The patch isn't related to the OOS reason. Building a unit preview is just a trigger for the OOS. So this change does seem like a cleanup after the previous one. But maybe we want to support building units, then we must have elexis's patch (I'd prefer to commit it anyway, maybe after some changes/tests).
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Feb 23 2024
Feb 18 2024
In D5242#223156, @sera wrote:You could render in a different window and copy back the frame as well as forward the events. Worth it? Probably not.
Also might be a performance loss.
In D5244#223158, @sera wrote:I suggest to add a shaders not found error message and maybe give a hint as for the possible cause and solution, otherwise LGTM apart from the obvious linter warning.
Feb 17 2024
In D5242#223121, @sera wrote:About atlas, wx itself uses gl but that doesn't mean you can't use vulkan for the viewport, anyway mostly a non issue and certainly low prio.
Vulkan can't access the viewport without interacting with wx.
Feb 16 2024
Feb 14 2024
Is it possible to make a test?
Feb 13 2024
@Papnaas you can abandon the patch, for that you need to choose Add Action > Revision Action > Abandon Revision.
Feb 12 2024
Jan 29 2024
unsigned int doesn't fit static assertions (see the diff build results):
1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\FSM.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetClient.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetClientTurnManager.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetSession.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetFileTransfer.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetServer.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetServerTurnManager.cpp)
elexis found the problem (I'll try to make a patch): this.phenotype = pickRandom(this.GetPossiblePhenotypes()); in Identity. So the current patch is needed only if it's useful for the gameplay.
Jan 20 2024
We're trying to avoid patching third parties. Ideally a PR should be created in the third party repo and then our library might be updated.
@phosit LGTM, you might commit it.
In D5231#222734, @wowgetoffyourcellphone wrote:@vladislavbelov does it address your concerns now?
The texture seems ok to me. Maybe I'd rename it to hud_panel (because it's reused for all panels), but it's optional.
Jan 17 2024
Jan 16 2024
In D5206#222595, @real_tabasco_sauce wrote:So, those issues being: graphic error upon click, errors for training while reforms tech completes (fixed with current diff), and the OOS?
I really don't know what would cause this graphics error, particularly when something is clicked. @nifa made was responsible for some changes to the onager and particularly for designing the packed onager. I would think it is because of a missing spirv shader, but that fact it only happens upon click makes me doubt that.
Jan 15 2024
I'd like to note that #6888 contains 3 different issues (4 maybe). OOS is unrelated to the current diff.
Jan 12 2024
Combines the textures of all 3 panels into one texture sheet (per @vladislavbelov 's ancient request).
It's best when textures are reused or tightly packed. According to the preview it has much more of redundant space. Is it possible to reuse the same texture for all three panels?
Jan 8 2024
Fixes notes.
Jan 6 2024
Jan 4 2024
In D5218#222359, @phosit wrote:Likely we mean something different. I suggested a change for the two places I thought about.
I thought you're talking about all shaders code :)
Jan 3 2024
In D5218#222345, @phosit wrote:There is still a lot duplication.
I agree and I'd like to fix it. But unfortunately I don't have time for everything, first of all I'd like to get some performance for the next release.
Dec 31 2023
Dec 30 2023
In D5222#222298, @phosit wrote:We don't have any passing network test.
That's not good.
There are missing svn:eol-style native.
Dec 29 2023
In D5222#222239, @phosit wrote:But every object can be rearanged to be serializable.
It means additional work for each type and duplicated serializers for JSON.
Dec 28 2023
Fixes notes.
Dec 25 2023
In D5222#222220, @phosit wrote:No
It'd be good to have one.
The patch itself seems ok. But https://code.wildfiregames.com/rP27945 doesn't have lifetime guarantes.
Do we have tests for allowCheats be properly broadcasted? Can you imagine that we'd add a JS value in the future (maybe there is an existing patch)?
How many transitions we have in the worst case?
See https://code.wildfiregames.com/D5221#inline-101376 why I think the change isn't so useful.
Most of the times the callback stores a reference to a variable in scope where the Future is in. When the scope is left the reference get's dangling. CancelOrWait is called in multiple places (mostly destructors) to ensure the callback isn't executed anymore.
Dec 24 2023
In D5211#221829, @phosit wrote:Are you on windows? In msvc high_resulution_clock is an alias for steady_clock.
Yes, I was testing on Windows.
Also dates.
Dec 22 2023
In D5106#222100, @wowgetoffyourcellphone wrote:Okay to commit, you think?
Dec 14 2023
12 seems fine as an arbitrary limit.
Dec 13 2023
Dec 12 2023
It seems the behavior was changed (maybe because of steady_clock precision): when I set FPS throttling in menus to 100 (100.11 to be precise) shown FPS is ~91 with the patch and ~100 without the patch.
I don't think avoiding preprocessor helps here. But I don't mind for that case.
The patch changes behavior for heroes and treasures (also maybe researchers) which isn't mentioned. When a hero is moving the camera follows (without the patch it just goes to that position at the time and stays still).
Dec 10 2023
In D5218#221743, @sera wrote:Could repro again and the change fixes it
Great, thank you!
In D5218#221718, @sera wrote:ERROR: Failed to compile shader 'shaders/glsl/compute_downscale.cs': 0:27(31): error: no function with name 'texture2D' 0:27(2): error: no matching function for call to `imageStore(image2D, ivec2, error)'; candidates are:
Should be fixed with the last update. To reproduce (I wasn't able locally) you need to choose OpenGL backend (restart after that), enable post processing, set scale to 200%.
Fixes compute_downscale.cs compilation
In D5218#221730, @sera wrote:But might have been using opengl, maybe related to enabling preprocessing or some part thereof.
Scaling requires post processing be enabled indeed.
libxml2 v1.12.1 includes less header implicitly.
You mean v2.12.1?
In D5218#221718, @sera wrote:After fiddling a while with this new feature and checking the console after I saw the above, but can't figure out how to reproduce it :)
Generally seems to work.
Could you post your userreport_hwdetect.txt?
In D5218#221693, @asterix wrote:I suggest you post on forums like you did with testing Vulkan implementation.
Yeah, I will do after committing.
Dec 9 2023
Dec 8 2023
Dec 3 2023
In D4425#221347, @phosit wrote:So the queue limit was about memory-consumption? I thought it was about lag.
It was and still is about lag, but I'm also worrying that the queue capacity isn't limited anymore.
Dec 2 2023
Have you measured performance for those changes?
Nov 30 2023
Nov 20 2023
Nov 10 2023
In D5167#220539, @phosit wrote:@vladislavbelov do you have a outstanding input?
Nov 9 2023
Nov 8 2023
In D5181#220476, @wraitii wrote: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?
You mean like #1229?
Nov 7 2023
In D5185#220429, @wraitii wrote:You probably should fix the linter as well.
Yeah, thanks!