Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.
Update premake script to include missing deps and drop various extra
paths for simplification.
Don't always include wx/wx.h via precompiled.h in case PCH is disabled.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.
Add "source" to include path for AtlasUI target to allow for absolute
includes. In the future all but one should be removed.
Drop check for at least boost 1.40.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/simulation2
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>
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.
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.
Follows 34b1920e7b.
JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.
With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.
Take the opportunity to clarify some comments regarding Mutability.
Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
Fixes 76acc4e146 (and some 2007-2010 commit).
ObjectManager needs the Simulation to be initialised, thus needs to come
after it in the class.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3827
This was SVN commit r25222.
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.
This allows Atlas not to rely on eval() to get access to the attack
component.
Add a quick test for the added method.
This fixes the animation speed matching that of the actor instead of the
template.
Remove some dead code after af2abb8cbfFixes: #5129
Reviewed by: @Angen
Comments by: @elexis
Differential Revision: https://code.wildfiregames.com/D2464
This was SVN commit r23592.
This moves the renderer options into their own class to:@
- allow one to only include the rendering options, not the whole
renderer header, when one wants access to rendering options.
- centralise rendering changes and their side-effects.
- clean up code.
Tested by: historic_bruno, Freagarach
Commented by: historic_bruno
Differential Revision: https://code.wildfiregames.com/D1929
This was SVN commit r22610.
This:
- cleans up a code duplication and clarifies the intent.
- reorders things around for clarity
- improves variable names.
Commented By: elexis
Differential Revision: https://code.wildfiregames.com/D1840
This was SVN commit r22277.
This changes running speed into a running multiplier (of walk speed).
The advantage is that it simplifies code since you can setup a default
run multiplier at the template level and it'll work for all subsequent
templates, and technologies cannot forget to change it. It makes
specialised unit templates easier to maintain, too.
Formations have a 100 run multiplier which effectively sets their
maximal walking speed at 100
Reviewed By: bb, O2 JS Simulation
Differential Revision: https://code.wildfiregames.com/D438
This was SVN commit r22197.
This currently disabled by variants, and will be reenabled when sounds
have been chosen.
Reviewed by: Vladislav,
Comments by: Itms, elexis
Differential Revision: https://code.wildfiregames.com/1257
This was SVN commit r21359.
Each GUI Page gets its own compartment and all ScriptInterfaces in the
same thread should now use the same JS Runtime.
This is required for the SpiderMonkey upgrade.
Check the ticket for details.
Closes#2241
Refs #1886
Refs #1966
This was SVN commit r14496.