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Stan (Stanislas Daniel Claude Dolcini)
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User Details

User Since
Jan 6 2017, 3:41 PM (375 w, 3 d)
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Recent Activity

Yesterday

Stan added inline comments to D5252: docs: Improve Doxygen Visuals and Build process..
Mon, Mar 18, 8:37 PM
Stan added inline comments to D5252: docs: Improve Doxygen Visuals and Build process..
Mon, Mar 18, 3:22 PM

Thu, Mar 7

Stan added a comment to D5220: Allow to use a generator as MapGenerator.

Did the API break?

Thu, Mar 7, 7:58 AM

Wed, Mar 6

Stan added a comment to D5240: Atlas Actor Viewer Toggle 3d.

@phosit is there a convention for floats : 1.0f, 1.f, 1f ?

Wed, Mar 6, 10:33 AM

Fri, Feb 23

Stan added members for Contributors: defc0n, Baelish.
Fri, Feb 23, 8:37 AM
Stan added a reviewer for D5247: improve starting resource placement: marder.
Fri, Feb 23, 8:36 AM

Wed, Feb 21

Stan added inline comments to D5239: Use std::function instead of inhereting from CNetFileReceiveTask.
Wed, Feb 21, 1:56 PM

Tue, Feb 20

Stan added a comment to D5244: Adds a hack to detect missing SPIR-V mod for SVN.

So what happens here exactly when it cannot find the shader file?

Tue, Feb 20, 7:55 AM

Mon, Feb 19

Stan added a comment to D5246: WIP Refactor playerPlacement functions (another approach).

A better solution indeed would be to profile :)

Mon, Feb 19, 2:11 PM
Stan added a comment to D5246: WIP Refactor playerPlacement functions (another approach).

Found it. https://irclogs.wildfiregames.com/%230ad-dev/2020-07-29-QuakeNet-%230ad-dev.log

Mon, Feb 19, 12:37 PM
Stan updated subscribers of D5246: WIP Refactor playerPlacement functions (another approach).
Mon, Feb 19, 1:23 AM

Feb 17 2024

Stan added a comment to D5242: Deprecates OpenGL ARB backend.

The issue is that so far we don't have a reliable way to detect Vulkan support, as the detection itself can crash the game on some AMD GPUs. :)

Feb 17 2024, 2:51 PM
Stan added a comment to D5242: Deprecates OpenGL ARB backend.

That's my point. We don't have graceful stuff here and as long as it's not 60% stable we can't force users to use it :)

Feb 17 2024, 1:25 PM
Stan updated subscribers of D5242: Deprecates OpenGL ARB backend.

Maybe. Although errors do that, CTDs not really. The last five times I ran SVN it crashed because of Vulkan + Mod combo so I eventually gave up and went back to GL. Also worth noting Atlas doesn't support Vulkan and I guess @trompetin17 will not finish his patch to get rid of Atlas any time soon.

Feb 17 2024, 8:44 AM
Stan added a comment to D5242: Deprecates OpenGL ARB backend.

@sera if you do that you can't run the dev build without building shaders first... Which is really a pain

Feb 17 2024, 3:51 AM

Feb 15 2024

Stan updated subscribers of D5240: Atlas Actor Viewer Toggle 3d.

If you haven't already, I would read this wiki page https://trac.wildfiregames.com/wiki/Coding_Conventions This will save some time for the review by @vladislavbelov Unfortunately we don't have Clang format or an equivalent, so we have to enforce the coding style manually. Obvious things I see from a quick glance are braces that aren't on new lines, nested ifs instead of early returns etc.

Feb 15 2024, 12:16 PM
Stan added a comment to D5239: Use std::function instead of inhereting from CNetFileReceiveTask.

Kib probably needs an include.

Feb 15 2024, 12:30 AM

Feb 13 2024

Stan added inline comments to D5239: Use std::function instead of inhereting from CNetFileReceiveTask.
Feb 13 2024, 11:41 PM

Feb 12 2024

Stan added a member for Contributors: Papnaas.
Feb 12 2024, 11:57 PM
Stan added a reviewer for D5241: Fixing inverted increasing / decreasing of camera rotation speed: vladislavbelov.
Feb 12 2024, 11:56 PM

Feb 11 2024

Stan added a comment to D5214: rmgen: var -> let -> const.

This doesn't catch _all_ the cases where var (or let) could be replaced, but at least I'm reasonably sure that it doesn't break anything as is.

So if no one disagrees, I would push this during the next weeks.

Feb 11 2024, 1:48 PM

Feb 10 2024

Stan added a comment to D5240: Atlas Actor Viewer Toggle 3d.

How about using ProjectionType from source/graphics
/Camera.h ?

Feb 10 2024, 2:13 PM
Stan added inline comments to D5240: Atlas Actor Viewer Toggle 3d.
Feb 10 2024, 12:24 PM
Stan added a member for Contributors: Boston_Brooks.
Feb 10 2024, 12:20 PM

Feb 9 2024

Stan added a reviewer for D5240: Atlas Actor Viewer Toggle 3d: vladislavbelov.
Feb 9 2024, 2:21 PM
Stan awarded D5240: Atlas Actor Viewer Toggle 3d a Love token.
Feb 9 2024, 2:21 PM
Stan added inline comments to D5239: Use std::function instead of inhereting from CNetFileReceiveTask.
Feb 9 2024, 2:20 PM

Feb 8 2024

Stan added inline comments to D5239: Use std::function instead of inhereting from CNetFileReceiveTask.
Feb 8 2024, 1:25 AM

Jan 21 2024

Stan added a comment to D4964: [Gameplay] non-random Building AI.

Other than having proper tests for it and the notes don't think so.

Jan 21 2024, 11:21 PM

Jan 19 2024

Stan added a comment to D5231: [GUI] Improve and Combine in-game HUD panel textures into a texture sheet.

That's fair. :)

Jan 19 2024, 8:08 AM

Jan 18 2024

Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 18 2024, 8:37 PM
Stan added a comment to D5231: [GUI] Improve and Combine in-game HUD panel textures into a texture sheet.

Do you need it to be rectangular ?

Jan 18 2024, 6:05 PM

Jan 17 2024

Stan added a comment to D4964: [Gameplay] non-random Building AI.

Would be funny to shoot all targets, but with a ratio of arrows depending on preference. Probably needs some good UI.

Jan 17 2024, 11:44 AM

Jan 16 2024

Stan added a comment to D4964: [Gameplay] non-random Building AI.

Oh right my bad. So it's picking a list of like 20 targets, shoots as many arrows as possible on the favourite one until it goes missing (could be dead or out of range) then moves on to the next one.

Jan 16 2024, 10:14 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

actually hold on:

Case 4:

If you miss 12 and 45. at the end of the loop you do

targetIndex === 1;
targets.splice(0, targetIndex + 1);
returns [12, 24] 12 is removed 24 is removed too but 45 is not (bad)

This is an impossible scenario tho. The only way 45 could be missed is if 24 was missed, since we are shooting them in order.
so splice(0, targetIndex) is fine after all.

Jan 16 2024, 6:44 PM
Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 16 2024, 10:52 AM

Jan 13 2024

Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 13 2024, 3:54 PM
Stan added a comment to D5231: [GUI] Improve and Combine in-game HUD panel textures into a texture sheet.

I suppose the left part could go away, and the right be used since it's the same flipped and longer. Maybe we can cram other things in that texture?

Jan 13 2024, 3:47 PM

Jan 12 2024

Stan added a comment to D5231: [GUI] Improve and Combine in-game HUD panel textures into a texture sheet.

If this is accepted, don't forget to delete the other files on the way out :)

Jan 12 2024, 10:04 AM

Jan 11 2024

Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 11 2024, 7:48 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

Also I don't like pushing elements in a loop. In your case i'd do something like this:

Jan 11 2024, 7:47 PM
Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 11 2024, 11:24 AM

Jan 9 2024

Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 9 2024, 6:28 PM

Jan 8 2024

Stan added a comment to D5218: Adds compute shaders support and scaling with FSR.

Cleaned workspaces so macos build can run. It was broken after spidermonkey patch.

Jan 8 2024, 7:26 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 8 2024, 7:03 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 8 2024, 6:19 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 8 2024, 5:32 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 8 2024, 5:31 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 8 2024, 3:57 PM
Stan added a comment to D4788: [Gameplay] A new suite of unit specific upgrades.

They are not matching naming conventions though should be _0X

Jan 8 2024, 11:25 AM

Jan 7 2024

Stan added a comment to rP28003: [Art | Templates] Improve the look of the Persian civic center with Lamassu….

Just to clarify @Lopess made the statue :) If it needs to be optimized that's another issue. I just made the pedestals for the CC and added the prop points.

Jan 7 2024, 4:14 PM

Jan 6 2024

Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 6 2024, 6:14 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 6 2024, 3:35 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 6 2024, 1:06 PM
Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 6 2024, 12:18 PM

Jan 5 2024

Stan awarded rP27998: Checkref fixes for the Naval commit a Love token.
Jan 5 2024, 10:52 AM

Dec 31 2023

Stan added a comment to rP27673: Don't poll territory in Position component.

Concerns there are fixed, new concerns are on the fix ^^

Dec 31 2023, 3:12 PM
Stan removed 1 auditor(s) for rP27870: [Gameplay] Celtic female warrior upgrade: genava55.

Concern fixed by reverting the commit.

Dec 31 2023, 3:11 PM
Stan added a comment to rP27786: Make the space in 0 A.D. non-breaking throughout the codebase..

Fixed as well.

Dec 31 2023, 11:42 AM
Stan added a comment to rP27908: Make the RLInterface local.

Should be fixed now :)

Dec 31 2023, 11:41 AM
Stan added 1 auditor(s) for rP27980: Fix build with libxml2 v2.12.1: Stan.
Dec 31 2023, 11:40 AM
Stan raised a concern with rP27980: Fix build with libxml2 v2.12.1.

You forgot to change https://trac.wildfiregames.com/browser/ps/trunk/libraries/source/fcollada/build.sh

Dec 31 2023, 11:40 AM

Dec 26 2023

Stan added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Dec 26 2023, 7:55 PM

Dec 18 2023

Stan added inline comments to D5208: Don't execute the task when no Future awaits it anymore.
Dec 18 2023, 10:40 AM

Dec 17 2023

Stan awarded rP27984: Use the threadpool for texture conversion a Love token.
Dec 17 2023, 3:12 PM

Dec 8 2023

wowgetoffyourcellphone awarded D3113: [WIP] Allow impact sounds depending on classes a Dat Boi token.
Dec 8 2023, 5:22 AM

Dec 7 2023

Stan added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

The problem is that buildings don't have animations.

Dec 7 2023, 2:04 PM

Dec 6 2023

Stan updated subscribers of D5216: Check for source of XMPP stanzas.

Hey, don't forget to upload patches with context and to set the repository, else the autobuild will never be triggered.

Dec 6 2023, 1:26 PM
Stan added a reviewer for D5216: Check for source of XMPP stanzas: Restricted Owners Package.
Dec 6 2023, 1:26 PM

Nov 28 2023

Stan added a comment to D5061: Multicast chat messages.

In case that helps recipient is also a word you can use.

Nov 28 2023, 10:43 PM

Nov 26 2023

Stan added a comment to D5203: Converge FileLogger with the other logger replacements.

In C# those would be 'sinks' there would be two file logger sinks with different levels of filter TRACE DEBUG INFO WARN ERROR FATAL and each sink would be responsible for how and what they should print.

Nov 26 2023, 1:15 PM
Stan awarded D5061: Multicast chat messages a Love token.
Nov 26 2023, 1:12 PM

Nov 22 2023

Stan added a comment to D5195: Use templates instead of macros to restrict access to the VFS.

Related D4979

Nov 22 2023, 4:51 PM

Nov 12 2023

Stan added a comment to D5167: Introduce CLogger::ScopedReplacement and FileLogger.

Should test exceptions in Atlas (which are already buggy) possibly some flags like -dumpSchema and archiveBuilder to make sure everything is still logged.

Nov 12 2023, 10:39 AM

Oct 30 2023

Stan retitled D5163: Moves single descriptor set binding management for Vulkan to a separate class from Moves singe descriptor set binding management for Vulkan to a separate class to Moves single descriptor set binding management for Vulkan to a separate class.
Oct 30 2023, 12:13 PM
Stan added a comment to rP27908: Make the RLInterface local.

I just created an account for them. For most pipelines, clicking the jenkins link that appears when the build fails or succeeds gives you access the pipeline.

Oct 30 2023, 11:24 AM

Oct 13 2023

Stan added a comment to D5127: Fix riscv64 build with GCC 13.

There are some options https://milkv.io/ but I don't know which one was used.

Oct 13 2023, 10:50 AM

Oct 12 2023

Stan added a comment to D5127: Fix riscv64 build with GCC 13.

From the ticket on Twitter, I'm not sure but I think the hangs are caused by the GC (Similar issue on RPI4):

Oct 12 2023, 5:09 PM

Oct 4 2023

Stan added a comment to D5146: Moves model flags to ModelAbstract.

Maybe that's a C# thing to have an enum like so:

Oct 4 2023, 4:55 PM
Stan added a comment to D5146: Moves model flags to ModelAbstract.

How about using an enum class ?

Oct 4 2023, 10:33 AM

Sep 24 2023

wowgetoffyourcellphone awarded D1190: Allow restoring lost wall turrets a Dat Boi token.
Sep 24 2023, 7:49 PM

Aug 28 2023

Stan added a comment to D5114: [Gameplay] Add Onager for romans.
The onager (British /ˈɒnədʒə/, /ˈɒnəɡə/, U.S. /ˈɑnədʒər/)[1] was a Roman torsion powered siege engine. It is commonly depicted as a catapult with a bowl, bucket, or sling at the end of its throwing arm. The onager was first mentioned in 353 AD by Ammianus Marcellinus, who described onagers as the same as a scorpion.
Aug 28 2023, 5:49 PM

Aug 18 2023

Stan added a comment to D5102: improve color of repair icon.

You can now close this revision, which was committed in rP27806 partially.

Aug 18 2023, 10:03 AM
Stan accepted D5102: improve color of repair icon.
Aug 18 2023, 10:02 AM

Aug 17 2023

Stan awarded rP27805: Fix missing space in TaC of the userreporter. a Love token.
Aug 17 2023, 6:11 PM

Aug 11 2023

Stan added a comment to D5092: Fix for Trac #6797 - OSX Build Errors w/ SDL and FCollada.

I think the Fcollada fix is okay, we could ask the guy maintaining the rdb fork what he thinks about it.
If @vladislavbelov thinks it's okay too I have no objections.

Aug 11 2023, 11:41 AM

Aug 7 2023

Stan added reviewers for D5093: Suppress implicit function declaration error in zip-lib for MacOS: Itms, s0600204, wraitii.
Aug 7 2023, 9:48 AM

Jul 31 2023

Stan added inline comments to D5088: Move the CCmpTemplateManager inside the ComponentManager.
Jul 31 2023, 8:54 AM

Jul 17 2023

Stan added a comment to D5077: fix incorect random selection in gamesetup.

D4085

Jul 17 2023, 9:08 AM

Jul 3 2023

Stan added a comment to rP27733: Removes manual unload of delay-loaded DLLs on Windows..

This seems to have broken the Windows CI.

Jul 3 2023, 4:47 PM

Jun 29 2023

Stan added inline comments to rP27742: Add a test for the FSM.
Jun 29 2023, 3:20 PM

Jun 28 2023

Stan empowered wraitii as an administrator.
Jun 28 2023, 10:38 AM

Jun 23 2023

Stan added a comment to D4646: Parse autostart arguments in Javascript.

D2432 D4283

Jun 23 2023, 11:57 AM

Jun 21 2023

Stan added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

Would it make sense to use the Status enum ? e.g INFO::OK, INFO:SKIPPED ERR:* ?

Jun 21 2023, 2:33 PM

Jun 17 2023

Stan added inline comments to D4728: No recursive calls in FunctionWrapper.h.
Jun 17 2023, 7:24 PM
Stan added inline comments to D5051: Removes scissor backend setup from GUI.
Jun 17 2023, 7:15 PM
Stan added inline comments to D4728: No recursive calls in FunctionWrapper.h.
Jun 17 2023, 2:55 PM
Stan added a comment to D4882: Remove runtime-check for sse.

<insert the macro for x86 detection> that would be incorrect. Some other arches support it. I don't remember but I think one of power pc xx or elbrus e2k support it.

Jun 17 2023, 2:52 PM

Jun 16 2023

Stan added a comment to D4882: Remove runtime-check for sse.

It feels weird for it to be an option as it makes no sense to even be able to enable it on aarch64, arm64 or arm.
ma
https://github.com/0ad/0ad/blob/master/source/lib/sysdep/compiler.h#L106 makes me wonder what happens when building with clang. The CI doesn't print warnings about using the slow codepath (unlike arm)

Jun 16 2023, 5:40 PM
Stan added a comment to D4882: Remove runtime-check for sse.
In D4882#214666, @sera wrote:

COMPILER_HAS_SSE is a pretty bad name given it's description, we don't care at all if the compiler supports SSE. What we care about is if the target we compile for has SSE. With target I don't mean specific hardware but if -msse2 or -mno-sse2 is specified when supported respectively their equivalents for various compilers.

For provided binaries, Mac and Windows, offering only SSE enabled ones is fine, so runtime check can be removed in my eyes.

I'd use #ifdef SSEn and add those desired defines to premake for Windows, or at least move it to config.h, compiler.h feels wrong in any case.

Jun 16 2023, 4:27 PM