Commit graph

957 commits

Author SHA1 Message Date
wraitii
373b8b6ff1 Fix 4b7b9325ac - idle units are frozen in walk anim.
Fixes 4b7b9325ac

Differential Revision: https://code.wildfiregames.com/D3640
This was SVN commit r25017.
2021-03-05 18:34:06 +00:00
wraitii
4b7b9325ac Fix a rare case of unit 'gliding' while moving.
Fixes a1dc9cadd8: if the speed doesn't change, UnitMotion doesn't update
the visual actor. Unfortunately, if another component has in the
meantime reset the animation to 'Idle', the unit will now move while
Idle. This can happen when leaving formation to do something else,
though it'srare.

This fixes that by instead always calling VisualActor, which does its
own checking to avoid redundancy. It's a bit less efficient, but not too
much.
Note that this relies on UnitMotion::UpdateMovementState being called
after any UnitAI code that could reset the animation to IDLE.

Differential Revision: https://code.wildfiregames.com/D3619
This was SVN commit r25011.
2021-03-04 18:32:48 +00:00
vladislavbelov
2e4639e6dc Removes unused containers included in headers.
This was SVN commit r25004.
2021-03-03 23:01:08 +00:00
vladislavbelov
c29423c723 Fixes revealed missed includes after e104b41be2.
This was SVN commit r25003.
2021-03-03 22:38:59 +00:00
wraitii
cb346e207b Refactor all usage of RegisterFunction to ScriptFunction::Register
- Replace ScriptInterface::RegisterFunction with
ScriptFunction::Register
 - Mostly removing unused cmpPrivate*
 - Some usage introduces specific getters (mapgenerator, AIWorker,
XmppClient,...)
 - Several passthrough functions are simply removed in favour of calling
the original, reducing duplication
 - Make use of ScriptRequest/ScriptInterface capabilities where
relevant.
- Make JSI_* headers only expose necessary functions, lightening them
considerably and reducing duplication
 - Reuse namespaces in JSI_* implementations directly, reducing visual
noise there

Follows f3aedf88a6

Differential Revision: https://code.wildfiregames.com/D3626
This was SVN commit r24983.
2021-03-02 20:01:14 +00:00
wraitii
869076ebc5 Replace double division with multiplication/division
As noted by Vladislavbelov in d8ea401a95.
(Likely leads to identical assembly with optimisation & current values)

This was SVN commit r24982.
2021-03-02 18:27:06 +00:00
wraitii
d8ea401a95 Decouple LOS resolution from terrain resolution
Introduce a LOS_TILE_SIZE, to replace usage of TERRITORY_TILE_SIZE in
the LOS code.
This makes it possible to change the resolution of LOS/Terrain without
affecting the other component.

Additional refactoring:
- LosTile has been renamed LosRegion (it's more comparable to the
hierarchical pathfinder regions/spatial subdivisions)
- LosState explicitly refers to "los vertices" instead of terrain
vertices.

Refs #5566

Differential Revision: https://code.wildfiregames.com/D3076
This was SVN commit r24980.
2021-03-02 16:44:40 +00:00
wraitii
f3aedf88a6 Introduce C++ templates replacements for DEFINE_INTERFACE_X and RegisterFunction macros
The new methods:
- aren't included in ScriptInterface.h directly, lightening that header
- don't use boost CPP
- don't need argument types or number or constness to be specified
- can work with object methods somewhat transparently
- support optional cmptPrivate (allowing removal of many UNUSED macro)
- support optional const ScriptRequest&, which is safer.

This first diff changes only some of the JSI files & the component
manager. Further diffs will update other files and finally delete the
current code.

Differential Revision: https://code.wildfiregames.com/D2818
This was SVN commit r24969.
2021-03-01 20:52:24 +00:00
wraitii
20b1d98a84 Fix compilation following 52fcee9c91
52fcee9c91 broke compilation because spawnedRadius is not an integer.

This was SVN commit r24948.
2021-02-27 11:12:21 +00:00
wraitii
52fcee9c91 Fix division by 0 error in PickSpawnPoint
The spawn code should not assume that obstructions will never be
0-sized.

Reported by: Zack
Fixes #6039

Differential Revision: https://code.wildfiregames.com/D3583
This was SVN commit r24945.
2021-02-27 10:21:04 +00:00
vladislavbelov
7a71011149 Refactors smart pointers creation, reduces code duplication and improves exception safety.
This was SVN commit r24915.
2021-02-13 23:53:40 +00:00
wraitii
18bc3e47ea Prevent destroyed obstructions from reactivating.
Obstructions can reactivate after being destroyed, which leaves them
dangling forever. This is similar to 54f7a09a54.
This fixes this issue by setting a temporary "is destroyed" variable to
true.@

Reported by: seeh
Tested by: langbart
Reviewed By: Freagarach
Fixes #6016

Differential Revision: https://code.wildfiregames.com/D3558
This was SVN commit r24894.
2021-02-13 08:45:23 +00:00
wraitii
e94e1f1fcf Better fix for formation waltzing, revert 5d96346ac5.
5d96346ac5 proved unsufficient to fix formation 'waltzing'. This is a
better fix, which makes sure units actually try to reach their
designated offset in the first place.
Further, it removes code that recalculated offsets un-necessarily, which
led to an issue with "sloppy" formations such as open and closed orders.

Fixes #5997

Differential Revision: https://code.wildfiregames.com/D3543
This was SVN commit r24865.
2021-02-10 09:59:39 +00:00
wraitii
5d96346ac5 Fix units 'waltzing' in place in formation.
Following 847f3a9995,
Units in formation can get very small movement offsets, that nonetheless
require large rotations, and thus at least 2 turns to accomplish.
However, following 847f3a9995, PossiblyAtDestination fires() only after
the first rotation, so the unit ends up 'waltzing' in place.
Before that diff, the unit never even moved since PossiblyAtDestination
fired straight away.

This is also noticeable since IDLE formation re-order their members
since 71a61d5f50.

The fix here is to ignore rotation time for very small offsets, which
lets units accomplish the movement in one turn and fixes the issue.

Reported by: wowgetoffyourcellphone
Reviewed By: Freagarach
Tested By: langbart
Differential Revision: https://code.wildfiregames.com/D3518
This was SVN commit r24831.
2021-02-04 16:58:19 +00:00
wraitii
48f72b0e17 Fix ranged unit chasing following 847f3a9995
D3230 / 847f3a9995 introduced range checking at turn start, and removed
a hack that made units predict the position of their target too far
ahead. This worked fine when in "straight movement" mode, unfortunately
I failed to recognise that ranged units would never use that mode. This
meant that ranged-unit chasing was broken.

There is a straightforward fix however, since we can simply change
TryGoingStraightToTarget to be used by ranged units. It fixes the issue
efficiently and improves movement for ranged units in general, so it
probably should have been done from the start.

Refs #5936

Differential Revision: https://code.wildfiregames.com/D3489
This was SVN commit r24803.
2021-01-27 21:55:49 +00:00
wraitii
7b88b1a0f9 UnitMotion - Additional chasing fixes
- Because units slow down when turning, and JPS paths often begin with a
J-shape, chasers can fail to catch up to slower chasee, because the
latter don't recompute paths as often. To fix this, ignore the first
waypoint if it's close by and the next is accessible.
- Don't interpolate the target position when interpolation isn't
necessary (i.e. when not processing the MT_Update_Motion* message), as
that resulted in the "follow known bad path" hack to active
un-necessarily.
- Tweak PathingUpdateNeeded, it will return true when it has no path to
follow
- Remove the direct-range consideration in the "distance uncertainty"
calculation.

Refs #5936

Differential Revision: https://code.wildfiregames.com/D3485
This was SVN commit r24800.
2021-01-27 19:13:29 +00:00
wraitii
6a66fb8205 Chasing fix - ignore the target's obstruction to avoid colliding with it.
Units movement is currently "all or nothing". This means that a chasing
entity that moves fast enough is likely to collide with its target, if
the latter is moving also. This means that it might fail to get in range
if the max range is smaller than the movement speed over a turn.
This happens to be very much the case in MP, as cavalry range is 4,
melee cav speed is ~20 and turns are 500ms.

This problem depends on which unit moves first (i.e. which unit is
lowest-ID).

To fix this, ignore the obstruction of the target, if it is moving, when
moving. This however means sometimes chasers will 'overshoot' and block
their target pathing, making the chase easier than it probably should
be.
Fleeing units don't suffer from this problem since they also ignore
their target (and their code handles it).

This new problem introduced in this diff is heavily dependent on the
exact speeds and ranges at play, and a further diff will improve the
situation to acceptable levels.

Reported by: FeldFeld
Refs #5936

Differential Revision: https://code.wildfiregames.com/D3482
This was SVN commit r24798.
2021-01-27 17:44:31 +00:00
wraitii
847f3a9995 Check for movement success/failure on turn start.
Unit Motion currently checks if the unit is at destination during the
MT_Update_Motion* step, which happens late in the turn (notably, after
Timer.js) and moreover happens while entities are being moved (e.g.
entities with lower IDs have moved already, entities with higher IDs
have yet to do so).

This changes UnitMotion to instead check at turn start, which:
- benefits from in-turn path computations for more fluid movement
- ensure that distance checks aren't done against an entity that has
already moved for the turn.

The latter issue led to units failing to get in range of their target
when chasing them, in some situations.

As a side effect, this means that UnitAI move requests always take one
turn to succeed, so orders should be updated to check for range (or
they'll waste a turn). This is done for garrisoning, other orders were
already doing so.

Also includes a small tweak to avoid units rotating randomly when they
have no movement to accomplish.

Patch by: bb
Reviewed By: wraitii
Refs #5936

Differential Revision: https://code.wildfiregames.com/D3230
This was SVN commit r24797.
2021-01-27 15:11:57 +00:00
wraitii
c640220cb2 Fix error when deserializing following f2b3c4d8ec
f2b3c4d8ec broke deserializing because it did not reset the mapsize on
Deserialize(), and thus the water renderer would not regenerate data.

Differential Revision: https://code.wildfiregames.com/D3461
This was SVN commit r24778.
2021-01-23 21:13:26 +00:00
wraitii
93a352ad16 Fix UnitAI range queries - allow queries to ignore sizes - partial revert of d0fc8ff67d
Units sometimes ignored targets that entered their LoS. The cause is
d0fc8ff67d: range queries returned units farther away, and those units
might actually be out of range if distance is computed center-to-center,
which both UnitAI and LOS do. This meant that code relying on range
query updates was possibly broken, and indeed units missed things (see
ticket).

This introduces a boolean to switch between pre-d0fc8ff67d behaviour
(entity-as-point, center-to-center range queries) and post-d0fc8ff67d
(entities-as-circumscribing-circle, edge-to-edge range queries).
The former is used for UnitAI (where the new behaviour bugged), auras
(where varying structure sizes made it awkward) and build
restrictions(which simply did not really need it).

Reverts 7f1ee23d88, 050c5401b1 (with the exception of the iber monument
footprint), and the template changes in d0fc8ff67d itself.

It also reduces alertRaiser ranges slightly, this was missed in the
original diff.

#3381 is not reopened as BuildingAI still uses the new range queries.

Reported by: Freagarach
Comments By: Angen
Fixes #5968

Differential Revision: https://code.wildfiregames.com/D3456
This was SVN commit r24776.
2021-01-23 18:57:46 +00:00
wraitii
d92feab275 Fix target height computation when launching projectiles.
The Y coordinate at which to fire a projectile is currently assumed to
be the target's current Y, which is incorrect if the target is moving on
a slope.
This fixes that.

Note that this was purely visual, since projectiles still hit the target
regardless, as the height component is totally ignored, even if the
projectile is underground (in fact, the projectile's position is not
known in DelayedDamage::MissileHit, which just assumes it lands where it
said it would when fired).

As noted by bb in f737831167

Fixes #5939

Differential Revision: https://code.wildfiregames.com/D3425
This was SVN commit r24766.
2021-01-22 18:16:13 +00:00
wraitii
f2b3c4d8ec Fix a crash in WaterRenderer.cpp
This fixes a rare crash at map generation.
The water renderer could be left in an invalid state when exiting a
game, and would then crash on the next map generation in some cases.

Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3447
This was SVN commit r24759.
2021-01-22 08:14:27 +00:00
wraitii
9d82ae15af [gameplay] Fix chasing range cavalry
This fixes chasing, particularly chasing ranged cavalry.

- Standardise the range of melee cav to 4.
- Decreases the speed of ranged cavalry slightly to make melee cavalry a
better counter & reduce the ability of ranged cavalry to dominate an
area.
- Fix UnitMotion to better chase units, by increasing direct-range
distance and making "from scratch" short paths recompute better paths
(by increasing the search range).
- Gives some free rotation time for slight angles to units. Angles below
30° take no time to rotate towards. Chasing units that recomputed a lot
of paths could be slowed down substantially by minute angle differences.

Fixes #5936

Differential Revision: https://code.wildfiregames.com/D3402
This was SVN commit r24708.
2021-01-19 19:09:55 +00:00
wraitii
bc7977946b Fix missing const in f737831167
This was SVN commit r24707.
2021-01-19 18:59:46 +00:00
wraitii
f737831167 Use UnitMotion to predict target position in Attack.js to prevent 'dancing'
Attack.js can use UnitMotion to calculate the position of the unit in
the future, accounting for odd movements such
as zigzags, turnarouds and early stops (to the extent of the current
order).
This improves the resilience of units against the 'dancing' trick.

The linear interpolation is kept as a failsafe and to avoid an edge case
in the new prediction code.

Patch by: bb
Refs #5106

Differential Revision: https://code.wildfiregames.com/D3225
This was SVN commit r24701.
2021-01-19 15:59:03 +00:00
vladislavbelov
b1a89fbd89 Replaces UNICODE characters in the code by consistent ASCII characters.
Beside consistency improves reading for such console tools like svn diff
or vim diff.

This was SVN commit r24625.
2021-01-15 10:07:36 +00:00
Freagarach
1c505439f7 Fix some C++-style notes from b5df81af76.
/ b5df81af76

Differential revision: D3096
Reviewed by: @vladislavbelov, @wraitii
Comments by: @Angen, @Stan
This was SVN commit r24542.
2021-01-11 11:26:31 +00:00
wraitii
f34fb5614c Improve behaviour of formations stuck within other units.
Large units risk being stuck between other units. This is true in
general, but particularly weird with formations, since individual units
may well not be stuck, only the invisible formation controller.
This alleviates the issue by ordering units to move individually when
the controller appears stuck.

It introduces a new "VERY_OBSTRUCTED" unit motion message, which
triggers when a unit has failed to move for several turns.

Reported By: Angen
Reviewed By: Freagarach
Fixes #4935

Differential Revision: https://code.wildfiregames.com/D3209
This was SVN commit r24511.
2021-01-05 10:12:47 +00:00
Stan
4942cabab5 Fix most Clang 10 Warnings
Refs: #5550, #5294

Remove dead code from f71be3c764
Fix buggy code from ff50b0b74c
Comments by: @wraitii, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3177
This was SVN commit r24487.
2020-12-31 14:25:37 +00:00
wraitii
9fc6c3c897 Correctly serialize/deserialize user-defined JS objects.
Generalize component/AI serialization system to any user-defined JS
object. This includes Vector2D/3D, fixing an old issue.
As with components/AI, JS Objects may implement a Serialize/Deserialize
function to store custom data instead of the default, which attemps to
serialize all enumerable properties.

Fixes #4698

Differential Revision: https://code.wildfiregames.com/D2746
This was SVN commit r24462.
2020-12-27 17:18:13 +00:00
wraitii
d7caa91420 Switch to the running animation only above a certain ratio of the walk speed.
Following D3221/38c3827d3b, units switch to the 'run' animation when
moving faster than their walkspeed.
This makes formations 'flickery' because units often move slightly
faster than their walkspeed when the formation rotate slightly, which
happens often. It looks fairly bad.

This switches to the running animation halfway through, though a more
general system would be more desirable.


Approved By: Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D3224
This was SVN commit r24456.
2020-12-27 08:07:10 +00:00
wraitii
8a77efd849 Fix no-pch builds following 5b46ce0778
Component.h is loaded by convention in all CmpComponents and is
requireed to use CmpPtr.

Fixes #5898

Differential Revision: https://code.wildfiregames.com/D3259
This was SVN commit r24454.
2020-12-27 07:48:26 +00:00
wraitii
70ec7812de Improve UnitMotion behaviour when working around obstructions.
This improves behaviour when units need to go around a concave obstacle.
They would tend to clump inside the 'dead-end' before realising they
needed to go around. This was rather easy to trigger on Acropolis. See
included Unit Motion Integration Test.

The cause is the logic that removed the next long waypoint when
obstructed. While that behaviour is desirable, removing too many
waypoints means the unit tries to short-path, using a small domain
range, to a goal that's impassable, meaning they go as close as they can
in Euclidian distance, i.e. towards the dead end.

This changes that behaviour by only deleting waypoints within a certain
distance from the entity, scaling with search-space range. It's tricky
to find a good compromise between performance and behaviour here, but
the values I've picked seem OK.

However, the fact that the entity would ultimately remove all waypoints
and thus trigger a full path recomputation was actually a feature,
inherited from D2754 / 892f97743b. This diff therefore handles that
explicitly, doing so on a more regular basis to behave better overall.

As a further cleanup, "m_FailedPathComputations" is incremented in
HandleObstructedMove, as it is quite possible to never increment it in
PathResult despite not getting actionnable paths. This thus renames it
to m_FailedMovements, and uses the opportunity to clean up PathResult(),
by only having one path for both short and long-range paths. Further,
PathResult now does not immediately request new paths, leaving that to
Move(), to avoid requesting transient paths that aren't actionnable.
This also makes it possible to revert 9e41ff39fc. It requires increasing
the MAX_FAILED variable, or more units get stuck as they reach the max
more often.

The search-space expansion is slightly slowed, and with a little more
delay, as a performance optimisation. From testing, this doesn't impact
real movement much as units short paths tend to be invalidated by the
next turn, as other units move, anyways.

Clarify comment around the vertex-pathfinder search-space bounds hack,
and ensure it isn't used for the very worst cases of units being stuck,
as it could be a pessimisation then.

Finally, this explicits a 2011 hack where if the long-pathfinder fails
to return a valid path the goal's center is used directly. This happens
when the goal is unreachable to the long-pathfinder, which may be
because it is actually unreachable or because only the short-pathfinder
can reach it. In those situations, the hack allows a last-ditch attempt
at reaching it before failing to move entirely. Performance wise, this
is faster overall for actually unreachable goals, since it skips all the
intermediate steps. For reachable goals, it might be occasionally
slower, but that case is quite rare (certainly rarer than unreachable
goals).

Reported By: Angen
Fixes #5795

Differential Revision: https://code.wildfiregames.com/D3203
This was SVN commit r24429.
2020-12-19 10:45:07 +00:00
wraitii
5b46ce0778 Use templates to replace explicit serialization helpers.
By using templates appripriately we can remove the need for explicit
specification of serializers, making it easier to serialize container
types and to write new serialization helpers.

Direct serialization calls haven't been replaced in this diff.

Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3207
This was SVN commit r24427.
2020-12-19 09:10:37 +00:00
bb
070492750c Don't remove const keywords, but update years
This was SVN commit r24416.
2020-12-17 23:43:09 +00:00
bb
42c70cd508 Let units take time actual time for turning while moving. This limits the possibility of "dancing" (making short moves to avoid being hit by arrows) beyond only patrolling.
Reviewed By: wraitii
Gameplay Tests By: FeldFeld
Comments By: Freagarach, Angen
Differential Revision: D2837
refs: #5106

This was SVN commit r24415.
2020-12-17 22:54:14 +00:00
wraitii
dd0b56c8aa Replace DISCARD macro with ignore_result template.
Fixes eb7940b418.
As reported by Vladislav, there is possibly confusion on what exactly is
being ignored when there are multiple statements after DISCARD. Explicit
wrapping avoids that.

Differential Revision: https://code.wildfiregames.com/D3206
This was SVN commit r24397.
2020-12-15 09:03:44 +00:00
wraitii
38c3827d3b Fix UnitMotion updating the visual Actor with the target speed, not the real speed.
Fixes D1901 / a1dc9cadd8

Noted by bb also in D3021

Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3221
This was SVN commit r24396.
2020-12-15 07:44:05 +00:00
wraitii
df9f0bef20 Run a short-pathfinder call occasionally to get unstuck in some situations.
Units can get stuck on passable navcells surrounded by impassable
navcells because the short-pathfinder got them there, and then ordering
them to move far way uses the long-pathfinder.
We can safely run a short-pathfinder call, using the same logic as in
D1424, to get unstuck in at least some of those situations.

Reported by: Angen
Differential Revision: https://code.wildfiregames.com/D3215
This was SVN commit r24385.
2020-12-13 15:25:16 +00:00
Stan
bf85e4ac38 Allow boolean and u16 modifications for C++
Allow boolean modifications JavaScript
Allow territory influence weight, and root, to be changed via tech.


Differential Revision: https://code.wildfiregames.com/D3069
This was SVN commit r24373.
2020-12-11 14:07:48 +00:00
wraitii
369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
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.
2020-12-09 14:39:14 +00:00
wraitii
d92a2118b0 [SM78 2/2] Update to Spidermonkey 78 APIs
This ugprades 0 A.D. to the latest ESR at the moment of writing.

Mostly straighforward API changes (see meta-Bug 1633145)
- js::Class is merged with JSClass
- JSNewArrayObject becomes JS::NewArrayObject
- ArrayObject-functions are moved to a new public header Array.h
- JSMSG error messages have again been changed, requiring some tweaks.
- AutoValueArray becomes RootedBalueArray (Bug 1634435)
- 'uneval' is behind a Realm flag (Bug 1565170), but no removal is
planned in the short-term future.
- Some minor GC API changes (Bugs 1569564 and 1633405)
- Error reporting has had some tweaks, and error flags have been removed
(Bug 1620583)
- StructuredClone are now always thread-safe, simplifying an API change
introduced in SM52 (Bug 1607791)

Tested by: Stan, Freagarach, mammadori
Closes #5861

Differential Revision: https://code.wildfiregames.com/D3168
This was SVN commit r24333.
2020-12-06 14:03:02 +00:00
Angen
3ffc23008d [Petra] do not pass min == max range in moveToRange
Original diff D2512

Reported on forum by gameboy:
https://wildfiregames.com/forum/index.php?/topic/27384-strange-landing-on-the-island-and-unable-to-attack/

Units with goal where minrange = maxrange rarely arrive to destination,
because they miss it.
See Todo in unitmotion
Relative part:

In the meantime, one should avoid that 'Speed over a turn' > MaxRange -
MinRange, in case where min-range is not 0 and max-range is not
infinity.

For that reason avoid passing minrange = maxrange from ai.
Also warn in cpp unitmoition when getting this kind of command.

Differential revision: D3149
Reviewed by: @wraitii
This was SVN commit r24315.
2020-12-02 18:11:02 +00:00
Stan
6eda2b1803 Fix debug_printf warning
This was SVN commit r24299.
2020-11-30 13:52:12 +00:00
wraitii
02578e46bf [SM68 2/2] Update to Spidermonkey 68 APIs
No noteworthy API changes.

Details:
- Remove UTF16 script execution since UTF8 is supported in SM68 and
going forward
- Several new headers includes are required
- Realms replace Compartments as "global holders" (see meta-Bug 1357862)
- JSRequests are removed entirely (Bug 722345), see also aae417bd29
- Trivial API updates in ProxyHandlers, ArrayBuffer, Warnings, GC
reasons, Context options, ObjectIsFunction, ValueVectors and
JSCompartment

See also the migration guide:
https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr78/docs/Migration%20Guide.md

Tested by: Freagarach, Stan, Subitaneo
Fixes #5860

Differential Revision: https://code.wildfiregames.com/D3144
This was SVN commit r24297.
2020-11-30 09:03:20 +00:00
wraitii
7bf933d5f6 Fix VisualActor tech changes for mirages
Correctly recompute the actor when something changes that could modify
it (ownership change, ...).
Make sure mirages are updated when they reappear after being hidden.
Make sure foundations have proper identity classes.
Make sure mirages don't respond to value modifications in the visual
component.
Clarify a few comments.

Earlier work by: Sandarac
Fixes #2907

Differential Revision: https://code.wildfiregames.com/D576
This was SVN commit r24279.
2020-11-28 08:57:15 +00:00
Stan
9ae084519f Fix most of the new vs2017 induced warnings.
Refs: https://code.wildfiregames.com/D3096
https://code.wildfiregames.com/D3103 #5862
Reviewed by: @wraitii
Comments by: @Angen
Differential Revision: https://code.wildfiregames.com/D3126
This was SVN commit r24268.
2020-11-26 22:28:50 +00:00
Angen
64243cf5f3 Revert b1a78ce285
Fix in b1a78ce285 actually worked by accident, and introduced more
serious issue with minimal range.

Differential revision: D3148
Fixes: #5864
Reviewed by: wraitii
This was SVN commit r24264.
2020-11-26 15:51:46 +00:00
wraitii
eb7940b418 Silence warnings about unused result.
Introduce a DISCARD macro to ignore the warn_unused_result attribute
used by Spidermonkey, and reuse it elsewhere.

Differential Revision: https://code.wildfiregames.com/D3147
This was SVN commit r24261.
2020-11-26 13:58:59 +00:00
wraitii
b3c5347e26 Real fix for d0fc8ff67d,
Follows from d0fc8ff67d, 95dbb8be25.
The original diff asserted that only "real" entities would make range
queries. This proved inaccurate as building previews can too. However,
simply removing the assertion doesn't fix the issue, given that they
still aren't found and we still need to account for their size.

This fixes that properly by special-casing local entities.

Thanks s0600204 for giving this a look.

Reported by: Mr.lie
Differential Revision: https://code.wildfiregames.com/D3132
This was SVN commit r24231.
2020-11-22 09:29:45 +00:00