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- Dec 21 2016, 1:38 PM (396 w, 2 d)
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Nov 26 2023
Could these arrays be made constexpr if they were C-style array ?
Nov 11 2023
Nov 10 2023
Remove renaming
Mh, I read it as just explaining the algorithm, but I do agree it's un-necessarily confusing.
Nov 9 2023
Yeah that's the ticket for it, but I think we try to hide very small "reverse holes" ? aka very small patches of territory. The ticket is about actual holes.
Nov 8 2023
Could you double-check that? My reading is that it doesn't. The 'initial tile' is (i, j). As I read it, code is never called for this initial tile, we're directly over a neighbouring tile.
I don't get what you mean sorry? The FLOODFILL macro only looks at the neighbours of the initial (x,z) tile ?
Fix formatting / warnings / errors
Add tests. This revealed another issue: the FLOODFILL macro only looks at neighbors, so we were missing the original territory tile when counting territory.
I believe this also affected blinking territory, but I'm slightly less sure there - unlikely it would show up in game since it can only affect the center of a group of territory tiles, and unless I'm wrong we don't show borders when the borders are very small?
I think optional arguments are a bit dodgy in the C++ / JS conversion process (makes it harder to do type checking), using explicit names is probably better.
Nov 7 2023
You probably should fix the linter as well.
Nov 4 2023
The GUI elements already listen to a lot of UI settings, but you wouldn't introduce coupling with another UI element, just with the settings. Basically this:
g_GameSettings.map.watch(() => this.render(), ["type"]); g_GameSettings.savedGame.watch(() => this.render(), ["id"]); // this.gameSettingsController.registerSettingsChangeHandler(this.render.bind(this));
It's doing pointer comparison, both equality and ordering, which I'd classify under 'manipulation'.
This wasn't the Pimpl pattern.
It kind of is though? It's not the complete pattern, but it's pretty much the same.
Not a fan of this. The new syntax is worse, more verbose and it also makes it less obvious that this is actually doing pointer manipulations.
This looks fairly clean and self-contained from a cursory glance - at least nothing too invasive or obviously bad, which I'd call good enough™
Oct 20 2023
Aug 9 2023
Would be good to have Stan's opinion on this, I believe he's the most up-to-date on the Fcollada 'port' that we essentially maintain.
Seems like Premake is shipping with libzip 0.11.2, which is absolutely ancient at this point, which probably explains this issue.
Jul 23 2023
Jul 20 2023
Jul 1 2023
Jun 30 2023
Jun 28 2023
final touchup
Jun 27 2023
I'm not entirely sure what you mean - we're always in the 'own realm', it's just that sometimes we can be sure we don't need to 'enter' it because we've already entered it.
Can't you use ScriptRequest& for the aliasing?
You mean cast m_FormerRealm ?
Fix debug mode.
The code has an, in retrospect, obvious error: nullptr is a valid value for the FormerRealm when we enter the first realm, so we never exited it.
Instead, use a safe value for the optimised case -> the address of the ScriptRequest object.
Jun 26 2023
Jun 25 2023
Yeah this was unfortunately a bit of a stream-of-consciousness diff as I worked on other stuff. I'll see if I can easily split it, might not go through the effort though tbh.
log-scale can be usefull.
I've given it some thought and I don't think it's a good idea altogether, it's rather harder to analyse precisely.
Jun 24 2023
Slight refactoring for cleaner code, and separate the password length to a common file.
I'm not entirely sure what you're talking about specifically here, but I want to point out that this diff does not intend to improve the --help situation whatsoever, merely:
- move some C++ engine hardcoding to JS, making it more moddable and more appropriately placed
- Clean up the code because JS is easier to read/write here than C++-using-the-JSAPI
Jun 23 2023
Actually, those requirements are all defined in the public mod. IMO it makes no sense to parse this in C++ when nothing in the C++ cares directly.
Clarify a few things - mostly this was breaking the contract that GetScriptInterface returned the entered object.
This isn't actually used anywhere, but it's useful to be able to get the ScriptInterface of the current realm from ScriptRequest, so keep that under a different name.
Vlad's comments
Feel like this should maybe be defaulted to INVALID_PLAYER but it should work.
We probably want to change how this whole 'enable shared vision' thing works at some point but this looks good
Jun 22 2023
This appears to error, per gameboy and myself https://wildfiregames.com/forum/topic/107586-an-error-occurred/#comment-553741 (I bisected it to this commit)
Fix a number of issues, move the comments to JS.
Also rebased on top of rP27692
Less dramatic comment
Jun 21 2023
Jun 20 2023
Fix rebase error that broke everything
Pull changes from D5000
Only the FunctionWrapper.h changes
Jun 15 2023
According to Stan we drop XP support before SM78.
We did
Mh, guideline makes sense. Shame the syntax is pretty bad...
I'm fine with {} but you should add braces on either side per the JS coding conventions IMO, at least one before {
Jun 14 2023
(assuming this works - haven't tested)
Good by me, consider inline (we generally use {} syntax for non-POD / non-trivial stuff)
Gonna accept this though I'd still like to hide the lambdas under the assumption that you'll end up cleaning up the map generator at some point. I think incrementally it's moving in the right direction.
Think this is good with the changes from the further diffs too
This also looks good, but it'd be nice to look into the blame and find out when the last use-case was removed, to gain confidence that we won't need to add it back later
Inline both.