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.
Reassign 'Toggle mouse grab' to F3 to avoid conflicts with gameplay hotkeys
Unassign 'Show status bars' often toggled by mistake by new players and confused for a selection bug
Assign 'Bird eye view' to Shift+Tab
Currently we always choose the best device. But it's not always
desirable. A more safe approach is to use the default device (with
index 0). The only downside of that is if a user didn't adjust
settings then the game might run on an integrated GPU instead of a
discrete one. In the future it'll be solved by selecting GPU in
options: #8529Fixes#8455
Now it's possible to destroy the old swapchain before creating a new
one. It might make the swapchain creation a bit slower but with a
lower memory peak.
Spidermonkey provide a mechanics to debug all comportaments and real
from a different place with JS code this allow us to reuse the current
scriptinterface but addind the new Debugger object definition only for
debugging without change any code from other place like GUI &
simulation.
Debugger Adapter Interface is a protocol that commons IDE implement to
being able for debugging, the concept is to provide sockets connections
with c++ but the Dap implementation in JS that allow us to extend for
more Request / Events that DAP provide.
Because Dap Interface its implemented with JS we need to handle message
in the main thread so we are calling in the main loop before GUI
messages
A new hotkey "hotkey.camera.togglebirdseyeview" allows to switch
between regular view and bird's eye (top-down) view.
When bird's eye view gets toggled on, the camera moves above the scene;
When bird's eye view gets toggled off, the camera moves back to the
default vertical rotation angle;
When bird's eye view is on, vertical rotation is disallowed.
Some have their editor configured to remove trailing whitespace and
editing such a file would "fix" it, adding an unrelated change.
Fix whitespace violations excluding third party libs and generated files
like glad or patches.
Enable pre-commit hook trailing-whitespace to enforce it in the future.
Fixes: #8016
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit introduces optional debugging visuals for font glyph
rendering. When enabled, each glyph is drawn with a surrounding debug
box to aid in visual inspection of glyph layout, spacing, and atlas
behavior.
Usage examples (via console):
// Enable debug box rendering
Engine.ConfigDB_CreateValue("user","fonts.debugBox", true);
// Set debug box color (R G B)
Engine.ConfigDB_CreateValue("user","fonts.debugBoxColor", "35 0 35");
This feature is intended for developers working on font layout or atlas
generation logic, and has no effect on normal gameplay or UI rendering
when disabled.
default.cfg contained two sections named "profiler2". That's something
which might be confusing and is not supported by all implementations of
ini file parsers. To remove that ambiguity, this combines these two
sections into one.
Replace premade bitmap fonts with FreeType2 and dynamic texture atlas.
Switched from static, premade bitmap fonts to runtime-generated glyphs using FreeType2.
Glyphs are rendered on demand into a dynamic texture atlas, improving scalability,
font quality, and support for internationalization.
Currently using RGBA format for compatibility across all render
paths while initial support for R8_UNORM is being added.
This prepares for future optimizations in VRAM and performance
Includes groundwork for gamma-corrected blending and future swizzling support.
When TLS for XMPP connections to the multiplayer lobby got implemented,
there was a bug in gloox [1] preventing the certificate verification to
succeed. This bug got fixed in gloox 1.0.22 five years ago, so it's safe
to enable certificate verification by default now.
[1]: https://web.archive.org/web/20200522184941/https://bugs.camaya.net/ticket/?id=280
This makes using STUN mandatory for games hosted using the multiplayer
lobby. The motivation for that is a reduction in complexity, because
right now if STUN is disabled we use a home-grown STUN-like logic, which
got implemented before Pyrogenesis got STUN support.
That home-grown logic relies on a custom ejabberd module (mod_ipstamp),
which inserts the external IP-address of a host in the response messages
when a host registers a game. Originally mod_ipstamp was also used to
inform all potential players of a hosts IP-address, however that has
already been removed to let hosts to only share their IP-address with
players actually joining their game.
Removing the home-grown logic and instead always relying on STUN removes
complexity in Pyrogenesis and the lobby server and also eases hosting
games for players, as they don't have to figure out anymore whether they
need to enable STUN or not.
These changes shouldn't negatively impact the ability of Pyrogenesis to
handle different types of NAT or broken networks. There is one
difference though: While the custom logic using mod_ipstamp utilized TCP
as transport protocol, the STUN implementation in Pyrogenesis currently
uses UDP. That doesn't allow hosts with UDP-connectivity issues to
resolve their external IP-address anymore, however without
UDP-connectivity they aren't able to successfully host games anyway, as
the actual game updates are transferred using UDP as well.
Instead of using the file modification date, this uses the MD5 hash of
the file holding the content of the splash screen for the version check.
This ensures the splash screen isn't unintentionally shown again when
just the modification date of the file changes.
Fixes#4399
-lets building arrows target the closest unit by default.
-adds player control of building arrows.
-adds a tooltip to explain how to control arrows.
-Uses "F" for focus fire and concurrently use "F" for force-attack, since "C" is capture.
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>
This patch gives observers the possibility to see and send flares.
Players keep their color after resigning and "true" observers flare in white.
Observers render all flares; the ones sent by any player or observer.
Player continue to only see their allies' flares.
The flare notification option is converted into a dropdown.
-> adding the possibility to only receive them as observer.
- Players now receive flare chat notifications mentioning the sender's name.
- Clicking the notification moves the camera to the flare's location.
- The feature can be toggled in the game options and is enabled by default.
Fixes#6212
- Small popup page accessible from the main menu via Learn to Play.
- Lets the player read through the tips with 'Previous' and 'Next' buttons.
- Tips continue to be shown on the loading screen.
-> but there without the scrolling ability.
- Added two new hotkeys for quicker tip changing (item.prev and item.next)
-> set to the left and right arrows respectively by default.
- Responsible scripts are placed in gui/reference/tips/.
- The tip text files have been moved to gui/reference/tips/texts/.
- Tip image files have been moved to art/textures/ui/tips/.
- Added a series of new sprites (textures in art/textures/ui/tipdisplay/)
-> comprises a title decoration, a bullet point sprite, and a new button
style.
This fixes packet loss issues on some VPN solutions.
Patch By: sera
Differential Revision: https://code.wildfiregames.com/D4967
This was SVN commit r27599.
Conflicted with garrisoning, which is used more often.
Reported by @minohaka at D4697, after 82e2619ece.
Differential revision: https://code.wildfiregames.com/D4908
Accepted by: @real_tabasco_sauce
This was SVN commit r27506.
Discussed countless times on the forum.
We try this out this release.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4697
Idea accepted by: @asterix, @wowgetoffyourcellphone, @chrstgtr
Comments by: ^ + @Stan
This was SVN commit r27399.