User Details
- User Since
- Dec 23 2016, 12:04 AM (217 w, 6 d)
Fri, Feb 19
Fine. Now I can't spot any more oversights.
A bit unrelated to this diff: Do you know how the floating treasures are supposed to be gathered? (Ships can't gather them and units can only gather them if the treasures are close at the shore)
Thu, Feb 18
Wed, Feb 17
Tue, Feb 16
Could you add a test for this bug? (So that we prevent regressions ;)
Ofc not for A24.
Mon, Feb 15
Sun, Feb 14
Sat, Feb 13
Wed, Feb 10
Tue, Feb 9
missing semi
Sat, Feb 6
Fix it properly
@vladislavbelov :
Sorry if this wasn't clear, but this revision of my diff was mainly uploaded to get some help in finding the bug in the arb shader.
It wasn't not meant to be a clean ready to commit version. ;)
Jan 21 2021
Jan 20 2021
Fix linebreak noticed by Langbart.
Also fix weird sizing when first disabling all overlays and then repeatedly enabling → disabling the FPS overlay.
Don't use callbacks for the speed multiplier as the ingame time would also need one when the game gets longer than 59.9999 minutes. (And mabye something else also would need a callback)
I marked the lines where I suspect you forgot to filter for hideInSummary
position issue fixed in rP24736
Reuse event.position as event is used widely anyway.
This commit introduced a bug that created blank lines.
It was fixed by rP24671.
Jan 17 2021
Tried setting three waypoints? first to somewhere, second to the other market, third to somewhere else?
(That gives quite strange behaviour.)
Looks good. 👍
Added some quick comments.
Maybe think of a more specific name then just hide? (I mean it's only hidden in the normal summary and not in the graphs.)
Jan 16 2021
Jan 15 2021
Could any of you two reproduce the issue consistently?
Jan 12 2021
Is only an issue when resizing the window while in gamesetup.
So it is still kind of a bug but not as severe as thought.
I think there is something wrong in fullscreen.
I'd expect to see 9 or 12 maps in fullscreen and not only two:
Jan 11 2021
Jan 5 2021
Fixed graphical issue.
But dramatically increased test calculation time:
matrix multiplication number_of_samples = 200 number_of_iteration = 1000000 have_sse = true SSE (off): 3.28038ms SSE (on): 3.36736ms . matrix Blend number_of_samples = 200 number_of_iteration = 1000000 have_sse = true SSE (off): 2.49736ms SSE (on): 2.40249ms . matrix AddBlend number_of_samples = 200 number_of_iteration = 1000000 have_sse = true SSE (off): 2.36652ms SSE (on): 2.39413ms
In file included from ../../../source/maths/tests/test_Matrix3d.cpp:17: source/maths/tests/test_Matrix3d.h: In member function ‘void TestMatrix::test_MatrixMultiplicationPerformance()’: source/maths/tests/test_Matrix3d.h:85:21: warning: comparison of integer expressions of different signedness: ‘int’ and ‘const size_t’ {aka ‘const long unsigned int’} [-Wsign-compare] 85 | for (int i = 0; i < number_of_iteration; ++i) | ~~^~~~~~~~~~~~~~~~~~~~~ source/maths/tests/test_Matrix3d.h: In member function ‘void TestMatrix::test_MatrixBlendPerformance()’: source/maths/tests/test_Matrix3d.h:161:21: warning: comparison of integer expressions of different signedness: ‘int’ and ‘const size_t’ {aka ‘const long unsigned int’} [-Wsign-compare] 161 | for (int i = 0; i < number_of_iteration; ++i) | ~~^~~~~~~~~~~~~~~~~~~~~ source/maths/tests/test_Matrix3d.h: In member function ‘void TestMatrix::test_MatrixAddBlendPerformance()’: source/maths/tests/test_Matrix3d.h:232:21: warning: comparison of integer expressions of different signedness: ‘int’ and ‘const size_t’ {aka ‘const long unsigned int’} [-Wsign-compare] 232 | for (int i = 0; i < number_of_iteration; ++i) | ~~^~~~~~~~~~~~~~~~~~~~~
Jan 2 2021
Shouldn't that version bump be in the same commit as the breaking change (D3237) and therefore in the same diff?
Dec 21 2020
Dec 20 2020
Rebase upon rP24384 and account for some of Vladislav's comments
Dec 12 2020
Dec 11 2020
Dec 8 2020
Translate properly.
Tooltip and crosshair icon.
TODO: Find/Create a better icon.
See inline. Else it looks good.
Dec 7 2020
Fix indentation
Dec 6 2020
Cosmetics
Rebase. Cause of rP23020 this now depends on a patch coming soon™ that adds getTextSize to buttons again.
Dec 5 2020
TODO: Need to implement getTextSize for CButton. (see http://irclogs.wildfiregames.com/%230ad-dev/2020-12-05-QuakeNet-%230ad-dev.log)
Dec 2 2020
Try implementing an ARB shader for flaring. Currently not working.
Dec 1 2020
Fix rebase mistake in minimap.vs
Don't forget the new JSInterface file this time