Perfect, thank you guys, sorry for the waste of time :)
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Aug 16 2022
Gotta have to check those includes, lots are missing. Can we do without boost? We're trying to reduce the dependency on it where possible.
Some unsigned / signed mismatches. There might be more. Sorry for all the nitpicks.
Aug 15 2022
<Vladislav Belov> might be worth mentioning that we don't have a dedicated thread for simulation. And we call update on the same thread as rendering. <Stan> But do we have turns where we don't call simulation, only rendering? Those patches are a bit hard for me since I don't have enough knowledge about how things work... <Vladislav Belov> I don't remember, anyway spikes inside simulation might cause visual lagging. <wraitii> we run the sim every 200ms. if that takes 200ms, then we don't have turns that only render. otherwise we do. I think unless you get heavy lag, you'll see turns take like 20ms/20ms/60ms/20ms/20ms <Vladislav Belov> Frames? <wraitii> yeah. I mean ideally it'd be 16ms for a graphics frame <Vladislav Belov> Decoupling would be cool. <wraitii> yeah would be nice to run the sim in a thread the problem is that in late MP games sim can take > 100ms so we start getting really choppy frames. [...] <wraitii>:But rendering must be on the main thread because of macOS
Maybe I could just set unit to uncontrollable @Freagarach ? Since 1960 got merged.
Aug 14 2022
Gotta check what this do to translations.
If SM allows to get a size of currently allocated memory it should be easy to write a unit test. We already have some unit tests for ScriptInterface.
Aug 13 2022
Might want to check premake :)
Hey, thanks for another very promising patch. Is there a way you could add some tests for it?
Aug 11 2022
LGTM.
Aug 10 2022
Aug 9 2022
@Mercury thanks for all the work on this so far. Can you address the not done inlines? Did you test in multiplayer? @vladislavbelov said he would look after Feature Freeze.
How does this new version perform with regards to performance?
@jprahman the issue is that the new patches applied on top of sm91 prevented it to build on Windows. We first need to address those before switching to 102.
Aug 8 2022
Either accept or resign from the revision.
Question: Should we use a custom allocator for the std::vectors? Those in source/lib/allocators/*
So better than initial? Nice. Would be nice to compare a frame to see what's reduced.
Still 10% sounds almost too good to be true.
EDIT: Can't read.
@jprahman @Mercury
Some areas of improvement are probably the messaging system; For instance in late game, each entity that dies notifies all the entities on the map through a global message, while it's not really necessary, but we don't have dynamic subscription. All of that has to be copied to the AI too might be no longer relevant since the unthreading of the ai (D3769
);
frame of units combat (huge):
How does this new version perform with regards to performance?
Aug 7 2022
Aug 6 2022
Works for me.
ERROR: JavaScript error: simulation/components/Builder.js line 100 cmpFoundation is null Builder.prototype.StartRepairing@simulation/components/Builder.js:100:6 testRepairing@simulation/components/tests/test_Builder.js:178:23 @simulation/components/tests/test_Builder.js:194:1
Aug 5 2022
@jprahman could you have a look at it?
Did you get a chance to look at it?
@asterix please don't accept for the sake of accepting it, and instead state the reasons of your acceptance. Else accepting has a very minimal value...
Aug 4 2022
@Langbart can you test this?
Windows only fix.
Wait why would one have Researcher with no techs? Only tech removal?
Aug 3 2022
I guess you can resign here too since it's the SDK bug.
Note there is also a sorter in https://code.wildfiregames.com/P238 . This one also sorts subcomponents which might not be wanted though. It was useful for hyrule since they have/had many duplicate subnodes.
Aug 2 2022
I'm not sure about the last one since it's an external lib. Otherwise looks good. I wonder if DTDs give more useful messages than RNG.
Jul 31 2022
A27
Sounds safer indeed. Sometimes I wonder if special buildings should not just all be named special_01 or something to remove duplication
Jul 30 2022
Seems also to be a windows only issue. No problem with Ubuntu. @vladislavbelov is it acceptable to use the windows proprietary overload with an #ifdef?
Jul 29 2022
Jul 27 2022
Missing pers phase but should work
Jul 26 2022
Dumb question. Aren't indexes of standard containers all size_t in C++?
Jul 25 2022
In D4743#201738, @phosit wrote:In D4743#201732, @Stan wrote:They trigger Assertion popups. You're free to ignore suppress them. Except in Atlas where it goes south and crashes the entire game.
So what is the diference betwen WARN_ON_ERROR and ENSURE?
Might try filesystem if that works. I don't remember if nothing worked, or only a subset.
They trigger Assertion popups. You're free to ignore suppress them. Except in Atlas where it goes south and crashes the entire game.
On Windows in C:\Users\{username}\Documents\My Games\0ad\mods
No definitive guidelines.
First consider the gains and the losses of waiting to commit the patch, the current stage of release we're in, the urgency etc
Jul 24 2022
Fix warning.
Rebase, use enum.
Jul 23 2022
Another issue to me is that stuff that should be upgrades (stone walls, various towers) are not which make the panel fuller that needs be. But that's another topic.
I think you should ask balancing. I don't have a strong opinion.
I sometimes wonder if one should see all the buildings they can't build, or if they should be revealed when they become available.
Or if the UI is good at all, and it should not be more starcrafty (It's a gif)
Jul 22 2022
Header date, the test has been lost,
In D4735#201547, @Langbart wrote:
Jul 21 2022
Maybe you can extract the js code that does that for the game settings and then call it?