Now we should use material passes instead of context and defines to
select a needed shader. It allows us to reduce the number of
shader combinations we use and reduce memory consumption.
All shaders were selected by context (set of defines) which increases
the number of needed permutations. For example: we don't need to know
about shadows when rendering silhouettes.
We were unnecessary passing all combinations of our scene shader context
even if we don't need it as for shadows and silhouettes for terrain
rendering. Since we only need to draw a solid color.
The progressive load timeout was hardcoded to 10ms, causing the CPU
to be mostly idle during map loading. This commit replaces the fixed
value with a dynamic budget derived from the display refresh rate
when VSync is enabled, or from the configured adaptivefps.menu limit
otherwise.
Fixes: #8774
Commit 6a8366b99a added additional
libraries to the report but didn't consider gloox be optional. Address
this false assumption allowing to build pyrogenesis without lobby
support.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This shifts the responsibility of updating the actual size more towards
IGUIObject, and enables only ever doing it when the value is actually
needed. This allows us to remove the delay of size changed
notifications, since the value is now already recalculated as
infrequently as possible anyways.
All of that ensures that the actual size (returned by GetActualSize) is
always up-to-date e.g. when reading it from the parent, which was
previously broken.
Fixes#8200
When using the lobby, after constructing `CNetServer` the public IP has
to be queried. The consructor knows whether the lobby is used, so do it
in the constructor.
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.
Encountered in the test-suite run. This is just a workaround; the
implementation needs to be reworked/replaced to accommodate
alignment-sensitive architectures.