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424 commits

Author SHA1 Message Date
Ralph Sennhauser
6b4ecbdc40
Create dedicated stylesheet for Atlas
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This is meant as a central place to tweak layout per platform.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-15 21:27:42 +02:00
Ralph Sennhauser
149baf116b
Replace all use of POSIX truncate
Use `<filesystem>` instead of `truncate` and remove `truncate`
portability wrapper.

Add a helper function `StatusFromSystemError` to convert error_code to
`Status`.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-15 15:33:59 +02:00
Ralph Sennhauser
57f5b73458
Remove unused wrapper for POSIX rmdir
std::filesystem::remove can be used instead.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-15 15:33:59 +02:00
Ralph Sennhauser
518ed74496
Replace all use of POSIX unlink
Use `<filesystem>` instead of `unlink` and remove `unlink` portability
wrapper.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-15 15:33:59 +02:00
Vladislav Belov
4259c78150
Removes unused Get/SetDepthTextureBits methods
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Methods were added in f903b83674.
Methods became unused in 12e2428495.
2026-06-15 00:35:04 +02:00
Ralph Sennhauser
71400e8045
Drop unused lowlevel functions
and associated types. Aka posix dirent.h abstraction.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-14 21:58:59 +02:00
Ralph Sennhauser
43e7dbc6da
Use std::filesystem for filesystem abstraction
Drop the use of lowlevel interfaces and consitently use the cpp
interface decupling it from systm dependent code.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-14 21:58:59 +02:00
phosit
2f2cbb96bf
Remove this.isDeserialized from BaseAI
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`this.isDeserialized` is only required for AIs which `Deserialize`
function depends on the game state.
2026-06-14 17:52:54 +02:00
phosit
a4b580991b
Move this.turn to PetraBot
The `BaseAI` shouldn't make assumptions whether the AI runs every turn.
2026-06-14 17:52:54 +02:00
phosit
babe9e5c18
Remove this.events from AIs
`this.events` is only valid during one turn. When it is used in the next
turnn it might be outdated. So it makes no sense to keep it alive untill
the next turn.
2026-06-14 17:52:54 +02:00
phosit
cbce748b8c
Remove moduleName from Petras data.json
It was accidentally re-introduced in 88dc947b6a.
2026-06-14 13:21:26 +02:00
Ralph Sennhauser
1ab55e7f2e
Remove leftover code from wxCollapsiblePane use
There is a workaround for an old bug with the use of wxCollapsiblePane.
As the widget itself is no longer in use, just remove the now dead code.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-13 18:34:09 +02:00
Ralph Sennhauser
b4fe426963
Replace notebook with choicebook
The terrain selection notebook is painful to navigate with a large
amount of tabs. Further the control is broken on macOS. As such replace
the wxNotebook with a wxChoicebook.

Fixes: #8705
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-13 16:57:32 +02:00
Ralph Sennhauser
8cb4f5e4a3
Fix negative content width GTK warnings in Atlas
Interdependent content width in terrain selection panel results in GTK
throwing warnings. Don't expand the grid cell content.

Also wrap the grid to keep spacing consistent and not variable for the
terrain buttons.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-13 13:38:44 +02:00
Ralph Sennhauser
9388692a47
Add bird view to Atlas
Fixes: #2657
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-12 21:54:01 +02:00
Ralph Sennhauser
fa9584fdc0
Fix some Atlas header includes
iwyu 0.26 now want's full declaration of TYPE in case of
std::vector<TYPE>, which is good as it allows the header to be
self standing.

There are some other changes suggested in part of the headers not being
updated when they should have been and some due to changes in iwyu
itself.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-12 21:22:36 +02:00
Ralph Sennhauser
7f4377c086
Treat <wx/defs.h> as private header
Add the header to iwyu mappings as private as the wx documentation
doesn't suggest otherwise.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-12 21:22:36 +02:00
animus
1034b55037 Rename class names postifxed with "Man" to "Manager".
A regex-based
search across the codebase confirms there are no other instances
of "Man" that should be renamed to "Manager".
Variables were not renamed.
2026-06-12 18:35:32 +02:00
animus
b1627f5158 Remove redundant virtual keywords
This commit performs code cleanup to improve
code clarity and consistency:

Remove redundant 'virtual' keywords from methods that are already marked
with 'final' or 'override', as well as reducing redundant 'override
final's to 'final'.
2026-06-12 18:35:32 +02:00
Jonny McCullagh
917275d6cb Add more tips incl the Arsenal and Great Hall
Fixes #8914
2026-06-12 10:44:41 +02:00
mehmed-faheim-arslan
50e1f51755 Draw trainer section before tree section
Previously, TreeSection was drawn before TrainerSection.
Reversing the order ensures TrainerSection layout is resolved first,
which fixes scroll state being computed against an incomplete
structree page render.

Fixes #8893
2026-06-10 20:55:52 +02:00
mehmed-faheim-arslan
39b1311fac Allow players to set rally points on allied buildings
Instead of storing a single flat list of positions and data per
building, RallyPoint now stores them keyed by player ID. This lets
mutual allies independently set and display rally points on each
other's structures.

The GUI now allows selecting allied buildings with a rally point
and only shows the viewing player's own rally point data.
GuiInterface gets an OnUpdate handler to keep displayed positions
in sync when rally point targets move.

GetRallyPointCommands now takes raw position and data arrays instead
of a component reference. The network command field is also renamed
from "entities" to "structures".

Fixes #3115
2026-06-10 00:09:48 +02:00
wowgetoffyourcellphone
8a999d63b7 Add missing garrisoned prop point to the Athena Nike mesh. 2026-06-09 01:04:10 +02:00
Ralph Sennhauser
25f920bdb2
Make cxxtest optional
Remove mocks as they are no longer used making cxxtest effectively
optional.

Fixes: #8618
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-08 20:59:45 +02:00
Ralph Sennhauser
2d317d509d
Remove unix_ExecutablePathname
The function was used as a fallback for when a platform specific approach
isn't available. Given that it effectively is a roundabout way to derive
it from argv[0] which we use as a generic fallback anyway just remove
it.

This further allows to make cxxtest optional.

Refs: #8618
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-08 20:59:45 +02:00
Ralph Sennhauser
ae6d3bfc4e
Implement BSD specific sys_ExecutablePathname
This is more reliable than argv[0] which is effectively used via
unix_ExecutablePathname. Also drop the fallback as it effectively is the
same as the generic fallback and blocks making cxxtest optional.

On FreeBSD the procfs is not mounted by default, so use a syscall
instead.

Refs: #8618
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-08 20:59:45 +02:00
Ralph Sennhauser
349478aa6b
Remove Linux sys_ExecutablePathname fallback
The fallback is of little value and blocks making cxxtest an optional
build dependency. While at it use realpath instead of readlink.

Refs: #8618
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-08 20:59:45 +02:00
Ralph Sennhauser
6fc47e2997
Cleanup wposix header and source
Remove stale NAN and INFINITY, both have equivalents since C++11 and
cleanup headers in wposix source file.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-08 19:52:53 +02:00
Vladislav Belov
62fcb7e042
Removes requirement to restart the game for V-Sync 2026-06-08 18:27:12 +02:00
Vladislav Belov
7607d6bdd8
Decouples acquire/present from SubmitScheduler
SubmitScheduler doesn't have to know anything about Acquire/Present as
its responsibility to schedule and submit command buffers to a queue.
2026-06-08 18:27:10 +02:00
Vladislav Belov
07e5ad5b23
Fixes acquire and submit semaphores syncronization
I forgot to finish CSubmitScheduler synchronization in
7c84c23114. Even ++m_FrameID was
forgotten. And it worked at the time. A proper synchronization is
described in renderer/backend/Vulkan/SwapChain.h.
2026-06-08 18:27:08 +02:00
Vladislav Belov
4d83aa28e5
Uses SwapChain instead of direct Device calls 2026-06-08 18:27:06 +02:00
Vladislav Belov
cf4a4d8fd5
Adds SwapChain as an explicit DeviceObject
It allows us more flexibility on how we control swapchain. That includes
toggling V-Sync in real time.
2026-06-08 18:26:58 +02:00
Ralph Sennhauser
dab6e1a37a
Fix disabled pathfinder tests
The disabled test are all broken one way or another. The maps used in
the tests got renamed. The pathfinder component got some performance
improvements which now require to call UpdateGrid() once before use.
Finally for the InitAttributes to be deep frozen they need to be an
object, so initialize them.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-07 10:43:32 +02:00
Ralph Sennhauser
296ccc78c9
Fix disabled serializer tests
test_hash depends on modmod for xml schemas. InitAttributes need to be
set as deep freezing expects them to be a valid object. The map used got
renamed at some point. Finally prior to running the sim PreInitGame()
and InitGame() need to be called.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-07 10:00:40 +02:00
Ralph Sennhauser
0599848330
Cleanup Atlas SectionLayout
Don't declare empty constructor and destructor, avoid c-style cast and
remove TODO about a bug that can't be reproduced any longer.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-07 09:36:57 +02:00
Ralph Sennhauser
e3afa15966
Cleanup Atlas section headers
Make not otherwise used functions private and use override as
appropriate.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-07 09:36:57 +02:00
Ralph Sennhauser
94f13073ce
Remove unused allocator page_aligned
Unused and since C++17 not really valuable with std::aligned_alloc
(_aligned_malloc and _aligned_free in case of MSVC) available. We also
have an other similar interface with "lib/sysdep/vm.h".

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-05 16:57:20 +02:00
Ralph Sennhauser
cf5501a35b
Support numpad with player hotkey in ActorViewer
KEY_DOWN means we need to check for the "down" values instead of "char"
value which differer for numpad.

Ref: #501
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-05 16:22:28 +02:00
Ralph Sennhauser
fcbc3d3f71
Limit max PlayerID in Atlas hotkeys
9 isn't a valid playerID, setting this value causes a JS error
and corrupting the viewport.

Further limit selectable max playerID to what the mapSettings say.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-05 16:22:28 +02:00
Ralph Sennhauser
0c0552a428
Replace M_PI with C++ numbers
C++20 added π (pi) to the standard, replace the C macro globally.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-04 20:29:48 +02:00
Ralph Sennhauser
4379194255
Fix sidepanel layout in Atlas
In many places there are missing gaps/borders and where there are there
are almost random values used (2/3/4/5/8/10/15).

Add missing and standardize on using gaps 5 and 10 pixel only.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-03 19:17:28 +02:00
guerringuerrin
3922a7ee0a Prioritize least busy buildings for hotkey training commands
getTotalQueueTime(queue) calculates total remaining
queue time of a production building.
getBuildingsSortedByQueueTime(entities), sorts building selection
by their queued training time and filter invalid entities
Removes the resource availability guard from the Training selection
panel onPress handler to align mouse interaction with hotkey behavior
2026-05-27 10:29:08 -03:00
Vladislav Belov
1250ca1dac
Replaces FALLTHROUGH macro by attribute
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It was forgotten during removing the FALLTHROUGH macro in
b41ca5ad78.
2026-05-22 23:25:31 +02:00
Vladislav Belov
a0ecfbaa33
Skips UNIFORM buffers for GLES
Currently we don't support UNIFORM buffers for GLES.

Refs 54701868da
2026-05-22 23:14:30 +02:00
phosit
01bd743b30
Correct LoadModal to continue a saved campaign
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The `closePageCallback` isn't forwarted to the function calling it. Now
it's possible again to continue a saved campaign.
The error was introduced in 76b6725272.
2026-05-21 21:29:56 +02:00
Ralph Sennhauser
a0bb103390
Unwrap SDL_Event
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Since C++11 a C typedef'ed union can be forward declared, so the wrapper
is no longer needed.

While at it switch signatures to refs and convert C style casts.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-05-20 19:44:52 +02:00
phosit
34ab0f3938
Disconnect before deleting the session
The session was deleted from `m_Sessions` before disconnecting. Since
e7a583adc0 that also deleted the session.
2026-05-17 17:20:37 +02:00
phosit
a95579a046
Fix UI when connecting to a server fails
When the connection fails, it wasn't possible to close the progress
window.
Now `PollNetworkClient` also resolves the previous promise.
2026-05-17 17:20:37 +02:00
guerringuerrin
32e5520507 Add hotkeys for opening GUI pages across the game
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Add registerGlobalGuiPageHotkeys() to
common/functions_utility.js to selectively register
GUI page hotkeys
Allow active GUI pages to close using their corresponding hotkey
Move page_hotkeys.xml from gui/hotkeys/ to gui/
Update page_hotkeys.xml references in MainMenuItems and MenuButtons
Add default tipScrolling fallback in TipsPage when no initData is provided
2026-05-16 20:53:54 +02:00
wowgetoffyourcellphone
9df2dc2585 Temple of Athena Nike by @nifa
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Temple of Athena Nike by @nifa

SpecificName from @Outis and @Thalatta
2026-05-14 13:38:32 +02:00
Vladislav Belov
017aa3b736
Adds splitted shader effects to materials
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2026-05-10 23:57:27 +02:00
Vladislav Belov
59e36be140
Splits shader effects to reuse in material passes 2026-05-10 23:57:23 +02:00
Vladislav Belov
18a16aa135
Moves all rendering to material passes
Now we should use material passes instead of context and defines to
select a needed shader. It allows us to reduce the number of
shader combinations we use and reduce memory consumption.
2026-05-10 23:57:20 +02:00
Vladislav Belov
aced56c336
Adds material passes to choose different shaders
All shaders were selected by context (set of defines) which increases
the number of needed permutations. For example: we don't need to know
about shadows when rendering silhouettes.
2026-05-10 23:57:16 +02:00
Vladislav Belov
9aee507e28
Adds wireframe techniques for particle and terrain 2026-05-10 23:57:12 +02:00
Vladislav Belov
75bd640bd8
Removes context of terrain shadows and silhouettes
We were unnecessary passing all combinations of our scene shader context
even if we don't need it as for shadows and silhouettes for terrain
rendering. Since we only need to draw a solid color.
2026-05-10 23:56:57 +02:00
Vladislav Belov
58d3527130 Adds profile table for renderer backend statistics
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2026-05-10 19:26:16 +02:00
Vladislav Belov
2e87f6b5aa Adds renderer backend-specific statistics
Different backend have different metrics to watch and debug. So we need
a simple way to collect that.
2026-05-10 19:26:16 +02:00
phosit
3549cc1e6c
Remove the hint that ai-rejoin isn't supported 2026-05-10 14:18:52 +02:00
phosit
b3552ebccb
Clone the position in attackPlan 2026-05-10 14:18:52 +02:00
phosit
e2466e9bd5
Consistently sort the ai-queues
When the returned value of the compare function is `0` the order is
preserved. Before the sort, the order between joining clients and
non-joining clients differ.
Additionally sorting by name should make the order consintent.
2026-05-10 14:18:51 +02:00
phosit
6d31e6de89
Serialize the isIdleConfirmed for the AI
The AI only noticed for changes to `isIdleConfirmed`. That is done to
avoid recursions and don't send to many messages. But when the AI is
deserialized it get's `isIdle` from the simulation. Leading to an OOS.
2026-05-10 14:18:51 +02:00
phosit
be03605eac
Update unitCollection in attackPlan 2026-05-10 14:18:51 +02:00
phosit
86289a89fd
Clone the bonuses
Sometimes the same object was serialized.
2026-05-10 14:18:51 +02:00
phosit
53a67e560f
Sort templateModifications after inserting
The insertion order might not be consistent when clients join.
2026-05-10 14:18:51 +02:00
phosit
b572fed672
Consistently sort the build order
When the returned value of the compare function is `0` the order is
preserved. Before the sort, the order between joining clients and
non-joining clients differ.
Now everything important (which is used later on) is included in the
comparison. If still `0` is returned it's not importent which element is
taken.

Another solution would be to have one array per category.
2026-05-10 14:18:51 +02:00
phosit
c4dd0040ee
Never serialize an event when it's not owned 2026-05-10 14:18:51 +02:00
phosit
2f86d4a2f8
Don't write entity-metadata when deserializing
The metadata where written every the turn of deserialization. When on
the non rejoining client it was only written when that AI makes a turn
and handles the events.
2026-05-10 14:18:51 +02:00
phosit
55f2d356ff
Clone targetPos in attackPlan
On a rejoined client the data isn't the same anymore. But it's equal.
Likely this is because the data isn't aquired at the same turn.

This could also be solved more generally by copying all data which is
pushed to the AI. Or by using the same serializer for AI as for the rest
of the simulation.
2026-05-10 14:18:51 +02:00
phosit
3ddf101a06
Inform the AI about builders when initializing
This wasn't a problem since there are no builders on a fresh match but
now when deserializing there might be builders.
2026-05-10 14:18:50 +02:00
phosit
9aea56e4a2
Also serialize unitCollUpdateArray in AttackPlan
It needs to be serialized so it's known which units to update next.
2026-05-10 14:18:50 +02:00
phosit
f35595610a
Sort entitycollections when adding entities
On joining clients entitycollections are always sorted. To stay in sync
non-joining clients also have to sort entitycollections.
2026-05-10 14:18:50 +02:00
phosit
130ea06ce8
Don't add queues when deserializing AttackPlans
When deserializing the queues are already there. It was an error to try
to add a queue since sometimes there must not be a queue.
2026-05-10 14:18:50 +02:00
phosit
cca2cfe05c
Don't updateTerritories when deserializing
Clients which didn't late-join only get a change to `uptadeTerritories`
when the ai playes a turn. When joining clients do it at the turn when
they deserialize the ai they might be ahead of the others. That would
lead to an out of sync.
2026-05-10 14:18:50 +02:00
phosit
e9339591c2
Reset turnCach at the begin of the turn 2026-05-10 14:18:50 +02:00
phosit
911285e625
Always update territories 2026-05-10 14:18:50 +02:00
phosit
4b516b336e
Get the UnitAI order data directly
The cached data wasn't always up to date. I coudn't figure out when to
update it.
2026-05-10 14:18:50 +02:00
phosit
3afdf64eee
Update territories when a construction is finished
Constructions can change the territories. So they should be updated.
2026-05-10 14:18:50 +02:00
phosit
f5e926f6fe
Remove remanents of entityObj
All uses have been removed.
2026-05-10 14:18:49 +02:00
phosit
b6243966f3
Remove usage of entityObj from Destroy event
`entityObj` is not available on clients which just have rejoined. As not
all clients have access to it the data shouldn't be used for anything
elaborate.
2026-05-10 14:18:49 +02:00
phosit
0a2294171e
Remove usage of entityObj in VictoryManager
This is done by remembering the ID of the assigned healers and guards.
2026-05-10 14:18:49 +02:00
phosit
b59d2c91e3
Remove usage of entityObj in TradeManager
Now `source` and `target` are only entityID. So that we can check
whethero one of them got destroied.
Additionaly it's much simpler to serialize.
2026-05-10 14:18:49 +02:00
phosit
d18a6392b3
Reduce usage of entityObj in SharedScript
The information where a unit is and which resource it provides wasn't
available on joining clients. Now the `resourceMap` is reset when a
resource is destroide.

It would be performance intensive when the `resourceMap` would be reset
when any unit would be destroied. To prevent this the `SharedScript`
remembers which entities are resourcesources.
2026-05-10 14:18:49 +02:00
phosit
8d7de7fde7
Remove usage of entityObj in BuildManager
When destroying a builder it might not be known anymore what it was able
to build. Now the entityIDs of the builder is stores. So that it can
easily be looked up and removed.
2026-05-10 14:18:49 +02:00
phosit
4f6b01ccb8
Reduce usage of entityObj in BasesManager
Some functions in the `BaseManager` expect a complete entity but only
the ID is used. When an entity is destroied the entity isn't available
anymore.
2026-05-10 14:18:49 +02:00
phosit
7b50e32b28
Always delete metadata when destroying entities
On newly deserialized clients there is no property for the destroied
entities. Because of that the metadata of the entity wasn't remembered
in the event and wasn't destroied.
2026-05-10 14:18:49 +02:00
phosit
08340ca18a
Call GetFullRepresentation only internally
`GetFullRepresentation` doesn't reset `this.changes` to `null`. So when
a message arrives the ai-interface will not be informed.
The ai-interface calls `GetFullRepresentation` and removed the dirty
flag from the ai interface.

This two behaviors lead to the error that the ai never receives messages
from entities which exist at game start.
2026-05-10 14:18:49 +02:00
phosit
f81cf7e602
Clear changedEntities on initialization
When initialized all entities get queried. But the set of entities to
query wasn't cleard. This lead to an OOS.
2026-05-10 14:18:48 +02:00
phosit
e07b4df6ba
Serialize dropsiteSupplies
The assignement has to be done for new dropsite but must not always be
done as it sends a command.

Serialized data shouldn't be too complicated. Because of that the `ent`
property is removed.
2026-05-10 14:18:48 +02:00
phosit
6facc9ee17
Fix AI OOS on rejoin related to random calls
Based on a diff from @Silier: https://code.wildfiregames.com/D2573
2026-05-10 14:18:48 +02:00
phosit
8151e18d51
Enable the ai to be tested with -serializationtest 2026-05-10 14:18:48 +02:00
phosit
c042b3ca2c
Start the serializationtest at a specivic turn
This enables to only test critical game sections.
2026-05-10 14:18:48 +02:00
vyordan
843f39ba55 Use dynamic budget for progressive load timeout
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The progressive load timeout was hardcoded to 10ms, causing the CPU
to be mostly idle during map loading. This commit replaces the fixed
value with a dynamic budget derived from the display refresh rate
when VSync is enabled, or from the configured adaptivefps.menu limit
otherwise.

Fixes: #8774
2026-05-07 19:38:31 +02:00
phosit
f38b956eb3
Update code owners
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2026-05-04 18:47:53 +02:00
Jonny McCullagh
e903506f13 More ai names for the germans
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Fixes: #8408

Forum thread: https://wildfiregames.com/forum/topic/140675-more-ai-names-for-the-germans/
2026-05-02 13:13:01 +01:00
wowgetoffyourcellphone
5268cb62a6 Persians -> Achaemenids
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Persians -> Achaemenids
Pers -> Achae

Addressing Checkrefs

Internal Achaemenid and Persian references

Reported by @Stan`

Update unit_tables.py
2026-05-02 02:50:39 +02:00
Ralph Sennhauser
6514230330
Allow building without lobby
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Commit 6a8366b99a added additional
libraries to the report but didn't consider gloox be optional. Address
this false assumption allowing to build pyrogenesis without lobby
support.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-05-01 08:20:38 +02:00
Vladislav Belov
a7967d4ad9
Adds PBR output texture to PostProc
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2026-04-29 19:25:14 +02:00
Vladislav Belov
25df2d8a02
Adds resolve PBR compute shader
Also fixes sky shader as it was writing negative values for -Y
direction.
2026-04-29 19:25:12 +02:00
Vladislav Belov
1a277269d3
Adds floating point textures to backends
R8G8B8A8_UNORM isn't enough to store HDR data as the scene can brighter
than 1.0 especially when looking into sun speculars.
2026-04-29 19:25:11 +02:00
Vladislav Belov
c4fb0eed3a
Adds slider to developer overlay
Also adds PBR config values. Refs #8535
2026-04-29 19:25:03 +02:00
phosit
0f7417bb47
Remove Engine.SwitchGuiPage
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This function isn't used by JavaScript anymore.

Fixes: #6929
2026-04-26 12:44:41 +02:00
phosit
bb714c89ef
Remove Engine.SwitchGuiPage from summary 2026-04-26 12:44:41 +02:00
phosit
2415b41438
Remove Engine.SwitchGuiPage from session 2026-04-26 12:44:41 +02:00
phosit
76b6725272
Remove Engine.SwitchGuiPage from campaigns 2026-04-26 12:44:41 +02:00
phosit
434a1a1905
Remove Engine.SwitchGuiPage from mod 2026-04-26 12:44:41 +02:00
phosit
3126a249d2
Remove Engine.SwitchGuiPage from locale 2026-04-26 12:44:41 +02:00
phosit
340a4d64ca
Remove Engine.SwitchGuiPage from lobby
Since the page now isn't closed immediately, the `onTick` has to be
cleared.
2026-04-26 12:44:40 +02:00
phosit
3edda64566
Remove Engine.SwitchGuiPage from gamesetup 2026-04-26 12:44:40 +02:00
phosit
2f1bf9531b
Remove Engine.SwitchGuiPage from replay menu 2026-04-26 12:44:40 +02:00
phosit
d842a134f9
Remove Engine.SwitchGuiPage from loading 2026-04-26 12:44:40 +02:00
phosit
02a4cf6aff
Remove Engine.SwitchGuiPage from autostart 2026-04-26 12:44:40 +02:00
phosit
5b5a7f9dc8
Remove Engine.SwitchGuiPage from gamesetup_mp 2026-04-26 12:44:40 +02:00
phosit
4ff3abf203
Remove Engine.SwitchGuiPage from prelobby 2026-04-26 12:44:40 +02:00
phosit
c1a50c7012
Remove Engine.SwitchGuiPage from main menu 2026-04-26 12:44:40 +02:00
phosit
3d8971daca
Remove pageLoop
That functionality is now built in to the engine.
2026-04-26 12:44:39 +02:00
phosit
6ead0d2f92
Add Engine.openRequest
Pages can replace themselfe by another (continuation) page.
2026-04-26 12:44:39 +02:00
Vladislav Belov
456e2a0b56
Removes dummy GL functions as replaced by core
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2026-04-25 17:47:06 +02:00
Vladislav Belov
9b79fb3793
Fixes particle solid axes after aae957ec7b
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2026-04-25 15:58:25 +02:00
Vladislav Belov
dd9124ae99
Fixes Vulkan uniform buffer size after 9e371824c2
32 was accidentally added during debugging.
2026-04-25 11:55:12 +02:00
Atrik
68d8604c51 Do not follow rally point commands for observers
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When observing a player with camera follow enabled, the camera would
jump to newly trained units as they executed their
rally point commands, which were just rendering the "Follow Player"
feature frustrating.
2026-04-22 10:19:44 +02:00
joeybadz
77a53121e0 Handle module attributes in checkrefs
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Prevents GUI modules from being incorrectly reported as unused files

Fixes #8147
2026-04-20 21:09:25 +02:00
Dunedan
10d8269365
Remove TLS option from in-game settings
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This removes the `lobby.tls` option from the in-game settings, as
connecting to the official lobby without TLS isn't possible anymore. The
`lobby.tls` setting itself stays available for debugging purposes and
can still be set via the command line or in the user.cfg configuration
file.
2026-04-19 21:07:58 +02:00
Stan
b63d0a546b Add vcs browser to appdata 2026-04-19 19:28:40 +02:00
phosit
6f82cec51f
Use std::unique_ptr for stats-table
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2026-04-18 14:38:38 +02:00
phosit
b71c1c3e8c
Use std::unique_ptr for ENetPeer 2026-04-18 14:38:38 +02:00
phosit
e7a583adc0
Use std::unique_ptr for server-session 2026-04-18 14:38:38 +02:00
phosit
0642153abc
Use std::unique_ptr for ENetHost 2026-04-18 14:38:38 +02:00
phosit
74255b49c0
Use std::unique_ptr for the server turn manager 2026-04-18 14:38:38 +02:00
phosit
2b1b1dc1e3
Store the server-worker inside the server
This becomes possible by reordering the class definition.
2026-04-18 14:38:38 +02:00
Atrik
0171a58f26 Handle empty Auras reference in checkrefs
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2026-04-17 12:32:08 +02:00
Atrik
eb2ff98883 Display aura range overlay during building preview
Fixes #8868
2026-04-17 12:32:08 +02:00
phosit
7758c98e7c
Remove IXmppClient.h
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This is now possible after 0a455fbe2d.
2026-04-14 19:38:05 +02:00
phosit
1da954d455
Store the glooxRegistration inside the XmppClient 2026-04-14 18:58:57 +02:00
phosit
4a5b5ddfad
Store the gloox::MUCRoom inside the XmppClient 2026-04-14 18:58:57 +02:00
phosit
783525dd73
Store the SessionManager inside of XmppClient 2026-04-14 18:58:57 +02:00
phosit
b1b31b0929
Store the gloox::Client inside the XmppClient 2026-04-14 18:58:57 +02:00
phosit
5a5c7b4f12
Use unique_ptr for glox::Tag in XmppClient 2026-04-14 18:58:57 +02:00
phosit
09c1cc4ec7
Use RootedValueVector in XmppClient
This removes the manual tracing.
2026-04-14 18:58:57 +02:00
phosit
3d866fe7a1
Move ComputeTimestamp to XmppClient.cpp
It is only used there.
2026-04-14 18:58:57 +02:00
phosit
13a0dc4859
Move the gloox conversion to a dedicated file
"GlooxScriptConversions.cpp doesn't need the whole "XmppClient.h". This
will decrease build time.
2026-04-14 18:58:57 +02:00
Vantha
5a92c22d90 Compute actual size of GUI objects lazily
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This shifts the responsibility of updating the actual size more towards
IGUIObject, and enables only ever doing it when the value is actually
needed. This allows us to remove the delay of size changed
notifications, since the value is now already recalculated as
infrequently as possible anyways.

All of that ensures that the actual size (returned by GetActualSize) is
always up-to-date e.g. when reading it from the parent, which was
previously broken.

Fixes #8200
2026-04-12 00:17:02 +02:00
phosit
d5384ad742
FindPublicIP in the CNetServer constructor
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When using the lobby, after constructing `CNetServer` the public IP has
to be queried. The consructor knows whether the lobby is used, so do it
in the constructor.
2026-04-11 13:46:34 +02:00
phosit
bc17e212bb
Launch session at construction of Net*
This way it's statically assured that the session aren't launched
multiple times.
2026-04-11 13:46:33 +02:00
phosit
314e2a58cf
Remove UpdateInitAttributes from CNetClient
The init-attributes can only be changed before the worker runs. It isn't
used before the worker runs. This changes it so that it has to be passed
when the server starts.
With this the `m_InitAttributesQueue` can be removed.
2026-04-11 13:45:00 +02:00
phosit
578aea3b09
Remove CNetClient::SetupServerData
It has to be called before `SetupConnection` is called. Now the
server-data is setup during the constructor.
When connecting using the lobby, the data isn't known at construction
time. Then it is done at the start of  `TryToConnectWithSTUN`.
2026-04-11 13:41:43 +02:00
phosit
19c6977872
Request connection-data in the client constructor
This way it doesn't has to be requested manually and it can't be
requested to late.
2026-04-11 13:41:43 +02:00
phosit
dbe89d10ae
Pass the controllerSecret to the CNet* constructor
It wasn't clear when to call `SetControllerSecret` now it can't be done
wrong. Also the mutex has to be locked less often.
2026-04-11 13:41:23 +02:00
phosit
d33fb147bc
Pass the game password at construction to Net*
CNetClient and CNetServer are constructed for a single match. The
password of a game can not be changed after creating the match. When the
password is passed to the constructor it's not possible to invoke the
functions in the wrong order and the `ENSURE` can be "checked at
compile-time" so to say.
2026-04-11 13:38:58 +02:00
phosit
040e0b29a2
Initialize members in the class of CNet*
Sometimes the order was wrong.
2026-04-11 13:38:53 +02:00
emholt1
96c0d45b14 Fixes for the proto-Germanic names of some units
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Fixes #8870
2026-04-11 11:01:22 +02:00
Vladislav Belov
cb1fe07540
Removes GetDeviceCommandContext call from CFont
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We need remove all occurences of GetDeviceCommandContext to be able to
add multithreading support in the future.
2026-04-10 23:53:23 +02:00
Vladislav Belov
68091177ac
Removes ArrayDeleter 2026-04-10 23:03:00 +02:00
phosit
6893654cfc
Do the gamestate compression in the task-manager
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This reduces the stutter when a client joins.
The decompression isn't put on the task manager. As the client would
have to wait for that either way. Also a new polling loop would have to
be introduced.

The compression code is moved to the file transferer so all data send
through it gits compressed.

Refs: #4210
2026-04-09 19:03:46 +02:00
Rodrigo Vegas Sánchez-Ferrero
6a3da535f3 Remove wrong newline in splashscreen.xml
The last new line character is not needed and is in conflict with the translation texts.
2026-04-08 11:21:12 +02:00
Atrik
17b9b6af2a Remove trainer from wagon
This was creating an entity that had a trainer component
without production queue. Which is hazardous.
2026-04-07 10:55:50 +02:00
Vantha
8a2a450686 Align text as usual if the scrollbar is invisible
Previously, while `scrollbar` was set to true, the text was always
vertically aligned to the top, no matter what its `text_valign` was, by
the scrolling logic. However, this was done even when the text's caption
was so short that no scrollbar was required in the first place (and not
rendered). Falling back to the specified `text_valign` value in that case
instead seems like the expected behavior.

On a few occasions in the GUI, the text was supposed to be aligned to
the top in either case, but still set `text_valign` to a different value
(for whatever reason), which didn't have any effect previously. But
now since it does, the values have to be corrected to specify what is
actually desired.
2026-04-06 21:39:18 +02:00
wowgetoffyourcellphone
15cabcf8fc Add waypoint/rally point feedback sound
Update unit_actions.js
Add author of rally sound to credits
Two rally click options
Use new rally_click sound.
2026-04-04 03:49:55 +02:00
Vantha
56a98fa5ee Fix error when toggling session GUI
A typo caused errors when toggling the in-game UI with the hotkey,
because GetGUIObjectByName failed. The issue was introduced in
64de934dd3.
2026-04-03 11:01:22 +02:00
Vantha
9ff42ccae6 Fix unresponsiveness after campaign game ends
Presumably since 094a7c2268, when a game played as part of a campaign
ended (by the player winning or loosing), after closing the victory
dialog by pressing "Stay", the session UI became completely unresponsive,
so that no buttons could be clicked. The cause for this was that the
child page campaigns/default_menu/endgame/page.xml was never closed, so
remained invisibly open above the session GUI and blocked all of the
inputs.
Additionally the Campaign session class tried to close the
page_session.xml page, which was not supposed to happen, it was
introduced by mistake in 094a7c2268 replacing the logic to close the
campaigns/default_menu/endgame/page.xml child page again.
2026-04-01 13:03:56 +02:00
obelix
54764733dd Fix incorrect Germ tech tooltip
Since ec19e5d663 German Support Wagons cannot train Units anymore so 
that Wagon Trains cannot unlock this ability as well.

Reported by @xordspar0
Fixes #8799
2026-03-31 20:43:33 +02:00
obelix
dec3f9ab62 Add Generic name for German Catafalque
The Catafalques of the other Civilizations have proper Generic names.

Refs. #8755
2026-03-31 10:01:03 +02:00
obelix
7af2210a4f Fix incorrect Spart CivBonus description
Introduced with 3592814aa8, reported by forum user Emacz
2026-03-31 01:47:12 +02:00
Stan
b23c0794a5
New song for the germans.
Song by: @skymx
Reviewed by: Omri Lahav, @samulis
2026-03-29 22:30:24 +01:00
Vantha
e0db65ba1b Remove pointless const's from ICmpCinemaManager.h
Were mistakenly introduced in d882ab74a1
2026-03-24 11:15:27 +01:00
Atrik
73f7884b4a Fix oversight from 832501fc9b and b93634fb28
When merging twin formations, the calls to AddMembers()
and RemoveMembers() got inverted. RemoveMembers()
calls UnsetFormationController() on each member, which overwrites
the formation controller reference just set by AddMembers() to
INVALID_ENTITY.
2026-03-23 14:50:12 +01:00
Daniel Richard G.
8a9dd76bc0 Add "iskunk" (myself) to the list of contributors 2026-03-23 08:20:10 +01:00
Daniel Richard G.
4050c645ac Avoid SIGBUS error in the MD5 implementation on ARMv7 (armhf)
Encountered in the test-suite run. This is just a workaround; the
implementation needs to be reworked/replaced to accommodate
alignment-sensitive architectures.
2026-03-23 08:20:10 +01:00
Daniel Richard G.
eab11c247c Add nominal support for LoongArch64 and RISC-V 64
Fixes #6584, #6834
2026-03-23 08:20:10 +01:00
Vladislav Belov
b52fbb7c62
Fixes particle shader compilation
The problem was only in case of USE_DESCRIPTOR_INDEXING. Because it adds
additional data for textures to the end of draw uniforms.

Fixes #8780
2026-03-22 00:53:30 +01:00
DesertRose
19fe52f328 Allow Romans to produce civilian_house from start
Fix that Romans to produce Civilians from the start of a match

Fixes: #8735
2026-03-20 10:14:35 +01:00
DesertRose
a6a634c7ae Fix Ptolemies Military Colony inability to produce Civilians
The Ptolemies Military Cololy can now produce Civilians as intended

Fixes: #8802
2026-03-20 10:14:06 +01:00
phosit
46b27f22ca
Wait for autostart by promise
Since the completion is checked using the promise the `onTick` function
can be removed.
This replaces the `AutoStart` `AutoStartClient` and `AutoStartHost` by
async functions.
The functions can now return something to the engine. That is used to
inform the engine which page to open. That was previously done in
JavaScript. Which is ugly because it doesn't know whether it's in
visual-mode.
2026-03-19 18:44:52 +01:00
DesertRose
6805efc08a Correct Germans Cimbrian Clubman visible classes
In-Game the Germans Cimbrian Clubman unit is erroneously declared
Builder and Worker

This removes these two Classes from the visible Classes

Fixes: #8806
2026-03-19 00:00:43 +01:00
Ximirun
5104c81e9d
Introduce Boundary & Adjust Height Properly
Code is implemented relating to selecting the building starting from the surface and making Height functional.
Inbefore Height does not do anything and it is set by how tall the building is 3D wise.

Fixes: #8781
2026-03-16 20:22:37 +01:00
wowgetoffyourcellphone
67ee5aaeb5 Erechtheion & Caryatids by @nifa
Hence, my suggested title for Release 29 is "Caryatid"
2026-03-15 22:12:15 +01:00
Atrik
6f645fa48f Fix formation ordering oversight
Fixes #8827
2026-03-13 22:59:59 +01:00
phosit
262c5c037e
Use promises to fetch net messages
Refs: #5585
2026-03-13 18:07:56 +01:00
Atrik
56107e4e39 Fix formation controller flag reset during patrol
0ace1b44b2 added setting some animation into a controller state,
but formation controllers don't have any animations.
Probably some code intended for individuals has been copied there
by mistake.

This likely caused the visual system to reevaluate the actor somehow
because the animation didn't exist.

Fixes #8817
2026-03-13 12:22:31 +01:00
phosit
d29890efb0
Split NetSession into two files
Refs: #5212
2026-03-11 21:03:52 +01:00
phosit
789d24aa1c
Initialize members net-sessions in the class
With this members of `CNetClientSession` and `CNetServerSession` get
initialized within the class instead of the constructor.
2026-03-11 21:00:05 +01:00
ShadowOfHassen
0c4bcd9139 Update gitignore to add rules.json
Fixes #7133
2026-03-11 19:24:17 +01:00
Lancelot de Ferrière
25fd3aa93c Small optimisation for VertexPathfinder edge handling.
Previously, edges where bundled collected first then sorted in 4 AA and 1 unaligned bucket. We can separate the unaligned edges right away, which is a little faster.

Also make sure Vertex::pred is initialized.
2026-03-11 18:45:23 +01:00
Lancelot de Ferrière
a6e0a623b4 Avoid constructing temporaries for Edge objects in VertexPathfinder 2026-03-11 18:45:20 +01:00
wowgetoffyourcellphone
666685645b Athēna Parthenos by @nifa
Athēna Parthenos by @nifa
2026-03-10 21:58:17 +01:00
phosit
e2dbcea487
Remove INetSession
This was only used in the `CNetFileTransferer`. Only one function is
called. That can also be a `std::function`.
2026-03-05 21:09:14 +01:00
phosit
e0c189a43e
Fix string format in economy walkthrough
This has been introduced in 29ac569511.

Fixes: #8788
2026-03-05 20:20:19 +01:00
trompetin17
15076a4504
Relax font alias pattern to allow custom font families
Update the font alias regex pattern from:
    (mono|sans)-(bold-|italic-)?(stroke-)?[0-9]{1,3}
to:
    [a-z]+-(bold-|italic-)?(stroke-)?[0-9]{1,3}

Previously the pattern only allowed the `mono` and `sans` font families.
This change generalizes the pattern to accept any lowercase font family
name, making it compatible with the font alias convention described in:

https://gitea.wildfiregames.com/0ad/0ad/wiki/Adding_font_support

This allows new fonts to be registered through aliases without modifying
the regex each time a new family is introduced.
2026-03-05 11:58:52 -05:00
Vantha
01476b9836 Only render the minimap texture if it'll be displayed
This patch implements a way for minimap-type GUI objects to request the rendering
of the minimap texture each frame. If it wasn't requested the minimap
texture isn't rendered at all and the objects only request it while they are
being displayed. This saves unnecessary work and fixes a bug where the
minimap briefly showed the revealed map after a cinema path ended
playing, since it isn't updated every frame (only 2x per second).
2026-03-03 11:25:52 +01:00
Vantha
67c96094f0 Disable smooth LOS during cinema paths
The whole map is revealed when starting to play a cinema path and
then hidden again when it finished (if necessary).
This patch fixes the ugly fade in at the start and fade out after
the end previously caused by this.
2026-03-03 11:25:52 +01:00
Vantha
004fdfdb58 Initialise m_DrawPaths inside the class
Default values like this are better set inside the class already rather
than in the constructor.
2026-03-03 11:25:52 +01:00
Vantha
64de934dd3 Revamp the cinema GUI code
This patch introduces a new class for managing the cinema overlay (two
black bars) and cutscene mode. This makes it more extensible for the
future, e.g. allowing to display text on the bars.
Since <include> elements can only be placed inside an <object>, this
patch needs to restructure session.xml a bit and also adds some
explanation comments while at it.
2026-03-03 11:25:52 +01:00
Vantha
d882ab74a1 Revamp CinemaManager component
Clean up the the implementation, improve the naming, and
add some more documentation as well as more in-depth tests.
2026-03-03 11:25:52 +01:00
Vantha
1d3cdec48d Move cutscene mode to renderer
This patch splits "cutscene mode" (disabling silhouttes, territory
borders and other visual overlays) from the cinema manager component
and moves it to the renderer, since it doesn't influence the simulation
anyway. The mode can now be independently controlled by the GUI. This
is done so it can also be used for other narrative elements like speech
or dialogue in the future. Cutscene mode is still always enabled while
cinema paths are playing, though.
By design, this also fixes the issue that range overlays weren't hidden
during cutscene mode.
2026-03-03 11:25:52 +01:00
Vantha
c7247936bf Introduce separate LosRevealWholeMapForAll flag
It was previously stored at the end of the array of per-player flags and
set by calling SetLosRevealWholeMap with the player ID -1. However, ever
since the introduction of observer mode in 883f307b40, -1 is the player
ID of observers everywhere else including for GetLosRevealWhole:
GetLosRevealWhole(-1) always returns true in order to reveal the map to
observers, however, the cinema manager, for example, called it meaning
to find out whether the whole map is revealed to all players.
To fix this and avoid confusion about this in the future, this patch
splits this flag from the per-player flag array and introduces new
functions to set and retrieve it.
2026-03-03 11:25:52 +01:00
Vantha
21a61721a7 LosRevealAll -> LosRevealWholeMap
This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
2026-03-03 11:25:52 +01:00
Vantha
d7eafb8c5d Fix wrong cinema path duration at nondefault sim rates
For example, at 2x, the cutscenes were cut off in half -- by the cinema
manager disabling itself to early.

Refs #3814
2026-03-03 11:25:52 +01:00
Vantha
ab378c016e Disable Han stockades in Survival of the Fittest
The other civs use structures/wallset_palisade, but the Han have a
special one, structures/han/wallset_palisade, which the trigger script
didn't disable.

Fixes #8763
2026-03-03 11:24:59 +01:00
guerringuerrin
6ca52a0b23 Reassign default hotkeys and add unit/building selection shortcuts
Add default hotkeys for unit selection by class and for placing common buildings,
building on the previous buildings and units hotkeys work.
Several existing bindings are reassigned to avoid conflicts and group related actions
on consistent key combinations.
2026-02-27 10:54:04 +01:00
ShadowOfHassen
9caaa37482 Update Splashcreen Message
Reword the text on the splashscreen to sound more inviting and increase
the dialog size to ensure there's enough space for the message in all
languages.

Fixes #8682
2026-02-25 10:18:34 +01:00
Vantha
c799e4221a Add SpecificNames for the phases of the Germans
Sources:
https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/w%C4%ABhs%C4%85
https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/burgz
https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/haimaz

See https://wildfiregames.com/forum/topic/140596-specific-phase-names-for-the-germans

Fixes #4667
2026-02-23 23:17:09 +01:00
obelix
ed6075c222 Fix wrong value for the Aura of Kush Hero Arakamani
The wrong value leaded to the aura having no effect.
Reported by @Atrik
Investigated by @Vantha

Fixes #8725
2026-02-21 13:16:16 +01:00
Atrik
adb435b405 Fix inconsistent chat line spacing
Chat lines with different text heights were being positioned incorrectly
because each line's position was calculated using its own height rather
than the cumulative height of all previous lines.

This caused overlapping text and inconsistent vertical spacing when
messages had varying font sizes or line counts.

Now properly track cumulative height as we iterate through lines to
ensure each message appears at the correct vertical position regardless
of individual line heights.
2026-02-21 08:48:17 +01:00
Vladislav Belov
975d1cb5fa
Makes default rain a bit more natural 2026-02-20 22:46:50 +01:00
Vladislav Belov
f1d62f348c
Adds simple samples for new particle features 2026-02-20 22:46:50 +01:00
Vladislav Belov
aae957ec7b
Adds fixed orientation to particles
New features:

* Relative position
* Relative and absolute fixed axis
* Local space
* Axis along velocity vector
2026-02-20 22:46:49 +01:00
Vladislav Belov
4dff44ac9b
Removes GL extensions for ARB backend 2026-02-20 22:07:40 +01:00
Vladislav Belov
6e9b94d3fc
Removes ARB backend from options 2026-02-20 22:07:39 +01:00
Vladislav Belov
145e1c116d
Removes ARB shaders 2026-02-20 22:07:39 +01:00
Vladislav Belov
0432b86de7
Removes ARB (legacy OpenGL) backend
ARB is a legacy backend which uses old assembly shaders. It makes
writing shaders more complex. According to the stats
https://feedback.wildfiregames.com we small amount of players with
ARB.

Fixes #8533
2026-02-20 22:07:38 +01:00
Vantha
963fed0036 Fix request timeout error dialog
The error dialog only showed "Failed to connect to server. The
connection request timed out." while since 78900842b1 it was supposed to
display a longer, more detailed message with a link to the FAQ. But this
never worked.
2026-02-20 21:26:52 +01:00
Vantha
0168ad9cbe Support setting multiply and add to 0 in techs
Previously (only) setting `multiply` and/or `add` to zero in a tech
modification caused warnings saying the format wasn't recognised.
With this patch, those cases are now handled as one would expect.
2026-02-20 21:26:19 +01:00
phosit
38eb999ff9
Use a slider for population cap
To allow Unlimited / Infinity the slider can't be linear.

Refs: #2593
2026-02-20 20:02:37 +01:00
phosit
e79f8ea327
Without entities, don't require a simulation
Since 067a7abc72 a simulation is required when loading a non generated
map.
This breaks the serializationtest as it doesn't pass the simulation to
the secondary map-reader.
2026-02-17 20:37:21 +01:00
Atrik
0ad6d36049 Fix Trainer-ProductionQueue sync OnOwnershipChange
Use ProductionQueue.RemoveItem() instead of direct StopBatch() calls
to ensure both components stay in sync when entity training lists
change due to ownership changes.

Fixes #8691
2026-02-17 16:07:24 +01:00
Ralph Sennhauser
38939040e5
Set indent value for switch statement
Old and documented default is 0, tho the implementation changed at some
point to 1 in it's default config. As such explicitly set it to 0 so it
stays as is independent of stylistic version.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-02-16 14:19:19 +01:00
Ralph Sennhauser
d4ec54a461
Update LICENSE files for cpp-httplib
Drop mongoose and add cpp-httplib instead.

Refs: #7140
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-02-15 19:47:30 +01:00
phosit
a2c59cf87f
Update appdata for next RC 2026-02-15 17:31:57 +01:00
Vladislav Belov
2e0c34d479
Adds sort mode to particles 2026-02-09 21:29:42 +01:00
ShadowOfHassen
88dc947b6a Update Petra Description
Update Petra Description to be more generic

Fixes #7545
2026-02-09 15:52:06 +01:00
wowgetoffyourcellphone
eba1fb0e10 A Mild Edit to the White Cliffs of Dover description
Adds historical clarification and removes language that sounds a bit right-wingy to modern ears.
2026-02-09 00:06:01 +01:00
phosit
00f173685a
Use std::optional for m_RejoinTestTurn
This removes a `-1` from #8468.
2026-02-08 19:56:01 +01:00
phosit
df18e22277
Remove Script::CreateArray
It's better to construct a js-array from a `JS::RootedValueVector`.
Because it is more strongly typed and the index doesn't has to be
specified when appending an element.
Some usages are replaced with `JS::RootedValueArray`.

Fixes: #8702
2026-02-08 19:27:50 +01:00
obelix
fe9c0f6c2f Fix the SpecificName for Athenian Hero Hippocrates
The SpecificName was a copy of GenericName.
2026-02-07 23:28:03 +01:00
Vladislav Belov
70c15abadb
Fixes Atlas Terrain panel in dark mode 2026-02-06 15:21:15 +01:00
ShadowOfHassen
81e5b973c8 Fix spelling of Philip II of Macedon 2026-02-06 10:41:28 +01:00
ShadowOfHassen
2b4e0c46f0 Fix mixed up date
Reported by @Dunedan on the forum in
https://wildfiregames.com/forum/topic/137892-release-28-branch
2026-02-06 10:41:28 +01:00
phosit
45c3a03a2e
Update appdata for next RC 2026-02-04 19:12:52 +01:00
guerringuerrin
1b814afd6c Integration of AutoCiv hotkeys for placing buildings, cycling through buildings, and selecting all units of certain class.
Simplify building selection hotkeys to use template basename instead of full path
Allow Shift hotkey to add buildings in cyclic selection hotkeys and also units in unit class selection hotkeys
Add support for remove unit class from selection
2026-02-04 08:09:45 -03:00
guerringuerrin
8c917ad240 Added myself to the programming credits 2026-02-04 11:09:58 +01:00
Atrik
498e7c896a Remove non-existent animation variant references
Fixes #8676
2026-02-04 11:05:07 +01:00
Atrik
99e3799883 Fix formation reshuffling after entity rename
When entities in formations were renamed (e.g., during promotion),
the formation would immediately recalculate all member positions,
and queue movement orders causing visible shuffling.

Changes:
1. Transfer existing offsets movement to the renamed entity
   to maintain current formation structure
2. Schedule offset recalculation for the next tick to allow proper
   reordering after all systems have updated

This preserves formation integrity during renames while allowing
eventual optimal position recalculation.

Fixes #8656
2026-02-04 11:05:07 +01:00
Atrik
6cdbdae87c Add tolerance to offset destination checks
The 0 tolerance to prevent the "waltzing" that was set before this
cannot happen anymore as we now since check for being at destination
before sending a move request in UnitAI. Adding a new small tolerance
now prevents some small movement adjustments of formation members
near their destination.

Fixes #8592
2026-02-04 11:05:07 +01:00
Atrik
8e15b9c000 Fix unit acceleration reset on upgrade
Fixes #7625
2026-02-04 11:05:07 +01:00
Atrik
fb1c0d2a82 Fix renamed entities on TurretPoint
Some units would retain an undue HeightOffset after renaming
while being on a TurretPoint.

Fixes #8651
Fixes #2004
2026-02-04 11:05:07 +01:00
real_tabasco_sauce
87ed9c8092 German balance emergency changes
-Seeresses "Soldier" class removed as they are support units.
-Seeresses given correct vision value.
-Seeresses are unaffected by healer discount.
-germans no longer access archery spread tech since they have no archers.
2026-01-31 18:38:08 -07:00
phosit
72591b7608
Update appdata for next RC 2026-01-29 20:51:48 +01:00
Ralph Sennhauser
958e6de9d3
Cleanly fail autostart for invalid map type
As for any invalid argument reject them and cleanly exit with failure
status.

Fixes: #7687
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-29 20:03:56 +01:00
Ralph Sennhauser
0d60bdfd2e
Readd JS API function Engine.Exit()
Requested in #8244 for scripting purposes and automated testing. Extend
the original design by adding a means to pass an exit status. This also
comes in handy in case one wants to cleanly error out from JS on parsing
errors of command line arguments as reported in #7967.

Fixes: #8244
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-29 20:03:56 +01:00
Vantha
b5c4a4635c Revert temporary workarounds for font baseline issues
Those workarounds were added in order to hide issues with the font
rendering in the short term for R28 and will hopefully be properly fixed
for R29.
2026-01-29 19:05:34 +01:00
Vantha
2483e7172b Temporary workaround for font baseline issue
Quick temporary fix for #8505 for the release of R28.
2026-01-29 19:05:34 +01:00
Vantha
7fd788af0f Temporary workaround for icon misalignment
Quick temporary fix for #8194 for the release of R28.
2026-01-29 19:05:34 +01:00
Atrik
68e625ab7a Fix errors if promoted units change attack range
While in combat, if units are promoted and the promotion results
in a change in their attack range, this could trigger some errors
as 'this.template[type]' had a chance to be undefined when performing
a 'RepeatRangeCheck'.

Fixes #8670
2026-01-29 11:47:16 +01:00
obelix
8129b8ffc1 Fix a typo in Seleucid team bonus description
reported by @GurkenKhan in the forums on January 9:
https://wildfiregames.com/forum/topic/137892-release-28-branch
2026-01-27 17:55:11 +01:00
Ralph Sennhauser
0691e7f0ff
Workaround renamed property in gamereport
The gendered citizen feature changed stat counter names in
3592814aa8 which are submitted to echelon
for rated games with the game report, the change in name for the property
means it no longer matches the database column name effectively breaking
rated games.

Translate the property name on the fly.

Fixes: #8687
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-26 08:57:42 +01:00
Vladislav Belov
cce01f4d6c
Fixes compilation after #8621
Fixes #8685
2026-01-25 16:29:16 +01:00
Olivier Tilloy
6436ba3af9 Spidermonkey build: cherry-pick an upstream commit to create thin archives
This saves a sizeable amount of disk space during the build, by not creating
a very large libjs_static.a (~1.5 GB) that contains a copy of all the symbols
in the object files generated during the build.

Upstream bug: https://bugzilla.mozilla.org/show_bug.cgi?id=2008085
Upstream commit: https://hg.mozilla.org/mozilla-central/rev/a924182c4e55

Note that the upstream commit doesn't apply cleanly to Spidermonkey 128.13.0,
it had to be rebased.
2026-01-25 10:58:33 +01:00
phosit
13453a3c7b
Remove ScriptContext::CreateContext
This function nudges one into using it instead of the constructor. Even
though a `std::shared_ptr` isn't required.
2026-01-24 12:03:05 +01:00
Chrzanof
5daae13525 Pass device command context by reference in DebugRenderer
Improve the DebugRenderer API by passing the IDeviceCommandContext
as a reference instead of calling g_Renderer.

Fixes: #6650
2026-01-24 11:54:01 +01:00
Ralph Sennhauser
8962e066c9
Remove mongoose
Remove sources and references in premake build script as it's no longer
used.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-24 10:45:48 +01:00
Ralph Sennhauser
ba4ef61c15
Use cpp-httplib instead of mongoose
Use cpp-httplib for Profiler2 and RLInterface instead of mongoose.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-24 10:45:48 +01:00
Ralph Sennhauser
7e575aa855
Enable use of cpp-httplib
Add cpp-httplib to library build scripts and enable it's use in premake.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-24 10:45:48 +01:00
Ralph Sennhauser
9c1f133118
Package cpp-httplib
Intended as replacment for mongoose, which due to license change can't
be updated anymore.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-24 10:45:48 +01:00
phosit
03a5198ed3
Remove g_GUI usage in simulation2/*
This is the last remaining inclusion of a gui file in simulation2/.
2026-01-23 21:05:18 +01:00
phosit
153dfe7ef1
Don't use g_GUI in TurnManager
The turn-manager shouldn't know about the gui.
2026-01-23 21:05:14 +01:00
Atrik
2735cdc156 Add unit tests for multi-level class sorting 2026-01-23 17:20:11 +01:00
Atrik
be2de39238 Use multi-level sorting in the default formation 2026-01-23 17:20:11 +01:00
Atrik
065ecdbdf8 Implement level class sorting for formations
Add support for multi-level priority sorting of entity classes
in formations.

fixes #7547

Change formation template's default sorting order
using multi-level sorting.

fixes #6873
2026-01-23 17:20:11 +01:00
Vantha
40dfde9890 Add the Germans to the fireship tip
Fixes #8660
2026-01-22 12:55:03 +01:00
phosit
a6357322e9
Serialize canPlay property in Petra
This was forgotten in 7b1d4426aa.

Fixes: #8674
2026-01-21 19:40:38 +01:00
Vantha
b93634fb28 Clean some rebase oversights of 832501fc9b 2026-01-21 19:05:58 +01:00
Dunedan
f4c52e49a7
Fix string extraction of new game settings
5741f77c6e and b5256ce014 added new translatable strings for game
settings, but missed adding them to
binaries/data/mods/public/l10n/messages.json to get them properly
extracted into the PO-templates for translation. This commit fixes that.
2026-01-14 22:02:02 +01:00
Vantha
6a5baa1a68 Remove unused pop cap type appendage
Unused ever since they were added in 5741f77c6e.
2026-01-14 11:22:31 +01:00
Dunedan
93ce94655d
Use @stylistic/brace-style for eslint
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace
style for JavaScript code. This plugin was however updated the last time
over 9 years ago and will be incompatible with ESLint v10, as that
[removes `context.getSourceCode()`][1], the plugin relies on.

To keep the eslint config working with ESLint v10, this replaces
`eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule
from `@stylistic/eslint-plugin`, a package we already use.

While `@stylistic/brace-style` doesn't offer an option to format braces
in exactly the same way as before, the "allman" style seems to be the
one closest to the existing code.

[1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members
[2]: https://eslint.style/rules/brace-style
2026-01-12 21:33:52 +01:00
Dunedan
8f8d1195c2
Fix translatable strings in XML files
Some translatable strings in XML files have leading and trailing line
breaks and tabs. As these characters are significant in text in XML
files, they don't belong there.

Refs: #8649
2026-01-12 07:59:59 +01:00
Ralph Sennhauser
d070bf66b3
List reason for role change in MUC
Shows the reason for the role change in the status message. This is
mostly relevant for communicating the reason and possibly duration for a
moderator or bot muting a user.

Refs: #5679
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-09 19:07:45 +01:00
phosit
5255b919d9
Remove g_ServerId in gamesetup_mp.js
This variable was unused.
2026-01-08 20:23:42 +01:00
phosit
5325e6d00d
Use exceptions in gamesetup_mp.js
In some places `false` was used to represent an error. In other places
`true` was used for that. With exceptions it's obvious which is the
error.
2026-01-08 20:23:42 +01:00
Cayleb-Ordo
4536190ab4 Update Icon handling of ActorEditor
Previously on non Windows Platforms the Programm would not get its
icon, as the *.rc is not used on e.g. Linux.
Use an xpm File for non Windows Platforms. Use the convenience macro
from wxWidgets to load the icon in a single call.

The icon was converted using GIMP 3.0.6. To avoid `-Wwrite-strings` the
static char* was converted to a const char*.
2026-01-08 11:12:24 +01:00
phosit
b77ee3c5dc
Update appdata for next RC 2026-01-05 20:48:20 +01:00
Ralph Sennhauser
e92972d51c
Simplify exchange in XMPPClient
Prime usecase for std::excahnge.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-03 20:30:31 +01:00
Ralph Sennhauser
dcd12183e4
Label XMPP debug output
Prefix output of DbgXMPP so it is clearly assosiated. Furhter avoid
newlines in debug statements.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-03 20:30:31 +01:00
Vantha
bb31e6b6b1 Prevent invalid GetEntityState GuiInterface calls
As long as there's no entity under the cursor, 11 calls were made per
tick with an undefined entity ID, which are now caught.

In general, an "entity state" can very well be null if the passed ID
is undefined, invalid or no entity with the ID exists (anymore). This
last case is only noticed by the GuiInterface and currently used to
detect destroyed entities.
2026-01-02 11:49:28 +01:00
phosit
ba2351611c
Remove LoadScripts from CSimualation2
`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.
2026-01-01 17:27:54 +01:00
phosit
0b83e24065
Close register-page before opening login-page
The `onTick` of the register-page was still running when connecting to
the lobby. This lead to an error when the `connect` message was
received.
With this commit returning from the login-page will always return to the
entrance-page. Previously it returned to the register-page when it was
opened by through that page.
2026-01-01 14:53:45 +01:00
Ralph Sennhauser
bc021863af Query XMPP client for connection state
Instead of tracking the connection state separately just query the
client directly.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-01 11:42:23 +01:00
Olivier Tilloy
7f0486e18e Add myself to the community credits (for packaging work) 2025-12-31 13:35:03 +01:00
Olivier Tilloy
8bd0d0b84f Spidermonkey build: do not unpack unneeded test files
This change reduces the disk space requirement by 50%, from 1.1 GB down to 564 MB.
It is relevant when building 0AD in resource-constrained environments (e.g. in CI).
2025-12-31 13:34:09 +01:00
Itms
d1319179f8
Build the Actor Editor during the nightly build
This is a regression of a fix in 7e481b73cd,
lost during the git migration. Refs #1819
2025-12-30 22:23:12 +01:00
Vantha
9b8ff77265 Complete the per-player pop cap implementation
The 'PopulationLimit' attribute of each player seems to have been
without effect for a long time, but this patch fixes it.

Fixes #7850
2025-12-29 21:29:34 +01:00
Vantha
3a73dffc1c Add fallback values for pop cap and pop cap type
Make InitGame.js responsible for providing proper (defined) values.

Refs #7850
Fixes #7695
2025-12-29 21:29:34 +01:00
Atrik
f856565de9 Add formations paths to UnitMotionDebugOverlay
Formation controllers now display their movement paths when enabling
UnitMotion debug overlay.

Key changes:
- Formation controllers show long paths in blue and short paths in green
- Formation controllers path are rendered if selecting
  some of the formation's members
- Prevent the gui from making redundant calls to SetMotionDebugOverlay

Existing limitations (not regressions):
- Paths are often cleared before entities complete them
- Formation members have short paths that rarely get rendered
2025-12-29 14:30:14 +01:00
Vantha
2e450f0f52 Remove inconsistent override in CDropdown.h
It was added in 670f1e5d42 and, while not illegal, was inconsistent with the
rest of the header file, which caused compiler warnings.
As a quick solution the override keyword is simply removed again.
In the long run, it would be good to still modernise the style of all files
in that directory (at once).
2025-12-29 13:46:47 +01:00
trompetin17
8e820a988e Fix exceeding input boundaries in console
After 734386ce9f the new font system calculate height and cap height,
previously was having some magic number. Now we are using cap height
divide 2 to give a more nice space.

Remove an extra pixel in the buffer and improves background color for
better reading and eye care.

This also support the change console font option added in d549cbeeaa

Fixes: #8351
2025-12-28 20:35:20 +01:00
Vladislav Belov
df9c6f510c
Fixes ProfilerViewer when drawing empty cells
Currently CalculateStringSize can't handle empty string (see #8630).
As a simple fix for RC just avoid drawing empty texts.

Refs: #8630
2025-12-28 17:36:36 +01:00
Itms
771bf0ba08 Fix NSIS auto-uninstall
The NSIS script incorrectly passes the default installation dir as
argument for the auto-uninstaller of previous installs.

This is supposed to avoid moving the uninstaller to a temp file, but it
is unclear why that was done, as this leaves the uninstaller behind.

More importantly, now that we have changed the default installation
directory, the auto-uninstall tries to remove the previous install from
the new location, which does nothing and leaves behind several GB on the
disk.
2025-12-28 16:26:41 +01:00
Vladislav Belov
cea77c497c
Fixes TerrainTextureManager after refactoring
In fb98f5059a the manager was refactored
and the order of deinitialization was incorrectly changed.
2025-12-28 12:34:26 +01:00
real_tabasco_sauce
621b4f96cc update scenario map to account for changed template name for clubman 2025-12-27 23:25:07 +01:00
real_tabasco_sauce
ec19e5d663 mixed improvements to germans
-Make clubmen champion macemen and remove buiding ability to ensure they are not mistaken for CS units.
-Decrease obstruction size of houses (clunky to place in staff match)
-Encampents only allowed in own/neutral territory
-'fear' icon used for Lugius vision aura instead of movement speed.
- Make covered wagons unable to research house techs and train civilians.
2025-12-27 23:25:07 +01:00
Vladislav Belov
f43e98da09
Fixes uninitialized GPUSkinning in Atlas
Currently CRenderingOptions are initialized only once on the application
start. It means changed m_GPUSkinning wasn't reset on the switch to Atlas.

Fixes #8596
2025-12-27 21:02:48 +01:00
phosit
e62eb96092
Allow swapped in pages to close themselves
This wasn't possible because init functions are called inside each
other and the outer one overwrites the result of the inner one.
Now the outer result doesn't overwrite the inner result but stores it to
the pointed to location.
2025-12-27 18:21:18 +01:00
phosit
426ec45751
Don't suspend loader after each finished task
By moving the common `goto done;` ouf of the if-block 5586802b86 changed
the code so that the loader suspend after each task.
This normally isn't a problem as it will continue in the next frame. But
when entering atlas it is treated as an error.
2025-12-27 17:17:06 +01:00
obelix
b7247ae7fb Rename Neareastern Badlands to Cappadocian Badlands
A discussion on the forums had the result, that the name Neareastern
Badlands should be changed as it contains an eurocentric view on Anatolia.

Fixes #8590
2025-12-27 15:49:44 +01:00
Vantha
832501fc9b Remove columnar walking behavior of formations
This behavior is a remnant of the very first implementaion of
formations, when there weren't different types of yet, only
box for fighting and column for walking.
Now that we have different types of selectable formations, however, this
behavior is no longer desired, it also caused a lot of ugly reordering
when giving walk commands. See the issue for more details.

Fixes #8580
2025-12-26 10:54:00 +01:00
Vantha
4d08446285 Improve Engine.GetTextSize deprecation message 2025-12-23 14:37:23 +01:00
Vantha
670f1e5d42 Fix warnings on the charts tab of summary screen
Engine.GetTextWidth has been deprecated since e845da025a

Idea:
If you look at a dropdown as just a text field (its header) that can
change caption like any other, then getPreferredHeaderTextSize is the
equivalent to getPreferredTextSize (present on buttons and text fields).

Fixes #8493
2025-12-23 10:28:22 +01:00
Vantha
fbb6052c30 Fix oversight in 83f4d8789b 2025-12-23 10:28:22 +01:00
phosit
067a7abc72
Don't use PS::Loader::Task outside of Loader
PS::Loader::Task is made for the Loader and it's combersome to use it
outside. Also there is an overhead.
2025-12-21 15:51:58 +01:00
phosit
2fc61dd172
Remove ProgressiveLoadEntities
It's a coroutine. The resumer can decide whether it's loaded
progressively or not.
2025-12-21 15:51:58 +01:00
phosit
5586802b86
Use a coroutine for Loader tasks
Some tasks are invoked multiple times. Normally those tasks are broken
up inside a loop and had to be continued there. With coroutines that is
easier as it's possible to suspend inside a loop.

Coroutines which are lambdas should not capture anythig as the lifetime
of the captured values might end before the coroutine completes. For
that purpose `std::bind_front` is used.
2025-12-21 15:51:46 +01:00
phosit
b67faf35c3
Switch main branch to Release 29 2025-12-18 18:16:11 +01:00
Atrik
d14ee373bf Remove PostMessage for transitions IDLE to IDLE
Co-authored-by: @Vantha

Add 'isIdleConfirmed' flag to distinguish between
entering IDLE state and being confirmed idle.
Only send 'MT_UnitIdleChanged' messages after the
100ms timer elapses while still idle,
preventing spurious notifications for units
that instantaneously enter and leave IDLE.
This prevent the GUI to display a flickering idle count
in most cases, for example.

Refs : #8591
2025-12-18 10:22:27 +01:00
Atrik
a670656212 Add Atrik to Programming Credits 2025-12-18 10:22:27 +01:00
Atrik
0f58a8511c Add a test for IsRearrangementAllowed 2025-12-18 10:22:27 +01:00
Atrik
45fd632cef Add a test for AttemptObstructionMitigation 2025-12-18 10:22:27 +01:00
Atrik
b98e7f3b5b Fix formation combat stop command bug
Remove the ResetIdle method that was causing issues with the
'Stop units' command in formation combat

The method was originally added to prevent formation members
from appearing idle during patrol waypoints, but formation
controllers or its members no longer enter idle states
even without it

The ResetIdle method was sending MT_UnitIdleChanged messages
causing formation members to bug when using stop commands

Fixes: #8546
2025-12-18 10:22:27 +01:00
Atrik
be6670df89 Add a test for GetClosestMemberFunctions 2025-12-18 10:22:27 +01:00
Atrik
06c40946eb Simplify calls for moving units into formation
Co-authored-by: @Vantha

Centralize all calls to move units into formation in UnitAI
Allowing additional checks to be done
before calling members to reform formation

Fixes : #8545

Revised Formation methods and when they do call
on reforming formation

Fixes : #7328

Don't order formation members to go to a point
if the controller is stuck
Instead make the controller jump to the member
who is closest to the destination

Fixes : #8543

Correct 'filter(member)' instead of 'filter(ent)'
in GetClosestMemberToPosition (ex GetClosestMember)

Fixes :	#5120
2025-12-18 10:22:27 +01:00
phosit
cfb742c914
Return the value from GuiPoll 2025-12-17 13:39:17 +01:00
phosit
f23dde2f73
Use StructuredClone in m_GuiMessageQueue
The elements have to be cloned either way. Now they don't have to be
traced when they are in the queue.
2025-12-17 13:39:16 +01:00
phosit
2a2d5de350
Replace LDR_* with PS::Loader::* in comments
This has been forgoten in 1917d034fd.
2025-12-16 19:35:25 +01:00
phosit
ca0d6d3768
Remove references to InitEverything in Loader.h
This function seems to be removed a long time ago.
2025-12-16 19:29:05 +01:00
phosit
14a5ccee52
Propagate error from autostart
The JavaScript error wasn't propagated leading to an infinite loop.

Fixes: #7967
2025-12-14 19:07:01 +01:00
phosit
f03be7b568
Initialize more members of CNetClient
The username and the jid have to be set before the client is connected.
With this commit it's not possible to initialize them to late.
2025-12-14 17:23:05 +01:00
phosit
b686dfa047
Use range based for loop in TestSerializerPerf
CppCheck warned that `i` might be out of bound.
2025-12-13 18:58:17 +01:00
phosit
9911615e62
Always set scenario members in rl-interface reset 2025-12-13 18:58:17 +01:00
phosit
1917d034fd
Introduce a namespace in Loader
All functions had a `LDR_` prefix. The prefix is removed.
Functions and globals which are only used in Loader.cpp are now
contained in an anonymous namespace.
2025-12-13 18:58:17 +01:00
phosit
f257ce8f9c
Remove the unused time_left parameter
The `time_left` was passed to the registered functions but it was never
used.
2025-12-13 18:58:17 +01:00
phosit
de841d30e4
Return description and progress from loader
There was a comment implying that `wchar_t*` is more iteroperable then
`std::wstring`. When there is no allocator `std::wstring` won't work,
sure. But when there is no allocator other things in Pyrogenisis will
also not work.

And for the progress there was just no reason to use a return parameter.
2025-12-13 18:58:17 +01:00
phosit
873b91774b
Use std::unique_ptr for xml_reader in CMapReader
With this the destructor can be defaulted. Also the `SAVE_DELETE` can be
changed to a `.reset()` with that it's header doesn't has to be
included.
2025-12-13 18:58:17 +01:00
phosit
efe0ed598f
Apply rule of five to CMapReader 2025-12-13 18:58:17 +01:00
Itms
ac36758b21
Do not use Jenkins custom SVN client on Windows
It is extremely prone to timeouts and failures in this environment.
2025-12-13 11:00:09 +01:00
phosit
c02764e17a
Increase home island size on River Archipelago
With some settings mines weren't able to be placed.
Refs: #8579
2025-12-09 18:49:34 +01:00
real_tabasco_sauce
e96d981319 buff new carthage unique mercenary slinger with increased crush damage and greater accuracy. 2025-12-06 19:24:09 +01:00
cube002
cb3fecfce9 Update binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_stone_01.json 2025-12-05 18:10:46 +01:00
cube002
91baeeb94e Update binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_stone_02.json 2025-12-05 18:10:46 +01:00
cube002
9c836d39e6 Update binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_stone_03.json 2025-12-05 18:10:46 +01:00
cube002
f30271e955 Update binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_stone_03.json 2025-12-05 18:10:46 +01:00
cube002
a03b01c935 Update binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_stone_02.json 2025-12-05 18:10:46 +01:00
cube002
8d38ecda26 Update binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_stone_01.json 2025-12-05 18:10:46 +01:00
phosit
759406dd77
Update appdata for the next RC 2025-12-02 18:49:14 +01:00
Ralph Sennhauser
31a262ff7e
Fix autostart-host
Commit b90280855f added support for
multiplayer saved games changing the signature of StartNetworkHost
without updating all callers.

Fixes: #7684
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-30 15:30:46 +01:00
phosit
a1ba9e34c4
Remove unused m_DeltaTime
Seems to be unused since c684c211a2
2025-11-30 13:49:31 +01:00
Dunedan
0086f005d4
Add Vietnamese as supported language
As 0 A.D. supports full unicode now and Vietnamese language coverage is
at a good level, let's include Vietnamese as supported language.
2025-11-29 15:59:07 +01:00
Dunedan
ed1bd1d75b
Re-add Catalan as supported language
While Catalan got removed for Alpha 27 because of low coverage, its
coverage is now good enough again to get re-added as supported language.
2025-11-29 09:20:24 +01:00
Atrik
426693ebef Default hotkeys changes
Reassign 'Toggle mouse grab' to F3 to avoid conflicts with gameplay hotkeys

Unassign 'Show status bars' often toggled by mistake by new players and confused for a selection bug

Assign 'Bird eye view' to Shift+Tab
2025-11-26 16:42:18 +01:00
Vantha
ccd1046d67 Parallelize the execution of range queries
Use futures to spawn several threads that concurrently work through the
active range queries each turn instead of doing everything serially on
the main thread -- similar to how the pathfinder computes pathfinding
requests asynchronously. This significantly increases performance.
Note: It still can't run in parallel to the rest of the simulation update since
the range computations depend on the state of the simulation (like the
position of units).
2025-11-26 16:10:29 +01:00
real_tabasco_sauce
a32a28a5e3 Add capture animations for citizens
Fixes #8557
2025-11-25 17:41:55 +01:00
Vantha
ab49af1b1c Correct the name of the Germans' sandbox map 2025-11-25 10:52:37 +01:00
Vantha
36e93989d4 Correct some settings of the Germans' sandbox map 2025-11-25 10:29:30 +01:00
Ralph Sennhauser
7452bf882f
Add test for loading players templates
Checks that those templates can be loaded, i.e. are adhering to the
schema.

Refs: #8540
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-22 08:41:02 +01:00
phosit
9a526bcae1
Throw error when simulation script can't be loaded
When a script in "simulation/helpers/" contained an error. Files in
"simulation/components" aren't loaded. The return value of
`LoadDefaultScripts` indicated an error but was ignored. The simulation
still tried to start.

Now instead of returning a ignoreable error code the error is thrown. In
the common path the error is implicitly rethrown to the JS-function
which tried to start the game.

fixes: #8133
2025-11-20 19:38:36 +01:00
phosit
977bf5c0d1
Don't pass the AppHooks as pointer
It's not permitted to pass a nullptr to the `app_hooks_update`. So a
reference should be used.

CppCheck says one shouldn't take pointer to a temporary.
2025-11-20 19:38:33 +01:00
phosit
b17c2fb80f
Use designatet initializers for AppHooks
CppCheck wasn't able to handle `{0}`. C++20 allows to use designated
initializers.
2025-11-20 19:37:50 +01:00
phosit
3c9b4b922e
Make getCameraProperty a lambda
A lambda is more explicit which argument it takes.
2025-11-18 20:02:06 +01:00
phosit
5b1ce0957d
Make getEnvironmentProperty a lambda
A lambda is more explicit which argument it takes.
2025-11-18 20:02:06 +01:00
phosit
3d26b9123a
Make getTerrainProperty a lambda
A lambda is more explicit which argument it takes.
2025-11-18 20:02:06 +01:00
Vantha
44984699f1 Remove some invalid entries from messages.json
'StatusName', 'ApplierTooltip' and 'ReceiverTooltip' are attributes of status
effects, which are defined in JSON files (and already extracted
correctly from there), not XMLs.
2025-11-18 11:34:10 +01:00
Vantha
7032293207 Add context and comment attributes where useful
Add context and comment attributes to all translated XML elements in the
simulation that can specify any string -- unlike "Rank", which has to be
"Basic", "Advanced", or "Elite".
Most of them aren't used right now, but they can be in the
future and by mods, without touching the schemas again.

Fixes #8540
2025-11-18 11:34:10 +01:00
Stan
84d4dbc506
Use Future for the userreporter
Previously we relied on a raw thread.
Pull Request: #8537
Reviewed by: @phosit
Refs: #5874
2025-11-17 21:45:00 +01:00
Ralph Sennhauser
5609492731
Add Atlas support to Appimage
Include the shared library libAtlasUI.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-15 16:29:01 +01:00
Vantha
faa049fe4b Don't set up command and selection panels twice
In the (common) case that the player controls all selected units or is
an observer, the 'Selection' and 'Command' panels were set up ahead and
then in the for loop again, which was wasteful.
2025-11-14 10:59:45 +01:00
Vantha
83fc0dbca8 Only load command buttons that will be displayed
There are currently 19 entity commands in total, but only the first 6
possible (depends on the active selection, e.g. patrolling isn't
possible if no units are selected) ones are ever displayed as buttons
(defined by g_SelectionPanels.Command.getMaxNumberOfItems)  However,
when updating (once per turn or whenever the selection changes),
g_SelectionPanels.Command.getItems always called `getInfo` on all of
them, even though all data computed after the first 6 wasn't read or
used anywhere later. So, stopping immediately after the 6th and never
returning an array longer than 6 saves all of the dead time without
affecting the outcome in any way.

It's important to mention, that this issue isn't exclusive to the
'Command' selection panel: the getItems methods of the other panels can
also return an array longer than their getMaxNumbertOfItems value
(that's why they specify it in the first place). However, for the
command panel this happens for many common selections and seemingly to
by far the largest extent. For the other panels it happens much more
rarely, only for especially large and obscure selections, and even then
does not have nearly as big of an impact. So, modifying the other
getItems methods as well (to never return too many items) is probably
not worth it, and the more robust solution is to instead keep the
safeguard system of getMaxNumbertOfItems.
2025-11-14 10:59:45 +01:00
phosit
6bdcab11b9
Don't forward declare CompiledModule
When using `std::unordered_map` it's types have to be complete.
2025-11-13 19:50:38 +01:00
Ralph Sennhauser
68a7abb3b3
Add C++ feature test pipeline
This adds the feature check code found on cppreference [1] and a Jenkins
pipeline to generate a feature status list for all platforms.

Aggregate a summary and upload it to docs.wildfiregames.com

[1] https://en.cppreference.com/w/cpp/experimental/feature_test.html

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-12 18:28:59 +01:00
Ralph Sennhauser
9ffbf15ee1
Fix -Wunnecessary-virtual-specifier warnings
Commit 3eee3a444d added final keyword to
simulation classes but left virtual keywords in place.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-11 21:35:01 +01:00
Ralph Sennhauser
66738c12a1
Suppress false positive in cppcheck
```
source/simulation2/components/CCmpRangeManager.cpp:1953:18: error: Out of bounds access in 'm_LosRevealAll[MAX_LOS_PLAYER_ID+1]', if 'm_LosRevealAll' size is 16 and 'MAX_LOS_PLAYER_ID+1' is 17 [containerOutOfBounds]
   m_LosRevealAll[MAX_LOS_PLAYER_ID+1] = enabled;
                 ^
source/simulation2/components/CCmpRangeManager.cpp:1967:21: error: Out of bounds access in 'm_LosRevealAll[MAX_LOS_PLAYER_ID+1]', if 'm_LosRevealAll' size is 16 and 'MAX_LOS_PLAYER_ID+1' is 17 [containerOutOfBounds]
  if (m_LosRevealAll[MAX_LOS_PLAYER_ID+1] || player == -1)
                    ^
```

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-11 21:35:01 +01:00
Ralph Sennhauser
9ea5a789a7
Fix EntityMap::iterator
Fixes cppcheck error
```
source/simulation2/system/EntityMap.h:104:11: error: Reference to local variable returned. [returnReference]
   return ptr;
```

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-11 21:35:01 +01:00
phosit
354ed957dc
Extend appdata.xml for 0.28.0 2025-11-11 18:09:41 +01:00
joeybadz
c6b8593bdf Remove duplicate fertility festival tech in German tech tree 2025-11-11 02:50:33 +01:00
Vladislav Belov
c0ea17f06e
Replaces choosedDeviceIt by chosenDeviceIt 2025-11-11 01:51:16 +01:00
Vladislav Belov
485200342d
Disables Vulkan devices sorting by default
Currently we always choose the best device. But it's not always
desirable. A more safe approach is to use the default device (with
index 0). The only downside of that is if a user didn't adjust
settings then the game might run on an integrated GPU instead of a
discrete one. In the future it'll be solved by selecting GPU in
options: #8529

Fixes #8455
2025-11-11 01:50:58 +01:00
obelix
479995bc6f Change BuildTime of Gaul Arrow Ship 2025-11-11 00:14:34 +01:00
obelix
90847e0591 Change BuildTime of Brit Arrow Ship 2025-11-11 00:14:34 +01:00
Vantha
19f6dd031d Improve the SpecificName of Celtic civilians
While "Brogiacos" and "Tegesacos" fit in terms of meaning, they are only
reconstructed words, "Ambactos" on the other hand is attested and
actually historically relevant.
2025-11-10 22:55:42 +01:00
Ralph Sennhauser
4f6d4a91b0
Fix -Wtautological-overlap-compare in stun test
Fix the minimal check for an invalid IP returned.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-10 11:41:52 +01:00
Ralph Sennhauser
32edc28cda
Fix reloading config for cinema
This fixes 7df7566d7c, which added
automatic switching off silhouettes in cinema mode while resetting the
value when leaving cinema mode. Reloading can only be done for a given
config namespace.

Fixes: #7552
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-10 06:45:24 +01:00
Vladislav Belov
c4bc6c9627
Adds an option to destroy Vulkan old swapchain before
Now it's possible to destroy the old swapchain before creating a new
one. It might make the swapchain creation a bit slower but with a
lower memory peak.
2025-11-10 00:06:52 +01:00
Vladislav Belov
8a64182ca2
Waits Vulkan device idle also on window resize
Fixes the case when a swapchain was recreated on resize rather than
by VK_ERROR_OUT_OF_DATE_KHR.
2025-11-10 00:06:51 +01:00
Vladislav Belov
de36c75023
Deletes Vulkan resources on swapchain recreation
The change tries to minimize a memory peak during a window resizing.

Refs #6864
2025-11-10 00:06:41 +01:00
Vantha
be83ba4029 Provide context for the translation of "Germans" 2025-11-09 22:52:32 +01:00
Vantha
5d4eab73f9 Improve the description of the Germans' civ bonus
Importantly, the word "Germans" is removed since it is prone to being
translated incorrectly and the other civ bonus descriptions don't
contain the civ's name either.
2025-11-09 22:52:32 +01:00
Vantha
f38bc89611 Add SpecificNames to the Germanic units
The names are in Proto-Germanic and mostly taken from Wiktionary.
They can be confirmed by directly searching the individual
Proto-Germanic terms online.

Champion Cavalry: "Aþalaridjô" (noble+rider)
Cavalry Spearman: "Gaizaridjô" (spear+rider)
Cavalry Javelineer: "Skeutaridjô" (quick+rider)
Worker: "Būraz" (dweller, farmer) -- deliberately decided against the most literal translation,
	which would be "Arbijaz", because that seems to be more connected to serfdom and the unit
	rather represents a generic commoner.
Infantry Swordsman: "Swerdamannaz" (sword+man)
Infantry Spearman: "Gaizamannaz" (spear+man)
Infantry Clubman: "Kulbawigô" (staff/club+warrior)
Infantry Javelineer: "Gaizawerpanaz" (spear/javelin+thrower)
Infantry Slinger: "Slingwanaz" (swinger/slinger)
Scout Ship: "Skeutabaitaz" (quick+boat)
Fishing Boat: "Fiskārijaz" (fisherman)
Fire Ship: "Brandabaitaz" (fire+boat)
Arrow Ship: "Harjaskipą" (army/war+ship)
Wagon: "Wagnaz" (direct translation)
Priest: "Gudjô" (direct translation)
Ram: "Rammabagmaz" (strong+tree/beam)
Trader: "Kaupô" (direct translation, also part of the word used for the market)
Merchant(ship): "Mangārī" (direct translation, very similar to "Kaupô")
2025-11-09 22:52:32 +01:00
Vantha
05b1ac4559 Correct an overlooked 'Women' to 'Workers' 2025-11-09 22:52:32 +01:00
Vantha
a71688fc2c Remove incorrect Germanic SpecificName
The SpecificName tag is meant to contain the name in the civ's native
language, Proto-Germanic for the Germans.
"Kriegsschiff", "Übungsbereich" and "Stadttor" on the other hand are
modern German words.
2025-11-09 22:52:32 +01:00
Vantha
4d9fc0bb53 Convert wrong Germanic SpecificNames to GenericNames
SpecificNames are meant to contain the names in the civ's native
language. The English names are supposed to in be the GenericName tag.
2025-11-09 22:52:32 +01:00
Vladislav Belov
8b1b1d28f8
Fixes missing Vulkan application version
Missing after dc830ccf55.
2025-11-09 12:58:16 +01:00
Stan
93706ae37c Add credits for Obskurias 2025-11-07 21:42:00 +00:00
phosit
2748a45fc6
Remove ScriptEvent with only one parameter
The effect is the same when the second parameter is defaulted.
2025-11-05 14:39:44 +01:00
phosit
7ccea4ace9
Remove *WithReturn duplication
This has been introduced in 1ed64439ea.
2025-11-05 14:39:44 +01:00
Vantha
75feace618 Add a sandbox map for the Germans 2025-11-04 11:09:34 +01:00
phosit
9588da1d94
Add Boiorix as the codename for Release 28 2025-11-02 21:18:44 +01:00
phosit
d786ac2dce
Suppress wrong positive of cppcheck in Game.cpp 2025-11-01 17:52:35 +01:00
phosit
ef016884ab
Pass debugOptions on construction of CSimulation2
The functions to set them explicitly are removed. This makes the
interface of `CSimulation2` smaller.

Also serializationtest and rejointest can't be active at the same time.
Add a warning about that and use a `std::variant`.
2025-11-01 17:31:54 +01:00
phosit
10afb7d856
Pass ooslog-activate flag on construction
This deduplicates the activation logic and removes the only
`m_EnableOOSLog` mutation.
2025-11-01 16:35:39 +01:00
Ralph Sennhauser
0fe18e1d84
Enable test loading all templates
The test takes about 0.5s in release build and about 2s in debug build,
hardly qualifying as slow. As such enable it.

About the noise, it's of little interest anyway so don't spam.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-01 16:15:31 +01:00
real_tabasco_sauce
83dba854e5 adjust corsica vs sard 2025-11-01 15:16:48 +01:00
Ralph Sennhauser
16c9795cd1
Remove generic cache
The removal of the VFS cache in 89e339dd16
meant there is no longer a user. As such also clean out the generic
parts with the Landlord and a LRU policies.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-10-31 17:03:34 +01:00
real_tabasco_sauce
c79cd4c733 allow Ashoka to build edict pillars quickly. 2025-10-30 07:18:50 +01:00
real_tabasco_sauce
2306140192 allow pillars of ashoka to be built in allied territory. 2025-10-30 07:18:50 +01:00
real_tabasco_sauce
94d3699ce4 Fix market exploit by basing the price change on the amount purchased.
Fix credit to Atrik
Credit for test fix goes to Itms

Fixes #6760
2025-10-29 15:29:28 +01:00
Ralph Sennhauser
eba8439295
Replace boost::filesystem std::filyestem
Bumping the minimum version of macOS to 10.15 for spidermonky [1] also
allows us to use std::filesystem instead of boosts implementation.

[1] f14a98e26f

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-10-29 09:56:32 +01:00
Ralph Sennhauser
618ffc7bf9
Require boost-1.69, drop boost_system lib
Boost 1.89 no longer offers the deprecated library for boost_system [1], so
drop it from the list of libraries to link against. This effectively
bumps the minimum required boost version to 1.69 [2].

[1] 7a495bb46d
[1] 2fa0a00583

Fixes: #8471
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-10-29 09:56:32 +01:00
Ralph Sennhauser
e97f43b692
Do not require literal message ids in Atlas
In >=wxWidgets-3.3 there is a new static check for literal message
ids[1] so that xgettext would reliable work to extract strings to
translate. As we don't translate Atlas at all nor use xgettext just
disable the check to allow building against >=wxWidgets-3.3.

[1] https://wxwidgets.org/help/msgid-literals/

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-10-29 09:08:12 +01:00
phosit
75805f4b23
Remove the relaypoint before training units
While not as efficient this order is easier to reason and let's player
pause.
2025-10-28 09:52:53 +01:00
phosit
e195c52e30
Rewrite the phrase about production availability
It's easier to understand and to translate in a language where a
formulation with "Respectively" is not common.
2025-10-28 09:52:53 +01:00
phosit
c3727a6a79
Rewrite the phrase about building multiple houses
It was hard to understand.
2025-10-28 09:52:53 +01:00
phosit
727be2fb45
Replace hunt by slaughter in phrase about chicken
It's not really hunting when nobody flees.
"Slaughter" is used later when talking about the same action.
2025-10-28 09:52:53 +01:00
phosit
a6e4e22ca2
Replace civ by player in phrase about color
The color is not specivic to the civ but to the player.
2025-10-28 09:52:53 +01:00
phosit
29ac569511
Don't hardcode Shift as a hotkey in tutorial
It's not possible to format warnings. "a hotkey" is used instead.

Also when the hoplite icon is pressed, without using batches, the
warning doesn't restate that the hopplite should be pressed.
2025-10-28 09:52:53 +01:00
phosit
4f38600c39
Replace "I" with the hotkey in eco walkthrough 2025-10-28 09:52:53 +01:00
phosit
e0481b283b
Only make existing Civilians invulnerable
On "Survival of the Fittest" the treasure-collector are made
invulnerable.
Thous Civilian might not exist when the player is removed.

Fixes: #8421
2025-10-28 09:14:28 +01:00
fahad-accordion-19
56d7be5334 Remove <type> from minimap schema and templates
The <minimap> element in resource templates previously included a <type>
child element that was required by CCmpMinimap.cpp. This commit removes
the <type> field from the minimap schema in CCmpMinimap.cpp and from all
affected templates, making the minimap component resource-agnostic and
simplifying template definitions.

Refs: #8170
2025-10-26 21:43:25 +01:00
Itms
4716a230ab
Store NSIS registry keys under a consistent root
Reviewed-At: https://gitea.wildfiregames.com/0ad/0ad/pulls/8476
2025-10-26 20:58:55 +01:00
Itms
18df61517c
Wipe NSIS install preferences when uninstalling
The user language and start menu folder name were saved, which goes
against recommendations in the NSIS documentation.

The installation directory was also saved, which might make sense,
but prevents us from dropping the "alpha" label.

Reviewed-At: https://gitea.wildfiregames.com/0ad/0ad/pulls/8476
Fixes: #7594
2025-10-26 20:58:54 +01:00
Itms
f772181501
Fix install and Start Menu folder names on Windows
Those cannot end with a period.

Reviewed-At: https://gitea.wildfiregames.com/0ad/0ad/pulls/8476
2025-10-26 20:58:49 +01:00
Itms
866d6f0527
Add an engine "compatible" version
When a patch version is released, it must declare compatibility with the
previous patch versions of the same main release. This allows players to
keep replaying their games and to keep playing online with users of
other patches of the same main release.

This should have anticipated for dae7a8c394
2025-10-26 09:16:46 +01:00
Itms
50f6da2a13
Use the PYROGENESIS_VERSION macro instead of a global
Reviewed-At: https://gitea.wildfiregames.com/0ad/0ad/pulls/8222
2025-10-26 09:16:44 +01:00
Itms
f0c8db6422
Address cppcheck uninitialized warning
Reviewed-At: https://gitea.wildfiregames.com/0ad/0ad/pulls/8222
2025-10-26 09:16:43 +01:00
Vladislav Belov
cb58116270
Fixes lseek for big files on Windows
It was broken in ef69c37f66, before that we were using _lseeki64.

Fixes #8459
2025-10-25 13:35:59 +02:00
Vantha
7b1d4426aa PetraBot: Never play when the region analysis fails
If the region analysis at the start of the game fails, the bot can't
actually play and the managers aren't initialised. And to prevent errors
from the update functions, the OnUpdate at the root had an early return
if the entity count was 0. However, in some edge cases the region
analysis can fail even if the AI has entities.
This patch fixes this potential error by storing the result of the
region analysis directly and checking that instead.
2025-10-23 22:09:30 +02:00
Vantha
a25750f62d Fix a crash when the Petrabot region analysis fails
When the region analysis fails, that's usually because the AI doesn't
have any units or CCs at all.
Previously, the whole game crashed when serializing because this.noBase
was still undefined.
2025-10-23 22:09:30 +02:00
Vantha
ce512e383f Move PlayerRemoved.js to gamesettings/attributes/
All other gamesettings are placed in that directory already.
Having one script somewhere else risks breaking stuff like autostart.
2025-10-22 09:54:34 +02:00
Itms
59d28fed9b
Lock Linux CI cbindgen version and dependencies
This allows us to keep testing building with the minimal supported
Rust version.
2025-10-21 21:12:12 +02:00
abian
95467c2327
Hide Abort Unit Order button when idle or guarding
Reviewed-By: bb
Fixes #6854
2025-10-18 09:35:58 +02:00
Timothy Pearson
2c9928e4cb Fix FTBFS on ppc64le systems
Tested to compile and function normally under Debian Trixie ppc64le / POWER9

Signed-off-by: Timothy Pearson <tpearson@raptorcs.com>
2025-10-16 20:53:14 -05:00
Vladislav Belov
99bf50cd4e
Reduces boost usage for strings 2025-10-16 09:17:05 +02:00
Vladislav Belov
e8d9a8db67
Adds Vulkan timestamp limits to report 2025-10-16 00:36:02 +02:00
Ralph Sennhauser
0b55f44c5e
Use return instead of exit in testrunner
On request by phoist replace exit with return statements.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-10-15 18:17:24 +02:00
Ralph Sennhauser
a7d65d4a34
Support running individual tests or suites
Add back some functionality that got dropped with the move to a custom
runner in 39ea3b6ea5

Add option --list to print all available test grouped by suite.

Add option --suite to limit the run to a specific testsuite.

Add option --test to limit the run to a specific test.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-10-15 18:17:24 +02:00
phosit
019374d5c7
Bump copyright year for windows build 2025-10-15 12:36:00 +02:00
Vladislav Belov
1441c971f5
Uses SDL workaround only for GL 2025-10-15 00:52:25 +02:00
Vladislav Belov
f2752f7230
Removes ARBShader capability 2025-10-14 13:04:16 +02:00
2357 changed files with 26498 additions and 31632 deletions

View file

@ -28,9 +28,9 @@ source/tools/spirv/.* @vladislavbelov
## == Scripts
## GUI
binaries/data/mods/public/gui/.* @Phosit @wraitii
binaries/data/mods/public/gui/.* @Vantha @wraitii
## AI
#binaries/data/mods/public/simulation/ai/.*
binaries/data/mods/public/simulation/ai/.* @Phosit
## Balancing
binaries/data/mods/public/simulation/(data|templates)/.* @real_tabasco_sauce

3
.gitignore vendored
View file

@ -14,6 +14,7 @@ libraries/macos
libraries/win32
libraries/win64
libraries/source/cpp-httplib/*
libraries/source/cxxtest-4.4/*
libraries/source/fcollada/*
libraries/source/nvtt/*
@ -28,7 +29,7 @@ libraries/source/spirv-reflect/*
appimage-build/
archives/
build/bin/
source/tools/spirv/rules.*.json
source/tools/spirv/rules.json
# Linting
cppcheck-error.log

View file

@ -83,13 +83,12 @@ repos:
args:
- --strict
- repo: https://github.com/eslint/eslint
rev: v9.33.0
rev: v9.39.2
hooks:
- id: eslint
language_version: 22.14.0
additional_dependencies:
- eslint-plugin-brace-rules@0.1.6
- "@stylistic/eslint-plugin@4.4.0"
- "@stylistic/eslint-plugin@5.6.1"
args:
- --max-warnings=0
- --no-warn-ignored

View file

@ -81,9 +81,6 @@ please inform Wildfire Games at webmaster at wildfiregames dot com.
- source/third_party/mikktspace/
- zlib
- source/third_party/mongoose/
- MIT - see license_mit.txt
- source/third_party/tinygettext/
- zlib

View file

@ -160,6 +160,15 @@ textures.maxanisotropy = 2
; GPU skinning via compute shaders, requires up-to-date drivers
gpuskinning = true
; Currently experimental feature to transit to PBR pipelines.
pbr = false
; We might want to render to different texture formats depending on quality and
; performance we need. We support: r11g11b10, rgba16, rgba32.
pbr.framebufferformat = "rgba16"
; Adjust exposure of the scene.
pbr.brightness = "0.5"
; Use smooth LOS interpolation
smoothlos = true
@ -216,13 +225,19 @@ togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode
screenshot.watermark = "Alt+K" ; Toggle product/company watermark for official screenshots
wireframe = "Alt+Shift+W" ; Toggle wireframe mode
silhouettes = "Alt+Shift+S" ; Toggle unit silhouettes
mousegrabtoggle = "Ctrl+Alt" ; Toggle mouse grabbing mode
mousegrabtoggle = F3 ; Toggle mouse grabbing mode
; > DIALOG HOTKEYS
summary = "Ctrl+Tab" ; Toggle in-game summary
lobby = "Alt+L" ; Show the multiplayer lobby in a dialog window.
structree = "Alt+Shift+T" ; Show structure tree
civinfo = "Alt+Shift+H" ; Show civilization info
catafalque = "Alt+Shift+F" ; Show catafalque overview
mapbrowser = "Alt+Shift+M" ; Show map browser
manual = "Alt+Shift+U" ; Show manual
tips = "Alt+Shift+I" ; Show tips and tricks
options = "Alt+Shift+O" ; Show options
hotkeys = "Alt+Shift+Y" ; Show hotkeys
; > CLIPBOARD CONTROLS
copy = "Ctrl+C" ; Copy to clipboard
@ -230,7 +245,7 @@ paste = "Ctrl+V" ; Paste from clipboard
cut = "Ctrl+X" ; Cut selected text and copy to the clipboard
; > CONSOLE SETTINGS
console.toggle = BackQuote, F9 ; Open/close console
console.toggle = F9 ; Open/close console
; > OVERLAY KEYS
fps.toggle = "Alt+F" ; Toggle frame counter
@ -251,8 +266,8 @@ quickload = "Shift+F8"
reset = "R" ; Reset camera rotation to default.
follow = "" ; Follow the first unit in the selection
rallypointfocus = "" ; Focus the camera on the rally point of the selected building
lastattackfocus = "Space" ; Focus the camera on the last notified attack
togglebirdseyeview = "" ; Toggle bird's eye view
lastattackfocus = BackQuote ; Focus the camera on the last notified attack
togglebirdseyeview = "Shift+Tab" ; Toggle bird's eye view
zoom.in = Plus, NumPlus ; Zoom camera in (continuous control)
zoom.out = Minus, NumMinus ; Zoom camera out (continuous control)
zoom.wheel.in = WheelUp ; Zoom camera in (stepped control)
@ -268,12 +283,12 @@ left = A, LeftArrow ; Scroll or rotate left
right = D, RightArrow ; Scroll or rotate right
up = W, UpArrow ; Scroll or rotate up/forwards
down = S, DownArrow ; Scroll or rotate down/backwards
scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed
scroll.speed.decrease = "Ctrl+Alt+S" ; Decrease scroll speed
rotate.speed.increase = "Ctrl+Shift+R" ; Increase rotation speed
rotate.speed.decrease = "Ctrl+Alt+R" ; Decrease rotation speed
zoom.speed.increase = "Ctrl+Shift+Z" ; Increase zoom speed
zoom.speed.decrease = "Ctrl+Alt+Z" ; Decrease zoom speed
scroll.speed.increase = "Ctrl+Plus" ; Increase scroll speed
scroll.speed.decrease = "Ctrl+Minus" ; Decrease scroll speed
rotate.speed.increase = "Alt+Plus" ; Increase rotation speed
rotate.speed.decrease = "Alt+Minus" ; Decrease rotation speed
zoom.speed.increase = "Shift+Plus" ; Increase zoom speed
zoom.speed.decrease = "Shift+Minus" ; Decrease zoom speed
[hotkey.camera.jump]
1 = F5 ; Jump to position N
@ -318,6 +333,12 @@ idlewarrior = Slash, NumDivide ; Select next idle warrior
idleunit = BackSlash ; Select next idle unit
offscreen = Alt ; Include offscreen units in selection
singleselection = "" ; Modifier to select units individually, opposed to per formation.
; Select all units of specific class
[hotkey.selection.unit]
cavalry = Alt+E
infantry = Alt+X
civilian = Alt+A
hero = Alt+Z
[hotkey.selection.group.add]
1 = "Shift+1", "Shift+Num1"
2 = "Shift+2", "Shift+Num2"
@ -351,9 +372,27 @@ singleselection = "" ; Modifier to select units individually, opposed to per for
8 = 8, Num8
9 = 9, Num9
10 = 0, Num0
[hotkey.selection.structures]
barracks = "Ctrl+X"
stable = "Ctrl+Z"
civil_centre = "Ctrl+C"
[hotkey.gamesetup]
mapbrowser.open = "M"
[hotkey.structures.place]
house = "Space+H"
storehouse = "Space+S"
farmstead = "Space+G"
field = "Space+F"
corral = "Space+J"
barracks = "Space+B"
stable = "Space+V"
temple = "Space+T"
arsenal = "Space+A"
fortress = "Space+F"
forge = "Space+K"
sentry_tower = "Space+Q"
defense_tower = "Space+W"
market = "Space+M"
dock = "Space+D"
[hotkey.session]
kill = Delete, Backspace ; Destroy selected units
@ -392,14 +431,14 @@ flareactivate = "" ; Modifier to activate the mode to send a flare to
calltoarms = "" ; Modifier to call the selected units to the arms.
focusfire = "F" ; Modifier to control exclusively a building's arrows if it can attack
; Overlays
showstatusbars = Tab ; Toggle display of status bars
devcommands.toggle = "Alt+D" ; Toggle developer commands panel
highlightguarding = PageDown ; Toggle highlight of guarding units
highlightguarded = PageUp ; Toggle highlight of guarded units
diplomacycolors = "Alt+X" ; Toggle diplomacy colors
toggleattackrange = "Alt+C" ; Toggle display of attack range overlays of selected defensive structures
toggleaurasrange = "Alt+V" ; Toggle display of aura range overlays of selected units and structures
togglehealrange = "Alt+B" ; Toggle display of heal range overlays of selected units
showstatusbars = "" ; Toggle display of status bars
devcommands.toggle = "Shift+F9" ; Toggle developer commands panel
highlightguarding = PageDown ; Toggle highlight of guarding units
highlightguarded = PageUp ; Toggle highlight of guarded units
diplomacycolors = "Alt+V" ; Toggle diplomacy colors
toggleattackrange = "" ; Toggle display of attack range overlays of selected defensive structures
toggleaurasrange = "" ; Toggle display of aura range overlays of selected units and structures
togglehealrange = "" ; Toggle display of heal range overlays of selected units
[hotkey.session.gui]
toggle = "Alt+G" ; Toggle visibility of session GUI
@ -516,7 +555,7 @@ extended = true ; Whether to display the chat history
[lobby]
history = 0 ; Number of past messages to display on join
room = "arena28" ; Default MUC room to join
room = "arena29" ; Default MUC room to join
server = "lobby.wildfiregames.com" ; Address of lobby server
tls = true ; Whether to use TLS encryption when connecting to the server.
verify_certificate = true ; Whether to reject connecting to the lobby if the TLS certificate is invalid
@ -524,8 +563,8 @@ terms_url = "https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/da
terms_of_service = "0" ; Version (hash) of the Terms of Service that the user has accepted
terms_of_use = "0" ; Version (hash) of the Terms of Use that the user has accepted
privacy_policy = "0" ; Version (hash) of the Privacy Policy that the user has accepted
xpartamupp = "wfgbot28" ; Name of the server-side XMPP-account that manage games
echelon = "echelon28" ; Name of the server-side XMPP-account that manages ratings
xpartamupp = "wfgbot29" ; Name of the server-side XMPP-account that manage games
echelon = "echelon29" ; Name of the server-side XMPP-account that manages ratings
buddies = "," ; Comma separated list of playernames that the current user has marked as buddies
rememberpassword = true ; Whether to store the encrypted password in the user config

View file

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<objects>
<script file="gui/OpenRequest/Continuation/Script.js"/>
</objects>

View file

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<page>
<include>OpenRequest/Continuation/Object.xml</include>
</page>

View file

@ -0,0 +1,4 @@
async function init(arg)
{
return arg + " Continuation";
}

View file

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<objects>
<script file="gui/OpenRequest/Entry/Script.js"/>
</objects>

View file

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<page>
<include>OpenRequest/Entry/Object.xml</include>
</page>

View file

@ -0,0 +1,7 @@
async function init()
{
return { [Engine.openRequest]: {
"page": "OpenRequest/Continuation/Page.xml",
"argument": "Entry"
} };
}

View file

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<objects>
<script file="gui/OpenRequest/Root/Script.js"/>
</objects>

View file

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<page>
<include>OpenRequest/Root/Object.xml</include>
</page>

View file

@ -0,0 +1,13 @@
async function init()
{
const result = await Engine.OpenChildPage("OpenRequest/Entry/Page.xml");
await new Promise(closePageCallback =>
{
globalThis.closePageCallback = () =>
{
closePageCallback();
return result;
};
});
}

View file

@ -6,7 +6,8 @@ var obj1 = Engine.GetGUIObjectByName("obj1");
var obj3 = Engine.GetGUIObjectByName("obj3");
obj1.onTick = () => { ++called1; };
Engine.GetGUIObjectByName("obj2").onTick = () => {
Engine.GetGUIObjectByName("obj2").onTick = () =>
{
++called2;
delete obj1.onTick;
delete obj3.onTick;

View file

@ -0,0 +1 @@
testObject.getComputedSize();

View file

@ -2,7 +2,7 @@ try
{
Engine.callback();
}
catch (e)
catch(e)
{
log(e.message);
}

View file

@ -13,7 +13,8 @@ async function waitAndIncrement(promise)
{
let resolve;
const promise = new Promise(res => {
const promise = new Promise(res =>
{
incrementTest();
resolve = res;
});

View file

@ -2,11 +2,13 @@ function TestScript2A() {}
TestScript2A.prototype.Schema = "<ref name='anything'/>";
TestScript2A.prototype.Init = function() {
TestScript2A.prototype.Init = function()
{
this.x = eval(this.template.y);
};
TestScript2A.prototype.GetX = function() {
TestScript2A.prototype.GetX = function()
{
return this.x;
};

View file

@ -1,15 +1,20 @@
function TestScript1A() {}
TestScript1A.prototype.GetX = function() {
TestScript1A.prototype.GetX = function()
{
// Test that .entity is readonly
try {
try
{
delete this.entity;
Engine.TS_FAIL("Missed exception");
} catch (e) { /* noop */ }
try {
}
catch(e) { /* noop */ }
try
{
this.entity = -1;
Engine.TS_FAIL("Missed exception");
} catch (e) { /* noop */ }
}
catch(e) { /* noop */ }
// and return the value
return this.entity;

View file

@ -1,6 +1,7 @@
function TestScript1_Helper() {}
TestScript1_Helper.prototype.GetX = function() {
TestScript1_Helper.prototype.GetX = function()
{
return AdditionHelper(1, 2);
};

View file

@ -2,11 +2,13 @@ function HotloadA() {}
HotloadA.prototype.Schema = "<ref name='anything'/>";
HotloadA.prototype.Init = function() {
HotloadA.prototype.Init = function()
{
this.x = +this.template.x;
};
HotloadA.prototype.GetX = function() {
HotloadA.prototype.GetX = function()
{
return this.x;
};
@ -15,11 +17,13 @@ Engine.RegisterComponentType(IID_Test1, "HotloadA", HotloadA);
function HotloadB() {}
HotloadB.prototype.Init = function() {
HotloadB.prototype.Init = function()
{
this.x = +this.template.x;
};
HotloadB.prototype.GetX = function() {
HotloadB.prototype.GetX = function()
{
return this.x * 2;
};

View file

@ -2,11 +2,13 @@ function HotloadA() {}
HotloadA.prototype.Schema = "<ref name='anything'/>";
HotloadA.prototype.Init = function() {
HotloadA.prototype.Init = function()
{
this.x = +this.template.x;
};
HotloadA.prototype.GetX = function() {
HotloadA.prototype.GetX = function()
{
return this.x*10;
};

View file

@ -2,11 +2,13 @@ function Modding() {}
Modding.prototype.Schema = "<ref name='anything'/>";
Modding.prototype.Init = function() {
Modding.prototype.Init = function()
{
this.x = +this.template.x;
};
Modding.prototype.GetX = function() {
Modding.prototype.GetX = function()
{
return this.x;
};

View file

@ -1,4 +1,5 @@
Modding.prototype.GetX = function() {
Modding.prototype.GetX = function()
{
return this.x * 10;
};

View file

@ -1,14 +1,17 @@
function TestScript1A() {}
TestScript1A.prototype.Init = function() {
TestScript1A.prototype.Init = function()
{
this.x = 100;
};
TestScript1A.prototype.GetX = function() {
TestScript1A.prototype.GetX = function()
{
return this.x;
};
TestScript1A.prototype.OnUpdate = function(msg) {
TestScript1A.prototype.OnUpdate = function(msg)
{
this.x += msg.turnLength;
};
@ -18,15 +21,18 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1A", TestScript1A);
function TestScript1B() {}
TestScript1B.prototype.Init = function() {
TestScript1B.prototype.Init = function()
{
this.x = 100;
};
TestScript1B.prototype.GetX = function() {
TestScript1B.prototype.GetX = function()
{
return this.x;
};
TestScript1B.prototype.OnGlobalUpdate = function(msg) {
TestScript1B.prototype.OnGlobalUpdate = function(msg)
{
this.x += msg.turnLength;
};
@ -36,11 +42,13 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1B", TestScript1B);
function TestScript2A() {}
TestScript2A.prototype.Init = function() {
TestScript2A.prototype.Init = function()
{
this.x = 200;
};
TestScript2A.prototype.GetX = function() {
TestScript2A.prototype.GetX = function()
{
Engine.BroadcastMessage(MT_Update, { "turnLength": 50 });
Engine.PostMessage(1, MT_Update, { "turnLength": 500 });
Engine.PostMessage(2, MT_Update, { "turnLength": 5000 });

View file

@ -1,6 +1,7 @@
function TestScript1_Init() {}
TestScript1_Init.prototype.Init = function() {
TestScript1_Init.prototype.Init = function()
{
var param = this.template;
// print("# ",uneval(param),"\n");
if (param)
@ -9,7 +10,8 @@ TestScript1_Init.prototype.Init = function() {
this.x = 100;
};
TestScript1_Init.prototype.GetX = function() {
TestScript1_Init.prototype.GetX = function()
{
return this.x;
};
@ -19,12 +21,18 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1_Init", TestScript1_Init);
function TestScript1_readonly() {}
TestScript1_readonly.prototype.GetX = function() {
try { this.template = null; } catch (e) { /* noop */ }
try { delete this.template; } catch (e) { /* noop */ }
try { this.template.x += 1000; } catch (e) { /* noop */ }
try { delete this.template.x; } catch (e) { /* noop */ }
try { this.template.y = 2000; } catch (e) { /* noop */ }
TestScript1_readonly.prototype.GetX = function()
{
try { this.template = null; }
catch(e) { /* noop */ }
try { delete this.template; }
catch(e) { /* noop */ }
try { this.template.x += 1000; }
catch(e) { /* noop */ }
try { delete this.template.x; }
catch(e) { /* noop */ }
try { this.template.y = 2000; }
catch(e) { /* noop */ }
return +(this.template.x || 1) + +(this.template.y || 2);
};

View file

@ -1,10 +1,12 @@
function TestScript1A() {}
TestScript1A.prototype.Init = function() {
TestScript1A.prototype.Init = function()
{
this.x = 100;
};
TestScript1A.prototype.GetX = function() {
TestScript1A.prototype.GetX = function()
{
var test2 = Engine.QueryInterface(this.entity, IID_Test2);
return test2.GetX() + (test2.x || 0);
};
@ -15,11 +17,13 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1A", TestScript1A);
function TestScript2A() {}
TestScript2A.prototype.Init = function() {
TestScript2A.prototype.Init = function()
{
this.x = 200;
};
TestScript2A.prototype.GetX = function() {
TestScript2A.prototype.GetX = function()
{
return this.x;
};

View file

@ -1,12 +1,14 @@
function TestScript1_values() {}
TestScript1_values.prototype.Init = function() {
TestScript1_values.prototype.Init = function()
{
this.x = +this.template.x;
this.str = "this is a string";
this.things = { "a": 1, "b": "2", "c": [3, "4", [5, []]] };
};
TestScript1_values.prototype.GetX = function() {
TestScript1_values.prototype.GetX = function()
{
// print(uneval(this));
return this.x;
};
@ -17,16 +19,21 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1_values", TestScript1_values
function TestScript1_entity() {}
TestScript1_entity.prototype.GetX = function() {
TestScript1_entity.prototype.GetX = function()
{
// Test that .entity is readonly
try {
try
{
delete this.entity;
Engine.TS_FAIL("Missed exception");
} catch (e) { /* OK */ }
try {
}
catch(e) { /* OK */ }
try
{
this.entity = -1;
Engine.TS_FAIL("Missed exception");
} catch (e) { /* OK */ }
}
catch(e) { /* OK */ }
// and return the value
return this.entity;
@ -38,13 +45,15 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1_entity", TestScript1_entity
function TestScript1_nontree() {}
TestScript1_nontree.prototype.Init = function() {
TestScript1_nontree.prototype.Init = function()
{
var n = [1];
this.x = [n, n, null, { "y": n }];
this.x[2] = this.x;
};
TestScript1_nontree.prototype.GetX = function() {
TestScript1_nontree.prototype.GetX = function()
{
// print(uneval(this)+"\n");
this.x[0][0] += 1;
return this.x[0][0] + this.x[1][0] + this.x[2][0][0] + this.x[3].y[0];
@ -56,15 +65,18 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1_nontree", TestScript1_nontr
function TestScript1_custom() {}
TestScript1_custom.prototype.Init = function() {
TestScript1_custom.prototype.Init = function()
{
this.y = 2;
};
TestScript1_custom.prototype.Serialize = function() {
TestScript1_custom.prototype.Serialize = function()
{
return { "c": 1 };
};
TestScript1_custom.prototype.Deserialize = function(data) {
TestScript1_custom.prototype.Deserialize = function(data)
{
this.c = data.c;
};
@ -74,7 +86,8 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1_custom", TestScript1_custom
function TestScript1_getter() {}
TestScript1_getter.prototype.Init = function() {
TestScript1_getter.prototype.Init = function()
{
this.x = 100;
this.__defineGetter__('x', function() { print("FAIL\n"); die(); return 200; });
};
@ -87,17 +100,20 @@ function TestScript1_consts() {}
TestScript1_consts.prototype.Schema = "<ref name='anything'/>";
TestScript1_consts.prototype.Init = function() {
TestScript1_consts.prototype.Init = function()
{
this.cached = (+this.entity) + (+this.template.x);
};
TestScript1_consts.prototype.Serialize = null;
TestScript1_consts.prototype.Deserialize = function(data) {
TestScript1_consts.prototype.Deserialize = function(data)
{
this.Init();
};
TestScript1_consts.prototype.GetX = function() {
TestScript1_consts.prototype.GetX = function()
{
return this.cached;
};

View file

@ -1,14 +1,17 @@
function TestScript1A() {}
TestScript1A.prototype.Init = function() {
TestScript1A.prototype.Init = function()
{
this.x = 101000;
};
TestScript1A.prototype.GetX = function() {
TestScript1A.prototype.GetX = function()
{
return this.x;
};
TestScript1A.prototype.OnTurnStart = function(msg) {
TestScript1A.prototype.OnTurnStart = function(msg)
{
this.x += 1;
};
@ -20,7 +23,8 @@ function TestScript1B() {}
TestScript1B.prototype = Object.create(TestScript1A.prototype);
TestScript1B.prototype.Init = function() {
TestScript1B.prototype.Init = function()
{
this.x = 102000;
};
@ -30,15 +34,18 @@ Engine.RegisterComponentType(IID_Test1, "TestScript1B", TestScript1B);
function TestScript2A() {}
TestScript2A.prototype.Init = function() {
TestScript2A.prototype.Init = function()
{
this.x = 201000;
};
TestScript2A.prototype.GetX = function() {
TestScript2A.prototype.GetX = function()
{
return this.x;
};
TestScript2A.prototype.OnUpdate = function(msg) {
TestScript2A.prototype.OnUpdate = function(msg)
{
this.x += msg.turnLength;
};

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<material>
<required_texture name="baseTex"/>
<shader effect="dummy"/>
<shader pass="main" effect="dummy"/>
</material>

View file

@ -24,9 +24,23 @@
<empty/>
</element>
</optional>
<element name="shader">
<attribute name="effect"/>
</element>
<oneOrMore>
<element name="shader">
<attribute name="effect"/>
<attribute name="pass">
<choice>
<value>main</value>
<value>shadow_caster</value>
<value>silhouette_occluder</value>
<value>silhouette_caster</value>
<value>wireframe</value>
<value>wireframe_solid</value>
<value>reflections</value>
<value>refractions</value>
</choice>
</attribute>
</element>
</oneOrMore>
<zeroOrMore>
<element name="define">
<attribute name="name"/>

View file

@ -1,5 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<material>
<shader effect="terrain_base"/>
<shader pass="main" effect="terrain_base"/>
<shader pass="reflections" effect="terrain_base_reflections"/>
<shader pass="refractions" effect="terrain_base"/>
<shader pass="wireframe" effect="terrain_base_wireframe"/>
<required_texture name="baseTex"/>
</material>

View file

@ -4,6 +4,9 @@
<required_texture name="baseTex"/>
<required_texture name="normTex" define="USE_NORMAL_MAP"/>
<required_texture name="specTex" define="USE_SPECULAR_MAP"/>
<shader effect="terrain_base"/>
<shader pass="main" effect="terrain_base"/>
<shader pass="reflections" effect="terrain_base_reflections"/>
<shader pass="refractions" effect="terrain_base"/>
<shader pass="wireframe" effect="terrain_base_wireframe"/>
<uniform name="effectSettings" value="1.0 15.0 0.0"/>
</material>

View file

@ -4,6 +4,9 @@
<required_texture name="baseTex"/>
<required_texture name="normTex" define="USE_NORMAL_MAP"/>
<required_texture name="specTex" define="USE_SPECULAR_MAP"/>
<shader effect="terrain_base"/>
<shader pass="main" effect="terrain_base"/>
<shader pass="reflections" effect="terrain_base_reflections"/>
<shader pass="refractions" effect="terrain_base"/>
<shader pass="wireframe" effect="terrain_base_wireframe"/>
<uniform name="effectSettings" value="1.2 15.0 0.0"/>
</material>

View file

@ -4,6 +4,9 @@
<required_texture name="baseTex"/>
<required_texture name="normTex" define="USE_NORMAL_MAP"/>
<required_texture name="specTex" define="USE_SPECULAR_MAP"/>
<shader effect="terrain_base"/>
<shader pass="main" effect="terrain_base"/>
<shader pass="reflections" effect="terrain_base_reflections"/>
<shader pass="refractions" effect="terrain_base"/>
<shader pass="wireframe" effect="terrain_base_wireframe"/>
<uniform name="effectSettings" value="0.8 15.0 0.0"/>
</material>

View file

@ -3,6 +3,9 @@
<alternative material="terrain_base.xml" quality="1"/>
<define name="USE_TRIPLANAR" value="1"/>
<required_texture name="baseTex"/>
<shader effect="terrain_base"/>
<shader pass="main" effect="terrain_base"/>
<shader pass="reflections" effect="terrain_base_reflections"/>
<shader pass="refractions" effect="terrain_base"/>
<shader pass="wireframe" effect="terrain_base_wireframe"/>
<uniform name="effectSettings" value="1.0 15.0 0.0"/>
</material>

View file

@ -5,6 +5,9 @@
<required_texture name="baseTex"/>
<required_texture name="normTex" define="USE_NORMAL_MAP"/>
<required_texture name="specTex" define="USE_SPECULAR_MAP"/>
<shader effect="terrain_base"/>
<shader pass="main" effect="terrain_base"/>
<shader pass="reflections" effect="terrain_base_reflections"/>
<shader pass="refractions" effect="terrain_base"/>
<shader pass="wireframe" effect="terrain_base_wireframe"/>
<uniform name="effectSettings" value="1.0 15.0 0.0"/>
</material>

View file

@ -41,7 +41,8 @@ export async function init(initialColor)
const splitColor = initialColor.split(" ");
const chanels = labels.map((label, i) => {
const chanels = labels.map((label, i) =>
{
Engine.GetGUIObjectByName("colorLabel[" + i + "]").caption = label;
resizeChanel(i);
@ -70,8 +71,10 @@ export async function init(initialColor)
while (true)
{
colorDisplay.sprite = "color:" + currentColor();
const chanelPromises = chanels.map(chanel => {
return new Promise(resolve => {
const chanelPromises = chanels.map(chanel =>
{
return new Promise(resolve =>
{
chanel.slider.onValueChange = resolve.bind(undefined, { "value": chanel });
});
});

View file

@ -131,7 +131,7 @@
scrollbar_style="ModernScrollBar"
textcolor="white"
text_align="left"
text_valign="center"
text_valign="top"
sprite="ModernDarkBox"
sprite_overlay="ModernDarkBoxGoldBorder"
/>

View file

@ -23,8 +23,10 @@ function distributeButtonsHorizontally(button, captions)
function setButtonCaptionsAndVisibility(buttons, captions, cancelHotkey, name)
{
return new Promise(resolve => {
captions.forEach((caption, i) => {
return new Promise(resolve =>
{
captions.forEach((caption, i) =>
{
buttons[i] = Engine.GetGUIObjectByName(name + (i + 1));
buttons[i].caption = caption;
buttons[i].hidden = false;

View file

@ -89,7 +89,7 @@
</define>
<define name="font">
<data type="string">
<param name="pattern">(mono|sans)-(bold-|italic-)?(stroke-)?[0-9]{1,3}</param>
<param name="pattern">[a-z]+-(bold-|italic-)?(stroke-)?[0-9]{1,3}</param>
</data>
</define>
<define name="size">

View file

@ -3,7 +3,8 @@ var g_IncompatibleModsFile = "gui/incompatible_mods/incompatible_mods.txt";
function init(data)
{
Engine.GetGUIObjectByName("mainText").caption = Engine.TranslateLines(Engine.ReadFile(g_IncompatibleModsFile));
return new Promise(closePageCallback => {
return new Promise(closePageCallback =>
{
Engine.GetGUIObjectByName("btnClose").onPress = closePageCallback;
});
}

View file

@ -27,12 +27,14 @@ var g_ModIOState = {
/**
* Finished status indicators
*/
"ready": (progressData, closePageCallback) => {
"ready": (progressData, closePageCallback) =>
{
// GameID acquired, ready to fetch mod list
if (!g_RequestCancelled)
updateModList(closePageCallback);
},
"listed": progressData => {
"listed": progressData =>
{
// List of available mods acquired
// Only run this once (for each update).
@ -44,7 +46,8 @@ var g_ModIOState = {
g_ModsAvailableOnline = Engine.ModIoGetMods();
displayMods();
},
"success": progressData => {
"success": progressData =>
{
// Successfully acquired a mod file
hideDialog();
Engine.GetGUIObjectByName("downloadButton").enabled = true;
@ -52,20 +55,24 @@ var g_ModIOState = {
/**
* In-progress status indicators.
*/
"gameid": progressData => {
"gameid": progressData =>
{
// Acquiring GameID from mod.io
},
"listing": progressData => {
"listing": progressData =>
{
// Acquiring list of available mods from mod.io
},
"downloading": progressData => {
"downloading": progressData =>
{
// Downloading a mod file
updateProgressBar(progressData.progress, g_ModsAvailableOnline[selectedModIndex()].filesize);
},
/**
* Error/Failure status indicators.
*/
"failed_gameid": async(progressData, closePageCallback) => {
"failed_gameid": async(progressData, closePageCallback) =>
{
// Game ID couldn't be retrieved
const promise = showErrorMessageBox(
sprintf(translateWithContext("mod.io error message", "Game ID could not be retrieved.\n\n%(technicalDetails)s"), {
@ -80,7 +87,8 @@ var g_ModIOState = {
else
init();
},
"failed_listing": async(progressData, closePageCallback) => {
"failed_listing": async(progressData, closePageCallback) =>
{
// Mod list couldn't be retrieved
const promise = showErrorMessageBox(
sprintf(translateWithContext("mod.io error message", "Mod List could not be retrieved.\n\n%(technicalDetails)s"), {
@ -95,7 +103,8 @@ var g_ModIOState = {
else
updateModList(closePageCallback);
},
"failed_downloading": async(progressData) => {
"failed_downloading": async(progressData) =>
{
// File couldn't be retrieved
const promise = showErrorMessageBox(
sprintf(translateWithContext("mod.io error message", "File download failed.\n\n%(technicalDetails)s"), {
@ -110,7 +119,8 @@ var g_ModIOState = {
else
downloadMod();
},
"failed_filecheck": async(progressData) => {
"failed_filecheck": async(progressData) =>
{
// The file is corrupted
const promise = showErrorMessageBox(
sprintf(translateWithContext("mod.io error message", "File verification error.\n\n%(technicalDetails)s"), {
@ -126,7 +136,8 @@ var g_ModIOState = {
/**
* Default
*/
"none": progressData => {
"none": progressData =>
{
// Nothing has happened yet.
}
};
@ -144,7 +155,8 @@ function init(data)
return Promise.race([
promise,
new Promise(closePageCallback => {
new Promise(closePageCallback =>
{
Engine.GetGUIObjectByName("backButton").onPress = closePageCallback;
Engine.GetGUIObjectByName("modio").onTick = onTick.bind(null, closePageCallback);
})
@ -327,7 +339,8 @@ async function progressDialog(dialogCaption, dialogTitle, showProgressBar, butto
const downloadDialog_button = Engine.GetGUIObjectByName("downloadDialog_button");
downloadDialog_button.caption = buttonCaption;
await new Promise(resolve => {
await new Promise(resolve =>
{
downloadDialog_button.onPress = resolve;
});
cancelRequest();

View file

@ -1,7 +1,8 @@
function init(data)
{
Engine.GetGUIObjectByName("mainText").caption = Engine.TranslateLines(Engine.ReadFile("gui/modmod/help/help.txt"));
return new Promise(closePageCallback => {
return new Promise(closePageCallback =>
{
Engine.GetGUIObjectByName("closeButton").onPress = closePageCallback;
});
}

View file

@ -68,8 +68,12 @@ function init(data, hotloadData)
if (g_HasIncompatibleMods)
Engine.OpenChildPage("page_incompatible_mods.xml", {});
return new Promise(closePageCallback => {
return new Promise(closePageCallback =>
{
Engine.GetGUIObjectByName("quitButton").onPress = closePageCallback;
Engine.GetGUIObjectByName("cancelButton").onPress = closePageCallback.bind(undefined, {
[Engine.openRequest]: { "page": "page_pregame.xml" }
});
});
}
@ -292,11 +296,6 @@ function filterMod(folder)
return !negateFilter;
}
function closePage()
{
Engine.SwitchGuiPage("page_pregame.xml", {});
}
/**
* Moves an item in the list up or down.
*/

View file

@ -194,7 +194,6 @@
<object name="cancelButton" type="button" style="ModernButtonRed" size="100%-932 100%-44 100%-752 100%-16" hotkey="cancel">
<translatableAttribute id="caption">Cancel</translatableAttribute>
<action on="Press">closePage();</action>
</object>
<object type="button" style="ModernButtonRed" size="100%-748 100%-44 100%-568 100%-16">

View file

@ -9,6 +9,6 @@
scroll_bottom="true"
textcolor="white"
text_align="left"
text_valign="center"
text_valign="top"
/>
</styles>

View file

@ -5,7 +5,7 @@ const g_ModProperties = {
"type": "string",
"validate": validateName
},
// example: "0.28.0"
// example: "0.29.0"
"version": {
"required": true,
"type": "string",

View file

@ -1,6 +1,7 @@
function init()
async function init()
{
Engine.SwitchGuiPage("page_modmod.xml", {
"cancelbutton": false
});
return { [Engine.openRequest]: {
"page": "page_modmod.xml",
"argument": { "cancelbutton": false }
} };
}

View file

@ -21,7 +21,8 @@ async function init(data)
initURLButtons(data.termsURL, data.urlButtons);
initLanguageSelection();
const accepted = await new Promise(resolve => {
const accepted = await new Promise(resolve =>
{
Engine.GetGUIObjectByName("cancelButton").onPress = resolve.bind(null, false);
Engine.GetGUIObjectByName("connectButton").onPress = resolve.bind(null, true);
});
@ -40,14 +41,16 @@ function initURLButtons(termsURL, urlButtons)
"url": termsURL
});
urlButtons.forEach((urlButton, i) => {
urlButtons.forEach((urlButton, i) =>
{
const button = Engine.GetGUIObjectByName("button[" + i + "]");
button.caption = urlButton.caption;
button.hidden = false;
button.tooltip = sprintf(translate("Open %(url)s in the browser."), {
"url": urlButton.url
});
button.onPress = () => {
button.onPress = () =>
{
openURL(urlButton.url);
};
});
@ -62,7 +65,8 @@ function initLanguageSelection()
const languageDropdown = Engine.GetGUIObjectByName("languageDropdown");
languageDropdown.size = (languageLabelWidth + 10) + " 4 100% 100%";
languageDropdown.list = (() => {
languageDropdown.list = (() =>
{
const displayNames = Engine.GetSupportedLocaleDisplayNames();
const baseNames = Engine.GetSupportedLocaleBaseNames();
@ -80,7 +84,8 @@ function initLanguageSelection()
return list;
})();
languageDropdown.onSelectionChange = () => {
languageDropdown.onSelectionChange = () =>
{
Engine.GetGUIObjectByName("mainText").caption =
sprintf(
languageDropdown.selected == 1 ?

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
@ -182,7 +182,6 @@ function RunDetection(settings)
var disable_shadowpcf;
var disable_allwater;
var disable_fancywater;
var enable_glsl;
var enable_postproc;
var enable_smoothlos;
var override_renderpath;
@ -214,16 +213,6 @@ function RunDetection(settings)
var GL_VERSION = settings.renderer_backend.GL_VERSION;
var GL_EXTENSIONS = settings.renderer_backend.GL_EXTENSIONS.split(" ");
// Enable GLSL on OpenGL 3+, which should be able to properly
// manage GLSL shaders, needed for effects like windy trees
if (GL_VERSION.match(/^[3-9]/))
enable_glsl = true;
// Enable GLSL on OpenGL ES 2.0+, which doesnt support the fixed
// function fallbacks
if (GL_VERSION.match(/^OpenGL ES /))
enable_glsl = true;
// Enable most graphics options on OpenGL 4+, which should be
// able to properly manage them
if (GL_VERSION.match(/^[4-9]/))
@ -239,7 +228,6 @@ function RunDetection(settings)
{
warnings.push("You are using '" + GL_RENDERER + "' graphics driver, expect very poor performance!");
warnings.push("If possible install a proper graphics driver for your hardware.");
enable_glsl = false;
enable_postproc = false;
enable_smoothlos = false;
// s3tc on software renderers halves fps and makes textures weird
@ -315,8 +303,6 @@ function RunDetection(settings)
// https://gitea.wildfiregames.com/0ad/0ad/issues/964
// SiS Mirage 3 drivers apparently crash with shaders, so fall back to non-shader
// (The other known SiS cards don't advertise GL_ARB_fragment_program so we
// don't need to do anything special for them)
if (os_win && GL_RENDERER.match(/^Mirage Graphics3$/))
{
override_renderpath = "fixed";
@ -331,7 +317,6 @@ function RunDetection(settings)
"disable_shadowpcf": disable_shadowpcf,
"disable_allwater": disable_allwater,
"disable_fancywater": disable_fancywater,
"enable_glsl": enable_glsl,
"enable_postproc": enable_postproc,
"enable_smoothlos": enable_smoothlos,
"override_renderpath": override_renderpath,
@ -340,8 +325,8 @@ function RunDetection(settings)
global.RunHardwareDetection = function(settings)
{
// Currently we don't have limitations for other backends than GL and GL ARB.
if (settings.renderer_backend.name != 'gl' && settings.renderer_backend.name != 'glarb')
// Currently we don't have limitations for other backends than GL.
if (settings.renderer_backend.name != 'gl')
return;
// print(JSON.stringify(settings, null, 1)+"\n");
@ -385,9 +370,6 @@ global.RunHardwareDetection = function(settings)
Engine.ConfigDB_CreateValue("hwdetect", "watershadows", (!output.disable_fancywater).toString());
}
if (output.enable_glsl !== undefined)
Engine.ConfigDB_CreateValue("hwdetect", "preferglsl", (output.enable_glsl).toString());
if (output.enable_postproc !== undefined)
Engine.ConfigDB_CreateValue("hwdetect", "postproc", (output.enable_postproc).toString());

View file

@ -14,7 +14,8 @@ print("<th>GL_RENDERER");
print("<th>Output");
print("<th>Warnings");
hwdetectTestData.sort(function(a, b) {
hwdetectTestData.sort(function(a, b)
{
if (a.renderer_backend.GL_RENDERER < b.renderer_backend.GL_RENDERER)
return -1;
if (b.renderer_backend.GL_RENDERER < a.renderer_backend.GL_RENDERER)

View file

@ -1,27 +0,0 @@
!!ARBfp1.0
TEMP colorTex;
TEX colorTex, fragment.texcoord[0], texture[0], 2D;
TEMP grayscale;
MOV grayscale.r, 0.3;
MOV grayscale.g, 0.59;
MOV grayscale.b, 0.11;
MOV grayscale.a, 0.0;
PARAM colorAdd = program.local[1];
PARAM colorMul = program.local[2];
PARAM grayscaleFactor = program.local[3];
TEMP colorGray;
DP3 colorGray.rgb, colorTex, grayscale;
MOV colorGray.a, colorTex.a;
TEMP color;
LRP color, grayscaleFactor.r, colorGray, colorTex;
MUL color, color, colorMul;
ADD color, color, colorAdd;
MOV result.color, color;
END

View file

@ -1,19 +0,0 @@
!!ARBvp1.0
PARAM transform = program.local[0];
PARAM translation = program.local[1];
TEMP position;
MUL position, transform, vertex.position.xyxy;
ADD position.x, position.x, position.y;
ADD position.y, position.z, position.w;
ADD position, position, translation;
MOV position.z, 0.0;
MOV position.w, 1.0;
MOV result.position, position;
MOV result.texcoord[0], vertex.texcoord[0];
END

View file

@ -1,18 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/canvas2d.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="vec4"/>
<uniform name="translation" loc="1" type="vec2"/>
</vertex>
<fragment file="arb/canvas2d.fp">
<uniform name="tex" loc="0" type="sampler2D"/>
<uniform name="colorAdd" loc="1" type="vec4"/>
<uniform name="colorMul" loc="2" type="vec4"/>
<uniform name="grayscaleFactor" loc="3" type="float"/>
</fragment>
</program>

View file

@ -1,13 +0,0 @@
!!ARBfp1.0
#if DEBUG_TEXTURED
ATTRIB v_tex = fragment.texcoord[0];
TEX result.color, v_tex, texture[0], 2D;
#else
PARAM color = program.local[0];
MOV result.color, color;
#endif
END

View file

@ -1,25 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
#if DEBUG_TEXTURED
PARAM textureTransform = program.local[4];
#endif
ATTRIB position = vertex.position;
#if DEBUG_TEXTURED
ATTRIB uv = vertex.texcoord[0];
#endif
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
#if DEBUG_TEXTURED
OUTPUT v_tex = result.texcoord[0];
MUL v_tex.x, textureTransform.x, uv.x;
MUL v_tex.y, textureTransform.y, uv.z;
#endif
END

View file

@ -1,16 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/debug_overlay.vp">
<uniform name="transform" loc="0" type="mat4"/>
<uniform name="textureTransform" loc="4" type="vec2" if="DEBUG_TEXTURED"/>
<stream name="pos"/>
<stream name="uv0" if="DEBUG_TEXTURED"/>
</vertex>
<fragment file="arb/debug_overlay.fp">
<uniform name="baseTex" loc="0" type="sampler2D" if="DEBUG_TEXTURED"/>
<uniform name="color" loc="0" type="vec4" if="!DEBUG_TEXTURED"/>
</fragment>
</program>

View file

@ -1,3 +0,0 @@
!!ARBfp1.0
MOV result.color, program.local[0];
END

View file

@ -1,12 +0,0 @@
!!ARBvp1.0
ATTRIB position = vertex.position;
PARAM transform[4] = { program.local[0..3] };
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
END

View file

@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/dummy.vp">
<stream name="pos"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/dummy.fp">
<uniform name="color" loc="0" type="vec4"/>
</fragment>
</program>

View file

@ -1,9 +0,0 @@
!!ARBfp1.0
PARAM colorMul = program.local[0];
TEMP color;
TEX color, fragment.texcoord[0], texture[0], 2D;
MUL color, color, colorMul;
MOV result.color, color;
END

View file

@ -1,15 +0,0 @@
!!ARBvp1.0
ATTRIB position = vertex.position;
ATTRIB uv = vertex.texcoord[0];
PARAM transform[4] = { program.local[0..3] };
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
MOV result.texcoord, uv;
END

View file

@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/foreground_overlay.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/foreground_overlay.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="colorMul" loc="0" type="vec4"/>
</fragment>
</program>

View file

@ -1,17 +0,0 @@
!!ARBfp1.0
ATTRIB v_los = fragment.texcoord[0];
PARAM delta = program.local[0];
TEMP los1_tex;
TEMP los2_tex;
TEX los1_tex, v_los, texture[0], 2D;
TEX los2_tex, v_los, texture[1], 2D;
TEMP smoothing;
MOV_SAT smoothing, delta.x;
LRP result.color, smoothing, los1_tex.rrrr, los2_tex.rrrr;
END

View file

@ -1,6 +0,0 @@
!!ARBvp1.0
MOV result.position, vertex.position;
MOV result.texcoord, vertex.texcoord[0];
END

View file

@ -1,12 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/los_interp.vp">
<stream name="pos"/>
<stream name="uv0"/>
</vertex>
<fragment file="arb/los_interp.fp">
<uniform name="delta" loc="0" type="float"/>
<uniform name="losTex1" loc="0" type="sampler2D"/>
<uniform name="losTex2" loc="1" type="sampler2D"/>
</fragment>
</program>

View file

@ -1,23 +0,0 @@
!!ARBfp1.0
#if MINIMAP_BASE
TEX result.color, fragment.texcoord[0], texture[0], 2D;
#endif
#if MINIMAP_LOS
TEMP tex;
TEX tex, fragment.texcoord[0], texture[0], 2D;
MOV result.color.r, tex.r;
MOV result.color.g, tex.r;
MOV result.color.b, tex.r;
MOV result.color.a, tex.r;
#endif
#if MINIMAP_POINT
MOV result.color, fragment.color;
MOV result.color.a, 1.0;
#endif
END

View file

@ -1,32 +0,0 @@
!!ARBvp1.0
PARAM transform = program.local[0];
PARAM translation = program.local[1];
PARAM textureTransform = program.local[2];
OUTPUT v_tex = result.texcoord[0];
TEMP position;
MUL position, transform, vertex.position.xyxy;
ADD position.x, position.x, position.y;
ADD position.y, position.z, position.w;
ADD position, position, translation.xyxy;
MOV position.z, 0.0;
MOV position.w, 1.0;
MOV result.position, position;
#if MINIMAP_BASE || MINIMAP_LOS
TEMP tex;
MUL tex, textureTransform, vertex.texcoord.xyxy;
ADD tex.x, tex.x, tex.y;
ADD tex.y, tex.z, tex.w;
ADD tex, tex, translation.zwzw;
MOV tex.z, 0.0;
MOV tex.w, 1.0;
MOV v_tex, tex;
#endif
#if MINIMAP_POINT
MOV result.color, vertex.color;
#endif
END

View file

@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/minimap.vp">
<stream name="pos"/>
<stream name="uv0" if="MINIMAP_BASE || MINIMAP_LOS"/>
<stream name="color" if="MINIMAP_POINT"/>
<uniform name="transform" loc="0" type="vec4"/>
<uniform name="translation" loc="1" type="vec4"/>
<uniform name="textureTransform" loc="2" type="vec4"/>
</vertex>
<fragment file="arb/minimap.fp">
<uniform name="baseTex" loc="0" type="sampler2D" if="MINIMAP_BASE || MINIMAP_LOS"/>
</fragment>
</program>

View file

@ -1,7 +0,0 @@
!!ARBfp1.0
PARAM color = program.local[0];
MOV result.color, color;
END

View file

@ -1,18 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
PARAM instancingTransform = program.local[4];
TEMP position;
MAD position.x, vertex.position.x, instancingTransform.w, instancingTransform.x;
MAD position.y, vertex.position.y, instancingTransform.w, instancingTransform.y;
MAD position.z, vertex.position.z, instancingTransform.w, instancingTransform.z;
MOV position.w, 1.0;
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
END

View file

@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/overlay_solid.vp">
<uniform name="transform" loc="0" type="mat4"/>
<uniform name="instancingTransform" loc="4" type="vec4"/>
<stream name="pos"/>
</vertex>
<fragment file="arb/overlay_solid.fp">
<uniform name="color" loc="0" type="vec4"/>
</fragment>
</program>

View file

@ -1,34 +0,0 @@
!!ARBfp1.0
PARAM objectColor = program.local[0];
TEMP base;
TEMP mask;
TEMP color;
// Combine base texture and color, using mask texture
TEX base, fragment.texcoord[0], texture[0], 2D;
TEX mask, fragment.texcoord[0], texture[1], 2D;
#if USE_OBJECTCOLOR
LRP color.rgb, mask, objectColor, base;
#else
LRP color.rgb, mask, fragment.color, base;
#endif
#if IGNORE_LOS
MOV result.color.rgb, color;
#else
// Multiply RGB by LOS texture (red channel)
TEMP los;
TEX los, fragment.texcoord[1], texture[2], 2D;
SUB los.r, los.r, 0.03;
MUL los.r, los.r, 0.97;
MUL result.color.rgb, color, los.r;
#endif
// Use alpha from base texture, combined with the object color/fragment alpha.
#if USE_OBJECTCOLOR
MUL result.color.a, objectColor.a, base.a;
#else
MUL result.color.a, fragment.color.a, base.a;
#endif
END

View file

@ -1,21 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
#if !IGNORE_LOS
PARAM losTransform = program.local[4];
#endif
ATTRIB position = vertex.position;
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
MOV result.texcoord[0], vertex.texcoord[0];
#if !IGNORE_LOS
MAD result.texcoord[1], position.xzzz, losTransform.x, losTransform.y;
#endif
MOV result.color, vertex.color;
END

View file

@ -1,25 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<!-- This shader is used for rendering overlay lines (e.g. territory boundaries), and also for
rendering the unit selection ring quad overlays, since they are almost identical. The only
difference is that in unit selection ring mode, the uniform objectColor is ignored and instead
replaced by a color stream from the vertices. The USE_OBJECTCOLOR define is used to switch
between either mode. -->
<vertex file="arb/overlayline.vp">
<stream name="pos"/>
<stream name="uv0"/>
<stream name="color" if="!USE_OBJECTCOLOR"/>
<uniform name="transform" loc="0" type="mat4"/>
<uniform name="losTransform" loc="4" type="vec2" if="!IGNORE_LOS"/>
</vertex>
<fragment file="arb/overlayline.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="maskTex" loc="1" type="sampler2D"/>
<uniform name="losTex" loc="2" type="sampler2D" if="!IGNORE_LOS"/>
<uniform name="objectColor" loc="0" type="vec4" if="USE_OBJECTCOLOR"/>
</fragment>
</program>

View file

@ -1,25 +0,0 @@
!!ARBfp1.0
ATTRIB v_los = fragment.texcoord[1];
PARAM sunColor = program.local[0];
TEMP tex, losTex, color;
TEX tex, fragment.texcoord[0], texture[0], 2D;
TEMP temp;
MOV temp, 0.5;
ADD color.rgb, fragment.color, sunColor;
MUL color.rgb, color, temp;
MUL color.rgb, color, tex;
// Multiply everything by the LOS texture
TEX losTex, v_los, texture[1], 2D;
SUB losTex.r, losTex.r, 0.03;
MUL losTex.r, losTex.r, 0.97;
MUL result.color.rgb, color, losTex.r;
MUL result.color.a, tex, fragment.color;
END

View file

@ -1,29 +0,0 @@
!!ARBvp1.0
ATTRIB uv = vertex.texcoord[0];
ATTRIB offset = vertex.texcoord[1];
PARAM transform[4] = { program.local[0..3] };
PARAM modelViewMatrix[4] = { program.local[4..7] };
PARAM losTransform = program.local[8];
TEMP axis1;
MOV axis1, modelViewMatrix[0];
TEMP axis2;
MOV axis2, modelViewMatrix[1];
TEMP position;
MAD position.xyz, axis1, offset.x, vertex.position;
MAD position.xyz, axis1, offset.y, position;
MAD position.xyz, axis2, offset.x, position;
MAD position.xyz, axis2, -offset.y, position;
MOV position.w, vertex.position.w;
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
MOV result.texcoord[0], uv;
MOV result.color, vertex.color;
MAD result.texcoord[1], vertex.position.xzzz, losTransform.x, losTransform.y;
END

View file

@ -1,20 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/particle.vp">
<stream name="pos"/>
<stream name="color"/>
<stream name="uv0"/>
<stream name="uv1"/>
<uniform name="transform" loc="0" type="mat4"/>
<uniform name="modelViewMatrix" loc="4" type="mat4"/>
<uniform name="losTransform" loc="8" type="vec2"/>
</vertex>
<fragment file="arb/particle.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="losTex" loc="1" type="sampler2D"/>
<uniform name="sunColor" loc="0" type="vec3"/>
</fragment>
</program>

View file

@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/particle.vp">
<stream name="pos"/>
<stream name="uv0"/>
<stream name="uv1"/>
<uniform name="transform" loc="0" type="mat4"/>
<uniform name="losTransform" loc="5" type="vec2"/>
</vertex>
<fragment file="arb/solid.fp"/>
</program>

View file

@ -1,27 +0,0 @@
!!ARBfp1.0
# cgc version 3.1.0013, build date Apr 24 2012
# command line args: -oglsl -profile arbfp1
# source file: sky.fs
#vendor NVIDIA Corporation
#version 3.1.0.13
#profile arbfp1
#program main
#semantic baseTex
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var samplerCUBE baseTex : : texunit 0 : -1 : 1
#var float3 v_tex : $vin.TEX0 : TEX0 : -1 : 1
#const c[0] = 0.25 0 1 4
PARAM c[1] = { { 0.25, 0, 1, 4 } };
TEMP R0;
TEMP R1;
TEMP R2;
SLT R2.x, c[0].y, fragment.texcoord[0].y;
ABS R2.x, R2;
TEX R0, fragment.texcoord[0], texture[0], CUBE;
ADD R1.x, -fragment.texcoord[0].y, c[0];
MUL R1, R0, R1.x;
MUL R1, R1, c[0].w;
CMP R2.x, -R2, c[0].y, c[0].z;
CMP result.color, -R2.x, R0, R1;
END
# 8 instructions, 3 R-regs

View file

@ -1,15 +0,0 @@
!!ARBvp1.0
ATTRIB position = vertex.position;
ATTRIB uv = vertex.texcoord[0];
PARAM transform[4] = { program.local[0..3] };
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
MOV result.texcoord, uv;
END

View file

@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/sky.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/sky.fp">
<uniform name="baseTex" loc="0" type="samplerCube"/>
</fragment>
</program>

View file

@ -1,7 +0,0 @@
!!ARBfp1.0
PARAM color = program.local[0];
MOV result.color, color;
END

View file

@ -1,14 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, transform[0], vertex.position;
DP4 position.y, transform[1], vertex.position;
DP4 position.z, transform[2], vertex.position;
MOV position.w, 1.0;
MOV result.position, position;
END

View file

@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/solid.vp">
<uniform name="transform" loc="0" type="mat4"/>
<stream name="pos"/>
</vertex>
<fragment file="arb/solid.fp">
<uniform name="color" loc="0" type="vec4"/>
</fragment>
</program>

View file

@ -1,3 +0,0 @@
!!ARBfp1.0
MOV result.color, program.local[0];
END

View file

@ -1,12 +0,0 @@
!!ARBfp1.0
#ifdef REQUIRE_ALPHA_GEQUAL
TEMP tex;
TEMP temp;
TEX tex, fragment.texcoord[0], texture[0], 2D;
SUB temp.x, tex.a, REQUIRE_ALPHA_GEQUAL;
KIL temp.x; // discard if < 0.0
MOV result.color, tex;
#else
TEX result.color, fragment.texcoord[0], texture[0], 2D;
#endif
END

View file

@ -1,20 +0,0 @@
!!ARBvp1.0
#ifdef USE_INSTANCING
PARAM instancingTransform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, instancingTransform[0], vertex.position;
DP4 position.y, instancingTransform[1], vertex.position;
DP4 position.z, instancingTransform[2], vertex.position;
MOV position.w, 1.0;
#else
ATTRIB position = vertex.position;
#endif
PARAM transform[4] = { program.local[4..7] };
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
MOV result.texcoord[0], vertex.texcoord[0];
END

View file

@ -1,28 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/terrain_common.vp">
<uniform name="sunColor" loc="0" type="vec3"/>
<uniform name="textureTransform" loc="1" type="vec2"/>
<uniform name="losTransform" loc="2" type="vec2"/>
<uniform name="shadowTransform" loc="3" type="mat4"/>
<uniform name="shadowScale" loc="7" type="vec4"/>
<uniform name="sunDir" loc="8" type="vec3"/>
<uniform name="transform" loc="9" type="mat4"/>
<stream name="pos"/>
<stream name="normal"/>
<stream name="uv0"/>
<stream name="uv1" if="BLEND"/>
</vertex>
<fragment file="arb/terrain_common.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="blendTex" loc="1" type="sampler2D" if="BLEND"/>
<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
<uniform name="losTex" loc="3" type="sampler2D"/>
<uniform name="shadingColor" loc="1" type="vec3" if="DECAL"/>
<uniform name="ambient" loc="0" type="vec3"/>
<uniform name="shadowScale" loc="2" type="vec4"/>
</fragment>
</program>

View file

@ -1,30 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<define name="BLEND" value="1"/>
<vertex file="arb/terrain_common.vp">
<uniform name="sunColor" loc="0" type="vec3"/>
<uniform name="textureTransform" loc="1" type="vec2"/>
<uniform name="losTransform" loc="2" type="vec2"/>
<uniform name="shadowTransform" loc="3" type="mat4"/>
<uniform name="shadowScale" loc="7" type="vec4"/>
<uniform name="sunDir" loc="8" type="vec3"/>
<uniform name="transform" loc="9" type="mat4"/>
<stream name="pos"/>
<stream name="normal"/>
<stream name="uv0"/>
<stream name="uv1"/>
</vertex>
<fragment file="arb/terrain_common.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="blendTex" loc="1" type="sampler2D"/>
<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
<uniform name="losTex" loc="3" type="sampler2D"/>
<uniform name="ambient" loc="0" type="vec3"/>
<uniform name="shadowScale" loc="2" type="vec4"/>
</fragment>
</program>

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@ -1,101 +0,0 @@
!!ARBfp1.0
#if USE_FP_SHADOW
OPTION ARB_fragment_program_shadow;
#endif
PARAM ambient = program.local[0];
#if DECAL
PARAM shadingColor = program.local[1];
#endif
#if USE_FP_SHADOW && USE_SHADOW_PCF
PARAM shadowScale = program.local[2];
TEMP offset, size, weight, depthSample;
#endif
TEMP tex;
TEMP temp;
TEMP diffuse;
TEMP color;
#if BLEND
// Use alpha from blend texture
// TODO: maybe we should invert the texture instead of doing SUB here?
TEX tex.a, fragment.texcoord[1], texture[1], 2D;
SUB result.color.a, 1.0, tex.a;
#endif
// Load diffuse color
TEX color, fragment.texcoord[0], texture[0], 2D;
#if DECAL
// Use alpha from main texture
MOV result.color.a, color;
#endif
// Compute color = texture * (ambient + diffuse*shadow)
// (diffuse is 2*fragment.color due to clamp-avoidance in the vertex program)
#if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS
TEMP shadowBias;
TEMP biasedShdw;
MOV shadowBias.x, 0.0005;
MOV biasedShdw, fragment.texcoord[2];
SUB biasedShdw.z, fragment.texcoord[2].z, shadowBias.x;
#if USE_FP_SHADOW
#if USE_SHADOW_PCF
SUB offset.xy, fragment.texcoord[2], 0.5;
FRC offset.xy, offset;
ADD size.xy, offset, 1.0;
SUB size.zw, 2.0, offset.xyxy;
MAD offset.xy, -0.5, offset, fragment.texcoord[2];
MOV offset.z, biasedShdw.z;
ADD weight, { 1.0, 1.0, -0.5, -0.5 }, offset.xyxy;
MUL weight, weight, shadowScale.zwzw;
MOV offset.xy, weight.zwww;
TEX depthSample.r, offset, texture[2], SHADOW2D;
MOV temp.x, depthSample.r;
MOV offset.x, weight.x;
TEX depthSample.r, offset, texture[2], SHADOW2D;
MOV temp.y, depthSample.r;
MOV offset.xy, weight.zyyy;
TEX depthSample.r, offset, texture[2], SHADOW2D;
MOV temp.z, depthSample.r;
MOV offset.x, weight.x;
TEX depthSample.r, offset, texture[2], SHADOW2D;
MOV temp.w, depthSample.r;
MUL size, size.zxzx, size.wwyy;
DP4 temp.x, temp, size;
MUL temp.x, temp.x, 0.111111;
#else
TEX temp.x, biasedShdw, texture[2], SHADOW2D;
#endif
#else
TEX tex, fragment.texcoord[2], texture[2], 2D;
MOV_SAT temp.z, biasedShdw.z;
SGE temp.x, tex.x, temp.z;
#endif
MUL diffuse.rgb, fragment.color, 2.0;
MAD temp.rgb, diffuse, temp.x, ambient;
MUL color.rgb, color, temp;
#else
MAD temp.rgb, fragment.color, 2.0, ambient;
MUL color.rgb, color, temp;
#endif
// Multiply everything by the LOS texture
TEX tex.r, fragment.texcoord[3], texture[3], 2D;
SUB tex.r, tex.r, 0.03;
MUL tex.r, tex.r, 0.97;
MUL color.rgb, color, tex.r;
#if DECAL
MUL result.color.rgb, color, shadingColor;
#else
MOV result.color.rgb, color;
#endif
END

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@ -1,74 +0,0 @@
!!ARBvp1.0
PARAM sunColor = program.local[0];
PARAM textureTransform = program.local[1];
PARAM losTransform = program.local[2];
PARAM shadowTransform[4] = { program.local[3..6] };
PARAM sunDir = program.local[8];
PARAM transform[4] = { program.local[9..12] };
#if USE_FP_SHADOW && USE_SHADOW_PCF
PARAM shadowScale = program.local[7];
#endif
TEMP lighting;
TEMP terrainTextureTransform;
MOV terrainTextureTransform, textureTransform;
MOV terrainTextureTransform.z, -textureTransform.y;
MOV terrainTextureTransform.w, 0;
//// Compute position and normal:
ATTRIB position = vertex.position;
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
//// Compute lighting:
// Diffuse factor is precomputed in vertex attribute
// Scale diffuse to allow overbrightness (since result.color will be clamped to [0, 1])
//
DP3 lighting, -sunDir, vertex.normal;
MAX lighting, 0.0, lighting; // DP3_SAT isn't available here.
MUL lighting, lighting, 0.5;
// Apply light color
MUL result.color, lighting, sunColor;
//// Texture coordinates:
#if DECAL
MOV result.texcoord[0], vertex.texcoord[0];
#else
// Compute texcoords from position and terrain-texture-dependent transform.
// textureTransform is stored as [c, -s, s, 0],
// and we want texcoord = (x*c + z*-s, x*-s + z*-c, 0, 1)
DP3 result.texcoord[0].x, terrainTextureTransform.xyww, position.xzww;
DP3 result.texcoord[0].y, -terrainTextureTransform.zxww, position.xzww;
MOV result.texcoord[0].z, 0;
MOV result.texcoord[0].w, 1;
#endif
#if BLEND
MOV result.texcoord[1], vertex.texcoord[1];
#endif
#if USE_SHADOW
#if USE_FP_SHADOW && USE_SHADOW_PCF
TEMP shadowtc;
DP4 shadowtc.x, shadowTransform[0], position;
DP4 shadowtc.y, shadowTransform[1], position;
MUL result.texcoord[2].xy, shadowtc, shadowScale;
#else
DP4 result.texcoord[2].x, shadowTransform[0], position;
DP4 result.texcoord[2].y, shadowTransform[1], position;
#endif
DP4 result.texcoord[2].z, shadowTransform[2], position;
DP4 result.texcoord[2].w, shadowTransform[3], position;
#endif
MAD result.texcoord[3], position.xzzz, losTransform.x, losTransform.y;
END

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@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<define name="DECAL" value="1"/>
<vertex file="arb/terrain_common.vp">
<uniform name="sunColor" loc="0" type="vec3"/>
<uniform name="textureTransform" loc="1" type="vec2"/>
<uniform name="losTransform" loc="2" type="vec2"/>
<uniform name="shadowTransform" loc="3" type="mat4"/>
<uniform name="shadowScale" loc="7" type="vec4"/>
<uniform name="sunDir" loc="8" type="vec3"/>
<uniform name="transform" loc="9" type="mat4"/>
<stream name="pos"/>
<stream name="normal"/>
<stream name="uv0"/>
</vertex>
<fragment file="arb/terrain_common.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
<uniform name="losTex" loc="3" type="sampler2D"/>
<uniform name="ambient" loc="0" type="vec3"/>
<uniform name="shadingColor" loc="1" type="vec3"/>
<uniform name="shadowScale" loc="2" type="vec4"/>
</fragment>
</program>

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@ -1,19 +0,0 @@
!!ARBfp1.0
PARAM color = program.local[2];
ATTRIB v_coords = fragment.texcoord[0];
ATTRIB v_losCoords = fragment.texcoord[1];
TEMP diffuse;
TEX diffuse, v_coords, texture[0], 2D;
MUL diffuse, diffuse, color;
TEMP los;
TEX los, v_losCoords, texture[1], 2D;
SUB los.r, los.r, 0.03;
MUL los.r, los.r, 0.97;
MUL diffuse, diffuse, los.r;
MOV result.color, diffuse;
END

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@ -1,39 +0,0 @@
!!ARBvp1.0
ATTRIB position = vertex.position;
PARAM transform[4] = { program.local[0..3] };
PARAM losTransform = program.local[4];
PARAM time = program.local[5];
OUTPUT v_coords = result.texcoord[0];
OUTPUT v_losCoords = result.texcoord[1];
DP4 result.position.x, transform[0], position;
DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
TEMP tx;
MUL tx, time, -0.01235; // 1.0 / 81.0
FRC tx, tx;
TEMP tz;
MUL tz, time, -0.02941; // 1.0 / 34.0
FRC tz, tz;
TEMP offset;
MOV offset.x, tx;
MOV offset.z, tz;
TEMP coords;
// Divide by period 16 and add offset.
MAD coords, position, 0.0625, offset;
ADD coords, coords, offset;
MOV v_coords, coords.xzxz;
TEMP losCoords;
MOV losCoords, position.xzxz;
MUL losCoords, losCoords, losTransform.xxxx;
ADD losCoords, losCoords, losTransform.yyyy;
MOV v_losCoords, losCoords.xyxy;
END

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@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/water_simple.vp">
<stream name="pos"/>
<uniform name="transform" loc="0" type="mat4"/>
<uniform name="losTransform" loc="4" type="vec2"/>
<uniform name="time" loc="5" type="float"/>
</vertex>
<fragment file="arb/water_simple.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="losTex" loc="1" type="sampler2D"/>
<uniform name="color" loc="2" type="vec4"/>
</fragment>
</program>

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@ -1,7 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<require shaders="glsl"/>
<require shaders="spirv"/>
<pass shader="canvas2d">

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="glsl"/>
<require shaders="spirv"/>
<compute shader="compute_resolve_pbr"/>
</technique>
</effect>

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