Commit graph

22018 commits

Author SHA1 Message Date
vladislavbelov
78aedfcb93 Removes unused declarations of g_xres and g_yres.
This was SVN commit r25501.
2021-05-21 20:02:03 +00:00
vladislavbelov
fa44b9ae97 Removes g_ShowPathfindingOverlay forgotten in 72bd886f80.
This was SVN commit r25500.
2021-05-21 19:27:43 +00:00
vladislavbelov
312225570f Removes g_AutostartMap forgotten in c684c211a2.
This was SVN commit r25499.
2021-05-21 19:21:24 +00:00
vladislavbelov
7cf579c597 Removes g_TriPathfind forgotten in d3048906cb.
This was SVN commit r25498.
2021-05-21 19:11:12 +00:00
vladislavbelov
5be764e384 Removes outdated archive trace code forgotten in 63086f4e26.
This was SVN commit r25497.
2021-05-21 19:05:40 +00:00
Stan
fe4890e0b2 Improved particles by @wowgetoffyourcellphone
This was SVN commit r25496.
2021-05-21 10:49:11 +00:00
Stan
9756fb3dad Darker AO for the stone quary
This was SVN commit r25495.
2021-05-21 10:42:20 +00:00
Stan
274fadaf30 More consistent animal portraits by @wowgetoffyourcellphone
This was SVN commit r25494.
2021-05-21 10:41:41 +00:00
Stan
bdfacbfdd3 Add a round 9x9 decal
This was SVN commit r25493.
2021-05-21 10:40:20 +00:00
Stan
15140751a7 Improved farm decals by @wowgetoffyourcellphone
This was SVN commit r25492.
2021-05-21 10:33:13 +00:00
Stan
19f7db1681 Remove the floating property from shipwrecks.
Patch by: @wowgetoffyourcellphone
EOL native.

This was SVN commit r25491.
2021-05-21 09:49:32 +00:00
Stan
db829373cb Add new cliff textures
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25490.
2021-05-21 09:23:08 +00:00
Stan
809dba254a Add new indian biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25489.
2021-05-21 09:22:17 +00:00
Stan
70a6826b51 Add new nuba biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25488.
2021-05-21 09:21:22 +00:00
Stan
e10fa5b80f Add new saharan biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25487.
2021-05-21 09:19:46 +00:00
Stan
b5a1e9ba51 Add new steppe biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25486.
2021-05-21 09:18:20 +00:00
Stan
b00f000477 Add new sudd biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25485.
2021-05-21 09:16:38 +00:00
Stan
91e244d364 Add new temperate europe biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25484.
2021-05-21 09:15:47 +00:00
Stan
8e3ef8dd8f Add new aegean alpine arctic biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25483.
2021-05-21 09:12:35 +00:00
Stan
baeceab0c8 Add new aegean anatolian biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25482.
2021-05-21 09:11:42 +00:00
wraitii
0aedcced74 Remove Gate/Defensive from ram preferred classes
This leaves them with 'Structure', undifferentiated. This avoids the
issue reported in #6096 that rams can try to hit unreachable buildings
indefinitely.

Based on a patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3684
This was SVN commit r25481.
2021-05-21 07:47:54 +00:00
wraitii
b6f2dee43b Increase pushing range by 60%
Reduces the 'clumpiness' of units, particularly when ordered to move to
a single point. The minimum pushing force was increased to compensate.

Differential Revision: https://code.wildfiregames.com/D3978
This was SVN commit r25479.
2021-05-21 07:23:47 +00:00
Freagarach
37c8e9caa8 Allow right-clicking to show template panel on queued items.
Request at:
https://wildfiregames.com/forum/topic/40311-a24a23-context-information/.

Differential revision: https://code.wildfiregames.com/D3983
This was SVN commit r25478.
2021-05-21 07:11:05 +00:00
Freagarach
e1f9304601 Fix alpine biome in Wild Lake RM.
After 8ee6774d12.

Differential revision: https://code.wildfiregames.com/D3984
This was SVN commit r25477.
2021-05-21 07:07:47 +00:00
wraitii
a26535d023 Fix mistake in 3bcf360107 which stopped the incompatible mods page from showing.
I didn't quite understand what was supposed to happen here. This makes
things work as before.
While at it, fix a conversion bug & do some more tweaks.

Differential Revision: https://code.wildfiregames.com/D3990
This was SVN commit r25475.
2021-05-20 17:11:26 +00:00
wraitii
3bcf360107 Mod and mod-mounting cleanup and improvements.
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)

Overall, the logic around mounting & enabled mods should be easier to
understand.

Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
2021-05-20 14:36:42 +00:00
vladislavbelov
1e297fe212 Fixes PCH after 7bfcd9f78b.
This was SVN commit r25473.
2021-05-20 11:47:56 +00:00
Stan
21b7e8faaf Better quality acacia trees by @Sundiata. Needed for the map overhaul.
This was SVN commit r25472.
2021-05-20 11:26:49 +00:00
wraitii
eda2901a33 Translate the default campaign name in NewCampaignModal
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3977
This was SVN commit r25471.
2021-05-20 10:03:51 +00:00
Freagarach
5e6038eeaf Change the visuals of the counters in the top panel.
- Abbreviate large numbers (fixes #6063).
- Added popMax to the population counter.
- Also show `0` gatherers, highlights and changes the font.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D3911
Reviewed by: @Angen, @Freagarach
Comments by: @asterix, @nwtour, @s0600204, @wraitii
This was SVN commit r25470.
2021-05-20 08:55:08 +00:00
wraitii
04549a081d Rework Mod into a class.
`Mod` currently modifies 4 global arrays, including some that are
'public'.

The logic flow is easier to understand if this becomes a real class with
const-correctness and public/private methods.

Differential Revision: https://code.wildfiregames.com/D3981
This was SVN commit r25469.
2021-05-20 08:32:11 +00:00
Freagarach
13c1b55f42 Fix UnitAI states in PetraAI.
Sometimes PetraAI relies on UnitAI state of an entity, but those were
not changed after modifying UnitAI.
Introduced in ea96e81098 and 3579097d95.

Differential revision: https://code.wildfiregames.com/D3976
This was SVN commit r25468.
2021-05-20 08:31:30 +00:00
wraitii
453fe486de Triggers: prevent event names from conflicting with added methods
Refs c0157d613d / D3913 which removed the 'actions' suffix. The reason
for this suffix was probably avoiding this type of conflict, but this
new solution does a better job.

Fixes (at least) Survival of the Fittest, which used an
OnOnwershipChanged trigger.

Differential Revision: https://code.wildfiregames.com/D3979
This was SVN commit r25467.
2021-05-20 08:26:04 +00:00
vladislavbelov
575cd6c953 Removes unused uniforms and attributes from water shader.
This was SVN commit r25466.
2021-05-19 21:51:36 +00:00
wraitii
88549e77e1 Require 'Resistance' in CanAttack
This was already effectively the case, so this change increases
coherence.

Accepted By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3980
This was SVN commit r25465.
2021-05-19 12:36:22 +00:00
wraitii
1619be9902 Differentiate movement speeds of ranged cavalry
Ranged cavalry goes from a base 0.89 walkspeed multiplier to:
- 0.8 for crossbowmen
- 0.85 for archers
- 0.9 for javelineers

The intention is to nerf archers slightly.

Patch By: Nescio
Accepted By: ValihrAnt, chrstgtr
Differential Revision: https://code.wildfiregames.com/D3758
This was SVN commit r25464.
2021-05-19 08:21:05 +00:00
wraitii
5d1d2d27d7 Outposts have vision without garrisoning again.
Reverts D2986 / f9f7b4d49f.

Outposts have 90 base vision, increasing to 120 with the 'Carrier
pigeon' technology.
Outposts no longer decay in neutral territory, thus not needing
garrisoning. To compensate, they decay 10x faster in enemy territory.

Differential Revision: https://code.wildfiregames.com/D3898
This was SVN commit r25463.
2021-05-19 08:13:35 +00:00
Freagarach
9093e7bbe2 TreasureCollecter -> TreasureCollector.
Noticed by @Stan on ea96e81098.

Differential revision: https://code.wildfiregames.com/D3949
This was SVN commit r25461.
2021-05-18 16:51:44 +00:00
Freagarach
4195205904 Use a set for the selection internals.
Avoids recreating an object and frequent casting.
Allows some optimisations.
Simplifies some calls.

Differential revision: https://code.wildfiregames.com/D3934
Comment by: @Stan
This was SVN commit r25460.
2021-05-18 15:56:47 +00:00
wraitii
7bfcd9f78b Additional entropy when hashing match passwords.
The purpose of our client-side hashing for lobby game passwords is to
prevent malicious hosts from getting valuable passwords from clients
(e.g. accidentally typing their lobby password instead of the game, or
even their email password, etc).
However, the hashing was deterministic (and rather simple), making it
possible to compute rainbow tables and recover user passwords anyways.

By adding more variation, including some that cannot so easily be
controlled by the host (the client name), this becomes impractical. The
password hashing function used is rather fast, but given the base low
probability of mistypes, this seems fine.

Differential Revision: https://code.wildfiregames.com/D3459
This was SVN commit r25459.
2021-05-18 14:47:36 +00:00
wraitii
40f9372d29 Allow decaying only in enemy territory.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3969
This was SVN commit r25458.
2021-05-18 12:43:01 +00:00
wraitii
0c23e595fa Include CStrInternStatic where necessary only.
This makes incremental recompilation faster when changing static
interned strings.

Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
2021-05-18 11:09:54 +00:00
Freagarach
3939e0f035 Fix autostart without default difficulty.
If a default difficulty is given by the map, use that. Else use the
default of the game.

Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D3951
This was SVN commit r25455.
2021-05-17 15:59:05 +00:00
Freagarach
4f2e730d3c CodingConventions: Prefer using const on immutable values.
Using `const` for values that should not be changed is considered a good
practice (https://eslint.org/docs/rules/prefer-const).

Forum poll:
https://wildfiregames.com/forum/topic/38347-codingconventions-use-const-instead-of-let-for-immutable-values-in-functions/
Differential revision: https://code.wildfiregames.com/D3950
Comments by: @bb, @Stan, @wraitii
This was SVN commit r25454.
2021-05-17 15:50:16 +00:00
wraitii
895e4e6aa6 StunClient code cleanup: use enet functions, endianness
Instead of using platform-specific sockets, use enet_socket* functions
(which ends up doing the same).
Clean up some confusing APIs, removing the distinction between finding
the public IP for the host/join.

Fix endianness support & use simpler code.

Refs D364 / 61261d14fc (and some subsequent fixing diffs).

Differential Revision: https://code.wildfiregames.com/D3970
This was SVN commit r25453.
2021-05-17 15:14:10 +00:00
wraitii
f1467d10fd Make pathfinder debug rendering thread-safe.
Also cleans up the jump point cache const-correctness.

Differential Revision: https://code.wildfiregames.com/D3966
This was SVN commit r25452.
2021-05-17 09:38:24 +00:00
vladislavbelov
8b6d4233eb Disables by default Intel Mesa workaround to save video memory.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/DD3967
This was SVN commit r25449.
2021-05-16 19:08:28 +00:00
wraitii
2034136560 Implement a workaround for routers without NAT loopback.
This allows joining a lobby game hosted on the same network (behind the
same NAT gateway).
This is relatively primitive to keep things simple: if the server and
the client have the same public IP, it is assumed that they are on the
same network and the client instead requests the local IP.

Differential Revision: https://code.wildfiregames.com/D3944
This was SVN commit r25448.
2021-05-16 15:34:38 +00:00
wraitii
a19dc1717f Don't include ComponentManager.h in ScriptComponent
ScriptComponent does not use ComponentManager, and its derived classes
(most ICMP*.cpp files) do not either. Therefore, we can skip a lot of
transitive inclusions and speed up recompiling by not including it
there.

Differential Revision: https://code.wildfiregames.com/D3962
This was SVN commit r25447.
2021-05-16 15:12:39 +00:00
wraitii
e908733220 Speed up GetAvailableMods for archives.
Refs 64bfa089af and 44ec2e324e

When a .zip file is encountered by the VFS population, it reads the info
for all files in the archives. This is quite slow for the public archive
(400-500ms on my computer), which means calling GetEngineInfo()
repeatedly is impossible.

By only opening the external mod.json, we skip most of the work. The
archive can still be opened if needed as fallback.


Differential Revision: https://code.wildfiregames.com/D3216
This was SVN commit r25446.
2021-05-16 13:50:05 +00:00