Previously, edges where bundled collected first then sorted in 4 AA and 1 unaligned bucket. We can separate the unaligned edges right away, which is a little faster.
Also make sure Vertex::pred is initialized.
Update the font alias regex pattern from:
(mono|sans)-(bold-|italic-)?(stroke-)?[0-9]{1,3}
to:
[a-z]+-(bold-|italic-)?(stroke-)?[0-9]{1,3}
Previously the pattern only allowed the `mono` and `sans` font families.
This change generalizes the pattern to accept any lowercase font family
name, making it compatible with the font alias convention described in:
https://gitea.wildfiregames.com/0ad/0ad/wiki/Adding_font_support
This allows new fonts to be registered through aliases without modifying
the regex each time a new family is introduced.
This patch implements a way for minimap-type GUI objects to request the rendering
of the minimap texture each frame. If it wasn't requested the minimap
texture isn't rendered at all and the objects only request it while they are
being displayed. This saves unnecessary work and fixes a bug where the
minimap briefly showed the revealed map after a cinema path ended
playing, since it isn't updated every frame (only 2x per second).
The whole map is revealed when starting to play a cinema path and
then hidden again when it finished (if necessary).
This patch fixes the ugly fade in at the start and fade out after
the end previously caused by this.
This patch introduces a new class for managing the cinema overlay (two
black bars) and cutscene mode. This makes it more extensible for the
future, e.g. allowing to display text on the bars.
Since <include> elements can only be placed inside an <object>, this
patch needs to restructure session.xml a bit and also adds some
explanation comments while at it.
This patch splits "cutscene mode" (disabling silhouttes, territory
borders and other visual overlays) from the cinema manager component
and moves it to the renderer, since it doesn't influence the simulation
anyway. The mode can now be independently controlled by the GUI. This
is done so it can also be used for other narrative elements like speech
or dialogue in the future. Cutscene mode is still always enabled while
cinema paths are playing, though.
By design, this also fixes the issue that range overlays weren't hidden
during cutscene mode.
It was previously stored at the end of the array of per-player flags and
set by calling SetLosRevealWholeMap with the player ID -1. However, ever
since the introduction of observer mode in 883f307b40, -1 is the player
ID of observers everywhere else including for GetLosRevealWhole:
GetLosRevealWhole(-1) always returns true in order to reveal the map to
observers, however, the cinema manager, for example, called it meaning
to find out whether the whole map is revealed to all players.
To fix this and avoid confusion about this in the future, this patch
splits this flag from the per-player flag array and introduces new
functions to set and retrieve it.
This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
The other civs use structures/wallset_palisade, but the Han have a
special one, structures/han/wallset_palisade, which the trigger script
didn't disable.
Fixes#8763
Add default hotkeys for unit selection by class and for placing common buildings,
building on the previous buildings and units hotkeys work.
Several existing bindings are reassigned to avoid conflicts and group related actions
on consistent key combinations.
Reword the text on the splashscreen to sound more inviting and increase
the dialog size to ensure there's enough space for the message in all
languages.
Fixes#8682
Chat lines with different text heights were being positioned incorrectly
because each line's position was calculated using its own height rather
than the cumulative height of all previous lines.
This caused overlapping text and inconsistent vertical spacing when
messages had varying font sizes or line counts.
Now properly track cumulative height as we iterate through lines to
ensure each message appears at the correct vertical position regardless
of individual line heights.
ARB is a legacy backend which uses old assembly shaders. It makes
writing shaders more complex. According to the stats
https://feedback.wildfiregames.com we small amount of players with
ARB.
Fixes#8533
The error dialog only showed "Failed to connect to server. The
connection request timed out." while since 78900842b1 it was supposed to
display a longer, more detailed message with a link to the FAQ. But this
never worked.
Previously (only) setting `multiply` and/or `add` to zero in a tech
modification caused warnings saying the format wasn't recognised.
With this patch, those cases are now handled as one would expect.
Since 067a7abc72 a simulation is required when loading a non generated
map.
This breaks the serializationtest as it doesn't pass the simulation to
the secondary map-reader.
Use ProductionQueue.RemoveItem() instead of direct StopBatch() calls
to ensure both components stay in sync when entity training lists
change due to ownership changes.
Fixes#8691
Old and documented default is 0, tho the implementation changed at some
point to 1 in it's default config. As such explicitly set it to 0 so it
stays as is independent of stylistic version.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
It's better to construct a js-array from a `JS::RootedValueVector`.
Because it is more strongly typed and the index doesn't has to be
specified when appending an element.
Some usages are replaced with `JS::RootedValueArray`.
Fixes: #8702
Simplify building selection hotkeys to use template basename instead of full path
Allow Shift hotkey to add buildings in cyclic selection hotkeys and also units in unit class selection hotkeys
Add support for remove unit class from selection