mostly straightforward except for CVSFile / Filesystem. moved the former
into the newly created latter component. removed VFSUtil entirely (that
functionality is available from lib/file/file_system_util.h)
Xeromyces.cpp: simplify buffer handling since smart pointers are now in
play. also use WriteBuffer instead of membuffer.
This was SVN commit r5519.
- callbacks now have a uintptr_t "cbData" parameter (instead of
haphazard void*/uintptr_t, cb/ctx/data)
- resource loading code now more uniformly deals with u8* pointers
instead of void*
allocators: add support for page_aligned_alloc via boost::shared_ptr.
add evil hack to avoid the need for default ctor and ensure alignment in
SingleAllocator
archive: improve Decompressor
compression:
. near complete rewrite (previous code was a poorly factored mess)
. fix bug related to buffer allocation
. no longer provide get_output API (prone to abuse)
. add call to get max. size of output buffer (for preallocation)
This was SVN commit r5370.
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)
This was SVN commit r5017.
- Added name and player JS properties for use in scripts.
- Remoed IsJSFirst since it doesn't make much sense for techs that also
apply to newly created units.
This was SVN commit r4154.
replaced all (*) CStr / CStrW by-value params with const reference. hoo
boy.
please always perform this optimization (actually standard idiom) when
writing the code - it takes little work, tells the next guy that the
string won't be modified, and makes a large performance difference.
(* where possible.. a few require other changes and will follow later)
This was SVN commit r4151.
Techs: Made a separate list of technologies for every player, rather
than array fields in CTechnology. This also involved changing the
tech-related JS functions.
Bugs:
- PS_MAX_PLAYERS should be 8 (the way it's used for array sizes, etc
indicates that it's the maximum possible number of players ever, but it
used to be 6 while the game had 8 players).
- When you changed a CJSSharedProperty that was inherited, m_Inherited
was set to false, so it was no longer inherited by subsequent entities
you created. They got initialized to garbage values as a result.
This was SVN commit r4138.
- Removed "Base" from the Technology and Formation class names (it
doesn't make sense because these don't use inheritance).
- Modified the tech methods a little so a player ID is passed to
applyEffects, not getTechnology.
Also added a game startup script which will eventually set up player
resource pools and give them their civ techs.
This was SVN commit r3996.
2006-06-09 23:07:11 +00:00
Renamed from source/simulation/BaseTechCollection.cpp (Browse further)