`LoadScripts` and `LoadDefaultScripts` have to be called imediately
after the `CSimulation2` constructor.
By doing the necesarry work in the constructor and removing
`LoadScripts` and `LoadDefaultScripts` the interface of `CSimulation2`
is simplified.
Make include-what-you-use happy with 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>
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>
Because its a function `GenerateMap` is renamed to `generateMap`.
Allows to rewrite the libraries as modules and to remove the costum
`Engine.LoadLibrary` mechanism in the future.
This commit primarily corrects an inaccurate comment and resolves a
hidden bug in the VisualActor shadow logic, while preserving the current
behavior.
Previously, the DisableShadows option removed both casting and receiving
shadows. However, the internal logic ignored this setting in some cases,
causing shadows to appear even when explicitly disabled in XML
templates.
This change introduces the ability to control CastShadows and
ReceiveShadows independently via template settings, defaulting both to
true unless explicitly specified.
In addition, previews are updated to receive shadows but not cast them,
improving visual volume effects without affecting lighting behavior.
Some return values can be assigned to a `const auto`, somewhere `dir` is
mutated so the whole result has to be assigned to a non `const` variable
and once only dir is used, so structured binding isn't used there.
In `Future` there is a notion of cancelation / stop-request. The task
callback doesn't have such a notion.
Some tasks (like the map-generation) are stopable. It did that in a
thread unsave way.
A task is canceled when the future is destroied or when `CancelOrWait`
is called on it.
To disable tests we carry a patch which allows disabling test by
appending DISABLED to the test function name. Instead just do as
upstream says and prepend the test function so it won't be recognized as
a test any longer.
The docs suggest to prepend x but anything will do. Continue to use
DISABLED_ but as prefix which is actually already in use in one case.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This way it's clear what's the input and what's the output of the
computation.
All map generation scripts should reman working. They are adopted in a
future commit.
`Engine.SetProgress` and `Engine.ExportMap` can be removed in a future
commit.
Comments by: @marder, @sera, @Stan
Differential Revision: https://code.wildfiregames.com/D5220
This was SVN commit r28093.
Since 1bccfef6fb the `CSimulation2` uses the `std::shared_ptr` only in
the constructor and stores a `ScriptContext&` (inside it's members).
That's a bit dangerous: A caller might think `CSimulation2` takes
ownership of the `ScriptContext`.
With this commit the caller has to pass an `ScriptContext&` to the
constructor.
Comments By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5223
This was SVN commit r28046.
The return-slot provided by the `Future` is used for synchronisation.
Refs: #5874
Comments By: @Stan, @vladislavbelov, @wraitii
Differential Revision: https://code.wildfiregames.com/D5001
This was SVN commit r27944.
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.
We often only need to include ScriptRequest.h and not the full
ScriptInterface.h
Differential Revision: https://code.wildfiregames.com/D3920
This was SVN commit r25366.
This changes ParamNode to use UTF8 values internally (XMB files are UTF8
since cb9d0733ef).
This removes the need for a lot of conversions, speeding things up and
allows cleaning up the validator interface & a few other callsites.
ConstructJSVal could be a tad slower because of UTF8->16 conversions
within Spidermonkey; but the difference is unlikely to be noticeable in
practica.
Also:
- Changes `ToXML` to `ToXMLString` for clarity.
- Add a simple "op" test & show a particular behaviour of merge nodes
that I intend to change somewhat in D3830.
- Remove Component.h from simulation2 PCH - brought in too much.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3834
This was SVN commit r25228.
This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
It also makes it explicit that a directory must be passed to Mount().
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3728
This was SVN commit r25107.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3217
This was SVN commit r25104.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.
Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.
Thanks Stan for the testing.
Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
SM52 essentially replaces JSRuntime with JSContext (though JSContext
itself was replaced with JSCompartment).
To prepare for this migration, rename all Runtime-related things to
Context.
Part of the SM52 migration, stage: SM45 compatible.
Patch by: Itms
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3091
This was SVN commit r24181.
Changing Grid.h should recompile faster, as it is now included in fewer
TUs.
Differential Revision: https://code.wildfiregames.com/D2784
This was SVN commit r23774.
Range manager has several `std::vector` for fixed-size arrays and 2D
grids. By using proper data structures, the code readability is
improved.
This also moves around the LosVisibility enum.
Comments by: Stan`, nani
Differential Revision: https://code.wildfiregames.com/D2770
This was SVN commit r23769.
We don't need exact precision in that kind of calculations. Since we use
not fixed floating point numbers and use them only for visual stuff.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2713
This was SVN commit r23608.