Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
RENDERDATA_UPDATE_COLOR was used to precompute lightEnv-dependent data
on the CPU. This is no longer done following engine upgrades, and in
particular d7d02a4740 which explictly always did this on the GPU.
ModelAbstract had a 'SetDirtyRec' hack for it because of decals, which
can also be removed. The 'dirty' bit of CRenderableObject is renderdata
for the specific item, never its props, so it never actually needs to be
recursive.
CheckLightEnv is also useless as a result, and removed.
Differential Revision: https://code.wildfiregames.com/D4453
This was SVN commit r26249.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.
Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.
Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.
Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.
Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.
Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.
Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.
Fixes#504, #579.
This was SVN commit r15445.
This commit contains all the required changes to our source files and
build scripts (hopefully).
A next commit will remove the old stuff of SpiderMonkey 1.8.5.
Spcial thanks to:
- H4writer who helped a lot mainly with the performance issues we
had/have, but also with other problems or questions.
- Leper for the review.
- Historic_bruno for implementing the build scripts on Mac OS X and
testing on the Mac.
- The people from the #jsapi channel and from
mozilla.dev.tech.js-engine who answered a lot of questions and helped
solving problems.
- All the other people who helped
Refs #1886Fixes#2442Fixes#2416
This was SVN commit r14877.
Fix particles in Actor Viewer.
Expand terrain in Actor Viewer.
Change background to black so it blends with the LOS texture more
nicely.
This was SVN commit r9172.
Change lighting model for new maps to allow better overbrightness.
Cache player colours instead of loading from scripts every time the
renderer wants them.
This was SVN commit r9123.
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the
camera.
Restrict the rotation and zoom to narrow ranges. (Constraints can be
disabled in the dev overlay).
Smooth the movement and rotation.
Fix some stupid whitespace.
Fix some const correctness.
This was SVN commit r7930.
Major updates to most network classes.
Simplify CNetServer so it doesn't duplicate any client behaviour; all
players now run CNetClient.
Remove most player/slot management from networking code.
Wait for all players to finish loading before starting the simulation.
Remove CGameAttributes; attributes are now just a JS object.
Remove CPlayer; they are now just simulation entities.
Handle player colours via simulation system.
Add a default map for Atlas, so it always has something to load.
Move network documentation to Doxygen.
Remove lots of now-unused code.
This was SVN commit r7653.
Use noncopyable instead of boost::noncopyable. (But maybe this should be
changed to the NONCOPYABLE macro instead?)
Use boost::filesystem::wpath::file_string instead of
external_file_string, since the latter varies between std::string on
Linux and std::wstring on Windows.
Use wcstombs instead of wcstombs_s.
Use rtl_AllocateAligned instead of _mm_malloc.
This was SVN commit r6574.
remove ONCE(ScriptingInit) constructs, replace with direct call from
GameSetup
revised GameSetup's InitScripting (organize into groups)
JSCollection: remove #define of two concrete collection types (made
typedef, moved to their respective entity.h and player.h)
This was SVN commit r5871.
CStr: Indented comments more consistently. Made some parameters
pass-by-reference, made some others not. Removed some useless methods -
Length (use length or empty), GetSubstring (use substr), LCase/UCase
(use LowerCase/UpperCase). Removed operator[] bounds-checking because
VS2005 does that anyway.
Maybe fixed noncopyable warnings on VS2003.
This was SVN commit r4828.
- Made some classes not be singletons, since there's no reason why they
should be.
- Made them non-global too (because globals have unclear lifetimes, and
make it harder to test things, etc). They're now owned by CGameView and
CWorld, and mostly accessed via g_Game or arguments (vaguely trying to
avoid the graphics code calling into the game code).
- Moved CGameView implementation into pimpl, so the header file isn't
so heavy.
- Changed a few pointers into references, to indicate that they're
never NULL.
This was SVN commit r4756.