661882ca..4afe4cae79 100644 --- a/source/lib/sysdep/os/linux/lcpu.cpp +++ b/source/lib/sysdep/os/linux/lcpu.cpp @@ -116,7 +116,7 @@ uintptr_t os_cpu_SetThreadAffinityMask(uintptr_t UNUSED(processorMask)) // glibc __CPU_SETSIZE=1024 is smaller than required on some Linux (4096), // but the CONFIG_NR_CPUS in a header may not reflect the actual kernel, // so we have to detect the limit at runtime. -// (see http://trac.wildfiregames.com/ticket/547 for additional information) +// (see https://gitea.wildfiregames.com/0ad/0ad/issues/547 for additional information) static size_t maxCpus; static bool IsMaxCpusSufficient() diff --git a/source/lib/sysdep/os/win/wcpu.cpp b/source/lib/sysdep/os/win/wcpu.cpp index eee3a24031..3958ca6ac2 100644 --- a/source/lib/sysdep/os/win/wcpu.cpp +++ b/source/lib/sysdep/os/win/wcpu.cpp @@ -119,7 +119,7 @@ size_t os_cpu_LargePageSize() { largePageSize = pGetLargePageMinimum(); // Note: checks disabled due to failing on Vista SP2 with old Xeon CPU - // see http://trac.wildfiregames.com/ticket/2346 + // see https://gitea.wildfiregames.com/0ad/0ad/issues/2346 //ENSURE(largePageSize != 0); // IA-32 and AMD64 definitely support large pages //ENSURE(largePageSize > os_cpu_PageSize()); } diff --git a/source/lib/sysdep/os/win/wdbg_sym.cpp b/source/lib/sysdep/os/win/wdbg_sym.cpp index 5b86c35f74..4c7325f0be 100644 --- a/source/lib/sysdep/os/win/wdbg_sym.cpp +++ b/source/lib/sysdep/os/win/wdbg_sym.cpp @@ -1431,7 +1431,7 @@ static bool udt_fits_on_one_line(const wchar_t* type_name, size_t child_count, s static Status udt_dump_normal(const wchar_t* type_name, const u8* p, size_t size, DumpState state, ULONG numChildren, const DWORD* children) { // special case: boost::unordered types are complex and may cause a stack overflow - // see http://trac.wildfiregames.com/ticket/1813 + // see https://gitea.wildfiregames.com/0ad/0ad/issues/1813 // TODO: at least give some info about them if(!wcsncmp(type_name, L"boost::unordered", 16)) return INFO::CANNOT_HANDLE; diff --git a/source/lib/sysdep/os/win/wseh.cpp b/source/lib/sysdep/os/win/wseh.cpp index 2b45fabb73..4072a4861f 100644 --- a/source/lib/sysdep/os/win/wseh.cpp +++ b/source/lib/sysdep/os/win/wseh.cpp @@ -277,8 +277,8 @@ long __stdcall wseh_ExceptionFilter(struct _EXCEPTION_POINTERS* ep) const wchar_t* messageFormat = L"Much to our regret we must report the program has encountered an error.\r\n" L"\r\n" - L"Please let us know at https://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.\r\n" - L"You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths \r\n" + L"Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files.\r\n" + L"You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths \r\n" L"\r\n" L"Details: unhandled exception (%ls)\r\n"; swprintf_s(message, ARRAY_SIZE(message), messageFormat, description); diff --git a/source/lib/sysdep/smbios.cpp b/source/lib/sysdep/smbios.cpp index 9d6579b2dd..8a83784d60 100644 --- a/source/lib/sysdep/smbios.cpp +++ b/source/lib/sysdep/smbios.cpp @@ -444,7 +444,7 @@ static Status InitStructures() if(header->id == 127) // end break; if(header->length < sizeof(Header)) - return ERR::_3; // NOWARN (happens on some unknown BIOS, see http://trac.wildfiregames.com/ticket/2985) + return ERR::_3; // NOWARN (happens on some unknown BIOS, see https://gitea.wildfiregames.com/0ad/0ad/issues/2985) const Header* next; const Strings strings = ExtractStrings(header, (const char*)end, next); diff --git a/source/lib/tex/tex_png.cpp b/source/lib/tex/tex_png.cpp index b5756dcbc6..1cd40842d7 100644 --- a/source/lib/tex/tex_png.cpp +++ b/source/lib/tex/tex_png.cpp @@ -260,7 +260,7 @@ size_t TexCodecPng::hdr_size(const u8* UNUSED(file)) const static void user_warning_fn(png_structp UNUSED(png_ptr), png_const_charp warning_msg) { // Suppress this warning because it's useless and occurs on a large number of files - // see http://trac.wildfiregames.com/ticket/2184 + // see https://gitea.wildfiregames.com/0ad/0ad/issues/2184 if (strcmp(warning_msg, "iCCP: known incorrect sRGB profile") == 0) return; debug_printf("libpng warning: %s\n", warning_msg); diff --git a/source/maths/BoundingBoxAligned.cpp b/source/maths/BoundingBoxAligned.cpp index 2bab0a3559..32bd8cec60 100644 --- a/source/maths/BoundingBoxAligned.cpp +++ b/source/maths/BoundingBoxAligned.cpp @@ -211,7 +211,7 @@ void CBoundingBoxAligned::IntersectFrustumConservative(const CFrustum& frustum) { // if this bound is empty, then the result must be empty (we should not attempt to intersect with // a brush, may cause crashes due to the numeric representation of empty bounds -- see - // http://trac.wildfiregames.com/ticket/1027) + // https://gitea.wildfiregames.com/0ad/0ad/issues/1027) if (IsEmpty()) return; diff --git a/source/maths/tests/test_Bound.h b/source/maths/tests/test_Bound.h index 72a9110491..ac562a3aa9 100644 --- a/source/maths/tests/test_Bound.h +++ b/source/maths/tests/test_Bound.h @@ -189,7 +189,7 @@ public: } // Verify that transforming a flat AABB to an OBB does not produce NaN basis vectors in the - // resulting OBB (see http://trac.wildfiregames.com/ticket/1121) + // resulting OBB (see https://gitea.wildfiregames.com/0ad/0ad/issues/1121) void test_degenerate_aabb_to_obb_transform() { // create a flat AABB, transform it with some matrix (can even be the identity matrix), diff --git a/source/network/NetServer.cpp b/source/network/NetServer.cpp index 7f22be1a1b..d4ab15c40b 100644 --- a/source/network/NetServer.cpp +++ b/source/network/NetServer.cpp @@ -92,7 +92,7 @@ static CStr DebugName(CNetServerSession* session) /* * XXX: We use some non-threadsafe functions from the worker thread. - * See http://trac.wildfiregames.com/ticket/654 + * See https://gitea.wildfiregames.com/0ad/0ad/issues/654 */ CNetServerWorker::CNetServerWorker(bool useLobbyAuth) : diff --git a/source/ps/ArchiveBuilder.cpp b/source/ps/ArchiveBuilder.cpp index f79d6fdf41..37a51e5f01 100644 --- a/source/ps/ArchiveBuilder.cpp +++ b/source/ps/ArchiveBuilder.cpp @@ -65,7 +65,7 @@ void CArchiveBuilder::Build(const OsPath& archive, bool compress) // size for releases (which re-compress all files with better compression // algorithms) - it's probably most important currently to optimise for // download size rather than install size or startup performance. - // (See http://trac.wildfiregames.com/ticket/671) + // (See https://gitea.wildfiregames.com/0ad/0ad/issues/671) const bool noDeflate = !compress; PIArchiveWriter writer = CreateArchiveWriter_Zip(archive, noDeflate); diff --git a/source/ps/CStr.cpp b/source/ps/CStr.cpp index 6bba5c42df..2a8a345871 100644 --- a/source/ps/CStr.cpp +++ b/source/ps/CStr.cpp @@ -266,7 +266,7 @@ unsigned long CStr::ToULong() const /** * libc++ and libstd++ differ on how they handle string-to-number parsing for floating-points numbers. - * See https://trac.wildfiregames.com/ticket/2780#comment:4 for details. + * See https://gitea.wildfiregames.com/0ad/0ad/issues/2780#comment:4 for details. * To prevent this, only consider [0-9.-+], replace the others in-place with a neutral character. */ CStr ParseableAsNumber(CStr cleaned_copy) diff --git a/source/ps/ConfigDB.h b/source/ps/ConfigDB.h index c53d70c2b0..fc828f44d9 100644 --- a/source/ps/ConfigDB.h +++ b/source/ps/ConfigDB.h @@ -21,7 +21,7 @@ TDD : http://www.wildfiregames.com/forum/index.php?showtopic=1125 OVERVIEW: - JavaScript: Check this documentation: http://trac.wildfiregames.com/wiki/Exposed_ConfigDB_Functions + JavaScript: Check this documentation: https://gitea.wildfiregames.com/0ad/0ad/wiki/Exposed_ConfigDB_Functions */ #ifndef INCLUDED_CONFIGDB diff --git a/source/ps/ModIo.cpp b/source/ps/ModIo.cpp index bbf3faaef4..ee486e9540 100644 --- a/source/ps/ModIo.cpp +++ b/source/ps/ModIo.cpp @@ -635,7 +635,7 @@ bool ModIo::ParseGameIdResponse(const ScriptInterface& scriptInterface, const st // Make sure the property is not set to something that could be converted to a bogus value // TODO: We should be able to convert JS::Values to C++ variables in a way that actually - // fails when types do not match (see https://trac.wildfiregames.com/ticket/5128). + // fails when types do not match (see https://gitea.wildfiregames.com/0ad/0ad/issues/5128). if (!idProperty.isNumber()) FAIL("id property not a number."); diff --git a/source/renderer/backend/gl/Device.cpp b/source/renderer/backend/gl/Device.cpp index 47bd6ba312..44ccd4bdf8 100644 --- a/source/renderer/backend/gl/Device.cpp +++ b/source/renderer/backend/gl/Device.cpp @@ -71,8 +71,8 @@ std::string GetNameImpl() { // GL_VENDOR+GL_RENDERER are good enough here, so we don't use WMI to detect the cards. // On top of that WMI can cause crashes with Nvidia Optimus and some netbooks - // see http://trac.wildfiregames.com/ticket/1952 - // http://trac.wildfiregames.com/ticket/1575 + // see https://gitea.wildfiregames.com/0ad/0ad/issues/1952 + // https://gitea.wildfiregames.com/0ad/0ad/issues/1575 char cardName[128]; const char* vendor = reinterpret_cast(glGetString(GL_VENDOR)); const char* renderer = reinterpret_cast(glGetString(GL_RENDERER)); diff --git a/source/renderer/backend/gl/ShaderProgram.h b/source/renderer/backend/gl/ShaderProgram.h index 90533355d0..94078410c0 100644 --- a/source/renderer/backend/gl/ShaderProgram.h +++ b/source/renderer/backend/gl/ShaderProgram.h @@ -83,7 +83,7 @@ private: * Setting uniforms that the shader .xml doesn't support is harmless. * * For a high-level overview of shaders and materials, see - * http://trac.wildfiregames.com/wiki/MaterialSystem + * https://gitea.wildfiregames.com/0ad/0ad/wiki/MaterialSystem */ class CShaderProgram : public IShaderProgram { diff --git a/source/simulation2/components/CCmpUnitRenderer.cpp b/source/simulation2/components/CCmpUnitRenderer.cpp index 098159fcd1..11c0655ffa 100644 --- a/source/simulation2/components/CCmpUnitRenderer.cpp +++ b/source/simulation2/components/CCmpUnitRenderer.cpp @@ -300,7 +300,7 @@ public: continue; // Fall back to using old AABB selection method for decals - // see: http://trac.wildfiregames.com/ticket/1032 + // see: https://gitea.wildfiregames.com/0ad/0ad/issues/1032 // Decals are flat objects without a selectionShape defined, // but they should still be selectable in the editor to move them // around or delete them after they are placed. diff --git a/source/simulation2/docs/SimulationDocs.h b/source/simulation2/docs/SimulationDocs.h index 72381e7a78..4157f9a9c1 100644 --- a/source/simulation2/docs/SimulationDocs.h +++ b/source/simulation2/docs/SimulationDocs.h @@ -19,7 +19,7 @@ @page writing-components How to write components -See the Trac wiki for more documentation about this system. +See the Trac wiki for more documentation about this system.