The init-attributes can only be changed before the worker runs. It isn't
used before the worker runs. This changes it so that it has to be passed
when the server starts.
With this the `m_InitAttributesQueue` can be removed.
It has to be called before `SetupConnection` is called. Now the
server-data is setup during the constructor.
When connecting using the lobby, the data isn't known at construction
time. Then it is done at the start of `TryToConnectWithSTUN`.
CNetClient and CNetServer are constructed for a single match. The
password of a game can not be changed after creating the match. When the
password is passed to the constructor it's not possible to invoke the
functions in the wrong order and the `ENSURE` can be "checked at
compile-time" so to say.
This reduces the stutter when a client joins.
The decompression isn't put on the task manager. As the client would
have to wait for that either way. Also a new polling loop would have to
be introduced.
The compression code is moved to the file transferer so all data send
through it gits compressed.
Refs: #4210
Previously, while `scrollbar` was set to true, the text was always
vertically aligned to the top, no matter what its `text_valign` was, by
the scrolling logic. However, this was done even when the text's caption
was so short that no scrollbar was required in the first place (and not
rendered). Falling back to the specified `text_valign` value in that case
instead seems like the expected behavior.
On a few occasions in the GUI, the text was supposed to be aligned to
the top in either case, but still set `text_valign` to a different value
(for whatever reason), which didn't have any effect previously. But
now since it does, the values have to be corrected to specify what is
actually desired.
Presumably since 094a7c2268, when a game played as part of a campaign
ended (by the player winning or loosing), after closing the victory
dialog by pressing "Stay", the session UI became completely unresponsive,
so that no buttons could be clicked. The cause for this was that the
child page campaigns/default_menu/endgame/page.xml was never closed, so
remained invisibly open above the session GUI and blocked all of the
inputs.
Additionally the Campaign session class tried to close the
page_session.xml page, which was not supposed to happen, it was
introduced by mistake in 094a7c2268 replacing the logic to close the
campaigns/default_menu/endgame/page.xml child page again.
Since ec19e5d663 German Support Wagons cannot train Units anymore so
that Wagon Trains cannot unlock this ability as well.
Reported by @xordspar0
Fixes#8799
When merging twin formations, the calls to AddMembers()
and RemoveMembers() got inverted. RemoveMembers()
calls UnsetFormationController() on each member, which overwrites
the formation controller reference just set by AddMembers() to
INVALID_ENTITY.
Encountered in the test-suite run. This is just a workaround; the
implementation needs to be reworked/replaced to accommodate
alignment-sensitive architectures.
Since the completion is checked using the promise the `onTick` function
can be removed.
This replaces the `AutoStart` `AutoStartClient` and `AutoStartHost` by
async functions.
The functions can now return something to the engine. That is used to
inform the engine which page to open. That was previously done in
JavaScript. Which is ugly because it doesn't know whether it's in
visual-mode.
In-Game the Germans Cimbrian Clubman unit is erroneously declared
Builder and Worker
This removes these two Classes from the visible Classes
Fixes: #8806
Code is implemented relating to selecting the building starting from the surface and making Height functional.
Inbefore Height does not do anything and it is set by how tall the building is 3D wise.
Fixes: #8781
0ace1b44b2 added setting some animation into a controller state,
but formation controllers don't have any animations.
Probably some code intended for individuals has been copied there
by mistake.
This likely caused the visual system to reevaluate the actor somehow
because the animation didn't exist.
Fixes#8817
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.