Successful build - Chance fights ever on the side of the prudent.
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Jan 5 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fixes GLES.
Seems to be still to be broken for GLES
https://jenkins.wildfiregames.com/job/docker-differential-custom/22/
In file included from ../../../source/lib/precompiled.h:68, from ../../../source/pch/graphics/precompiled.h:18, from ../../../source/renderer/backend/gl/Texture.cpp:18: ../../../source/renderer/backend/gl/Texture.cpp: In static member function 'static std::unique_ptr<Renderer::Backend::GL::CTexture> Renderer::Backend::GL::CTexture::Create(Renderer::Backend::GL::CTexture::Type, Renderer::Backend::Format, uint32_t, uint32_t, const Renderer::Backend::Sampler::Desc&, uint32_t, uint32_t)': ../../../source/lib/code_annotation.h:406:23: error: expected identifier before '[' token # define FALLTHROUGH [[fallthrough]] ^ ../../../source/renderer/backend/gl/Texture.cpp:185:21: note: in expansion of macro 'FALLTHROUGH' case Format::D32: FALLTHROUGH ^~~~~~~~~~~ ../../../source/renderer/backend/gl/Texture.cpp: In lambda function: ../../../source/renderer/backend/gl/Texture.cpp:186:4: error: expected '{' before 'internalFormat' internalFormat = GL_DEPTH_COMPONENT; ^~~~~~~~~~~~~~ ../../../source/renderer/backend/gl/Texture.cpp: In static member function 'static std::unique_ptr<Renderer::Backend::GL::CTexture> Renderer::Backend::GL::CTexture::Create(Renderer::Backend::GL::CTexture::Type, Renderer::Backend::Format, uint32_t, uint32_t, const Renderer::Backend::Sampler::Desc&, uint32_t, uint32_t)': ../../../source/renderer/backend/gl/Texture.cpp:186:4: error: expected ';' before 'internalFormat' make[1]: *** [graphics.make:481: obj/graphics_Debug/Texture.o] Error 1 make: *** [Makefile:117: graphics] Error 2 make: *** Waiting for unfinished jobs.... ../../../source/lib/res/h_mgr.cpp: In function 'void h_free_hd(HDATA*)': ../../../source/lib/res/h_mgr.cpp:560:27: warning: 'void* memset(void*, int, size_t)' clearing an object of type 'struct HDATA' with no trivial copy-assignment; use assignment or value-initialization instead [-Wclass-memaccess] memset(hd, 0, sizeof(*hd)); ^ ../../../source/lib/res/h_mgr.cpp:132:8: note: 'struct HDATA' declared here struct HDATA ^~~~~
With the latest diff 19367 of this patch, it no longer crashes when Atlas is started.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fixes notes.
Successful build - Chance fights ever on the side of the prudent.
The problem was fixed with the changeet rP26132.
The cheat code gift from the gods reduces the research time to zero when this patch is applied to my working copy. The problem described in the ticket has been solved.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fixes GLES.
From docker-build-custom #20
../../../source/renderer/backend/gl/Texture.cpp: In static member function 'static std::unique_ptr<Renderer::Backend::GL::CTexture> Renderer::Backend::GL::CTexture::Create(Renderer::Backend::GL::CTexture::Type, Renderer::Backend::Format, uint32_t, uint32_t, const Renderer::Backend::Sampler::Desc&, uint32_t, uint32_t)': ../../../source/renderer/backend/gl/Texture.cpp:181:21: error: 'GL_DEPTH_COMPONENT24' was not declared in this scope internalFormat = GL_DEPTH_COMPONENT24; ^~~~~~~~~~~~~~~~~~~~ ../../../source/renderer/backend/gl/Texture.cpp:181:21: note: suggested alternative: 'GL_DEPTH_COMPONENT' internalFormat = GL_DEPTH_COMPONENT24; ^~~~~~~~~~~~~~~~~~~~ GL_DEPTH_COMPONENT ../../../source/renderer/backend/gl/Texture.cpp:192:21: error: 'GL_DEPTH24_STENCIL8_EXT' was not declared in this scope internalFormat = GL_DEPTH24_STENCIL8_EXT; ^~~~~~~~~~~~~~~~~~~~~~~ ../../../source/renderer/backend/gl/Texture.cpp:192:21: note: suggested alternative: 'GL_DEPTH_ATTACHMENT' internalFormat = GL_DEPTH24_STENCIL8_EXT; ^~~~~~~~~~~~~~~~~~~~~~~ GL_DEPTH_ATTACHMENT ../../../source/renderer/backend/gl/Texture.cpp:193:18: error: 'GL_DEPTH_STENCIL_EXT' was not declared in this scope pixelFormat = GL_DEPTH_STENCIL_EXT; ^~~~~~~~~~~~~~~~~~~~ ../../../source/renderer/backend/gl/Texture.cpp:193:18: note: suggested alternative: 'GL_DEPTH_ATTACHMENT' pixelFormat = GL_DEPTH_STENCIL_EXT; ^~~~~~~~~~~~~~~~~~~~ GL_DEPTH_ATTACHMENT ../../../source/renderer/backend/gl/Texture.cpp:194:16: error: 'GL_UNSIGNED_INT_24_8_EXT' was not declared in this scope pixelType = GL_UNSIGNED_INT_24_8_EXT; ^~~~~~~~~~~~~~~~~~~~~~~~ ../../../source/renderer/backend/gl/Texture.cpp:194:16: note: suggested alternative: 'GL_UNSIGNED_INT' pixelType = GL_UNSIGNED_INT_24_8_EXT; ^~~~~~~~~~~~~~~~~~~~~~~~ GL_UNSIGNED_INT
Jan 4 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- (hopefully) better function names
- cleaned up unnecessary code
- added purple color if the player role is moderator
In D4413#188357, @vladislavbelov wrote:It seems dangerous since we use types like size_t.
It seems dangerous since we use types like size_t. Also it might affect performance and that should be tested.
Works for me on Windows (Nvidia) and Linux (Intel). Screenshots work.
Jan 3 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Unify logs a bit. Still WIP
We currently have three ways to write files (and that's not good)
IVFS::CreateFile()
std::ofstream
sys_OpenFile
After upgrading the system to
clang11.0 + boost-lockfree-devel-1.76 + libatomic1-10.3.1
error is not reproducible
workround is not required (for me)
Jan 2 2022
I am still getting this one:
ERROR: Errors executing script event "SelectionChange"
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Added missing translation.
Fixed gamedetails / profile box colors and errors.
I am getting errors all over the place.
WARNING: Unable to parse CColor parameters. Your input: '[object Object]' ERROR: Error parsing the value of a [color]-tag in GUI text when reading object "sgPlayersAndMods". WARNING: Unable to parse CColor parameters. Your input: '[object Object]' ERROR: Error parsing the value of a [color]-tag in GUI text when reading object "sgPlayersAndMods". ERROR: Errors executing script event "SelectionChange" ERROR: JavaScript error: gui/lobby/LobbyPage/ProfilePanel.js line 75 PlayerColor.ColorPlayerName is not a function requestProfile@gui/lobby/LobbyPage/ProfilePanel.js:75:45 onPlayerListSelection@gui/lobby/LobbyPage/ProfilePanel.js:39:8 onPlayerListSelection@gui/lobby/LobbyPage/PlayerList.js:98:11
Jan 1 2022
fixed
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Thanks for the help.
Changed playerlist colors. Names are white, only rating changes color based on rating.