It seems current checks for GL 4.2 aren't enough so just disable
compute shaders for GL 4.2. Fixes#7734.
(cherry picked from commit fa3fb5d064)
Signed-off-by: Itms <itms@wildfiregames.com>
There was an out of bounds access during binding a uniform buffer on
GL. Fixes#7567, #7598.
(cherry picked from commit bce6e2c238)
Signed-off-by: Itms <itms@wildfiregames.com>
SpiderMonkey 98 introduced a size heuristic for the nursery GC region
(https://phabricator.services.mozilla.com/D136637). As this heuristic
uses a wall-clock time duration, it results in a severe performance
regression on slower systems for our use case.
This commit adds a workaround to turn off that heuristic, by telling
SpiderMonkey that a "page load" (something which doesn't have a meaning
in the context of pyrogenesis) is in progress, as that heuristic is
disabled for page loads.
Co-Authored by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Fixes#7714
(cherry picked from commit 11dd480b67)
Signed-off-by: Itms <itms@wildfiregames.com>
Users may generate key presses that don't map to a distinct SDL scancode
and will be mapped SDL_SCANCODE_UNKNOWN instead. Using the same ID for
unmapped hotkeys means any such key press will execute unset hotkeys. As
luck would have it in #7644 this leads to calling "Custom exit to
desktop" if the hotkey is unbound as is the default.
So simply use a code for unused hotkeys that doesn't map to any SDL
scancodes.
Fixes: #7644
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
(cherry picked from commit f10526284f)
Signed-off-by: Itms <itms@wildfiregames.com>
235ea5cfb4 updated the languages supported by 0 A.D., but missed
updating them for the installer. This commit makes up for that and
updates the languages for the installer as well.
(cherry picked from commit db35a8494c)
Signed-off-by: Itms <itms@wildfiregames.com>
This is a workaround to avoid disabling GL storage buffers completely.
Because they might not work or might lead to a decreased performance.
We need to investigate that further when we have a local reproduce.
(cherry picked from commit 635a268dd9)
Signed-off-by: Itms <itms@wildfiregames.com>
The .txt were wrongly send to a subdirectory named `.` and the files
converted to Markdown were forgotten.
(cherry picked from commit e1ecc4a743)
Signed-off-by: Itms <itms@wildfiregames.com>
Fetch third party tarballs for source packages so they will be bundled
in source release tarballs.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
(cherry picked from commit 3aa95b7a28)
Signed-off-by: Itms <itms@wildfiregames.com>
This removes Catalan and Scottish Gaelic as supported languages, as they
now both have a coverage of less than 80% and adds Galician and
Portugese which both have 100% coverage right now.
(cherry picked from commit 235ea5cfb4)
Signed-off-by: Itms <itms@wildfiregames.com>
CParamNodes can be quite large, thus we usually cache the JS::Value when
converting them. The AIInterface makes heavy use of it as detected in #7404.
However, the cached values are re-frozen everytime, which is a
significant waste of time on a large number of templates.
(cherry picked from commit e48b9ea106)
Signed-off-by: Itms <itms@wildfiregames.com>
This avoids collisions in the user report, fixes#7174.
Update the user report version to account for the new build version
format, fixes#7173.
The build version displayed in the GUI is kept at 5 characters for
main menu clutter concerns.
(cherry picked from commit 9f023825e0)
Signed-off-by: Itms <itms@wildfiregames.com>
We have multiple renderer backends for a while. So we can't rely on
a single CONFIG_GLES2 macro for disabling features.
(cherry picked from commit 8ee48a164a)
Signed-off-by: Itms <itms@wildfiregames.com>
With curl 8.10 [1] calling curl_multi_remove_handle retruns
CURLM_BAD_EASY_HANDLE iff the handle was removed already and no other
easy handle were registered. This resulted in ENUSRE triggering a
segfault during shutdown as reported. This was fixed upstream after
8.11.1 [2].
Do a runtime version check and for affected version allow
CURLM_BAD_EASY_HANDLE.
[1] curl ba235ab269080dc66e35835c829f7ac4290dbc1d
[2] curl 713182bd196bba014ba77f71176fea3de2236724
Fixes: #7295
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
(cherry picked from commit edde9fb4ee)
Signed-off-by: Itms <itms@wildfiregames.com>
This prevents mods from mutating this value and revealing the map.
Part of this commit is written by @phosit.
(cherry picked from commit c9e76efe7b)
Signed-off-by: Itms <itms@wildfiregames.com>
Script component wrapper attempted to subscribe to messages before the
script component has been registered.
This defect existed since 7c2e9027c2 but was never noticed since there
is no script component wrapper which subscribes to messages. (Only the
script component it wrapps does.)
(cherry picked from commit f932b8b9cc)
Signed-off-by: Itms <itms@wildfiregames.com>
`id` was compared to the wrong player.
This defect was introduced in 023527e56e.
(cherry picked from commit e19a5eda9f)
Signed-off-by: Itms <itms@wildfiregames.com>
RPI4 returns `false` for `textureCompressionBC` because it doesn't
support formats above BC3. As the Vulkan specification requires to
support all BC formats to have `true` for `textureCompressionBC`.
(cherry picked from commit 0467d27b07)
Signed-off-by: Itms <itms@wildfiregames.com>
The current code could end up with savegameID being undefined, false, a filename string, or null depending on the code path taken.
Adapt C++ in consequence.
(cherry picked from commit a8fc3cf254)
Signed-off-by: Itms <itms@wildfiregames.com>
Introduced by a typo in f8afd49ae1.
Fixes#7345, reported by wowgetoffyourcellphone
(cherry picked from commit fba5a23aad)
Signed-off-by: Itms <itms@wildfiregames.com>
Observers have the ability to change the currently displayed player, and this broke the logic of commit f3f695b90e.
By instead storing the displayed player in CmpOverlayRenderer, we can remove the workaround to set a 'dirty' flag as well.
(cherry picked from commit 3756e12701)
Signed-off-by: Itms <itms@wildfiregames.com>
Since 71a61d5f50, formations regularly regroup. However, units already at their correct offset should remain idle. This doesn't happen as we cannot check if we are at destination.
This exposes that and handles things properly... Unfortunately UnitAI has already left the IDLE state at this point, so we still get counted as no-longer idle for a turn.
To fix this, try and detect that particular situation without triggering infinite loops.
(cherry picked from commit 2f7ac026c1)
Signed-off-by: Itms <itms@wildfiregames.com>
Since 0eed117e6d exceptions from the map generation script are rethrown
in the main thread but not all of them are catched.
(cherry picked from commit 82513c9104)
Signed-off-by: Itms <itms@wildfiregames.com>
based on a patch by: aeonios
`off` means that the territory visibility cannot be changed
`hidden` means that it's hidden by default but can be enabled
`visible` means it's visible by default
(cherry picked from commit fd78034885)
Signed-off-by: Itms <itms@wildfiregames.com>
Only the sender and the recipients receive the chat messages.
This commit only has an affecto on messages where the addressee(s) are
selected through the dropdown. Addressee(s) selected with a "/" command
are still sent to evevyone and filteret by the receiver.
(cherry picked from commit e04506814a)
Signed-off-by: Itms <itms@wildfiregames.com>
`Engine.SetViewedPlayer` and `Engine.SetPlayerID` could be used to
reveal the map from GUI scripts and the in game console.
This is prevented by querying the simulation whether this player is
allowed to call thous functions.
These two vulnerabilities were introduced with their respective
features:
20e7d2224a introduced SetPlayerID to allow controlling other players
using the developer overlay.
a2f7d4d82a introduced SetViewedPlayer to allow observers to change the
perspective.
(cherry picked from commit 023527e56e)
Signed-off-by: Itms <itms@wildfiregames.com>
Also drop build version component as we never used it in earlier
releases either. This will also make replays et al be stored in a
directory 0.27.0 similar to earlier releases.
The build version component was introduced in 028ec40165
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
(cherry picked from commit fb24d75f0e)
Signed-off-by: Itms <itms@wildfiregames.com>
Fix `NetServerTurnManager` from pausing the simulation forever after a
client sent a bad hash to it and disconnects before the bad hash has
been processed.
A client that sends a wrong simulation hash to the `NetServer` and
disconnects before the server compares that hash causes a message box to
appear and the game to be paused forever.
94e5d88169 introduced the bug by missing to delete `m_ClientStateHashes
upon `UninitialiseClient.
This causes `m_ClientData[hashPair.first].isOOS = true` to insert a
client with blank values that the `NetServerTurnManager` will wait
forever and hence the message box about an OOS with no players being OOS
is shown (the playername is emptystring).
5ebf2020b0 exposed the bug by making observers able to lag behind,
providing a longe enough timeframe for this to occur.
Fix:
Deleting `m_ClientStateHashes` upon disconnect solves the broken
message box and the pausing.
(cherry picked from commit d12c015d43)
Signed-off-by: Itms <itms@wildfiregames.com>
Enable the Tips and Tricks page to show multiple images for each tip.
Add a small GUI panel below the image for switching between them.
Only show it when the current tip has more than one images.
Introduce tipfiles.json to assign images to the text files.
(And stop of relying on file naming)
Add a tip about wonders, and make some slight changes to other texts.
Improve existing tip images and add a bunch of new ones.
This account is only used for fixing technical bugs in translations and
not doing translations themselves, so let's exclude it from the credited
translators.
According to #6936 some lower devices (especially virtual ones) might
report more memory than regular ones. So we can't use the memory
amount as a score for now.
This patch addresses issues concerning a1796ed71f:
Allow for a more elegant implementation of observer flares.
And still display flares even if the sender is lagging behind:
Split off flares from simulation commands.
Remove the new, problematic 'observer commands' entirely.
Provide an engine function 'SendNetworkFlare' to the JS interface.
-> which sets off the (pretty ordinary) transmission process.
Add a new type of net messages exclusively for flares
-> contains the flare's position and its sender's GUID.
Currently we don't mix storage images and storage buffers in the same
shader. Also we don't sample textures when we use storage buffers.
In the future we need to avoid shifting descriptor sets.
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 <ralph.sennhauser@gmail.com>
We use a shader with 64 bones by default to consume less uniform memory.
But if we meet bigger skeletons we batch and handle them afterwards.
In the future we need to sort the input models to have less changes for
bound buffers. Also we might want to skin up to 4 models per a single
dispatch.