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- Feb 3 2017, 10:51 PM (371 w, 3 d)
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Fri, Feb 23
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).
Sun, Feb 18
Also might be a performance loss.
Feb 17 2024
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.
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
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
I thought you're talking about all shaders code :)
Jan 3 2024
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
That's not good.
There are missing svn:eol-style native.
Dec 29 2023
It means additional work for each type and duplicated serializers for JSON.
Dec 28 2023
Fixes notes.
Dec 25 2023
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
Yes, I was testing on Windows.
Also dates.
Dec 22 2023
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
Great, thank you!
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
Scaling requires post processing be enabled indeed.
libxml2 v1.12.1 includes less header implicitly.
You mean v2.12.1?
Could you post your userreport_hwdetect.txt?
Yeah, I will do after committing.
Dec 9 2023
Dec 8 2023
Dec 3 2023
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
Nov 9 2023
Nov 8 2023
You mean like #1229?
Nov 7 2023
Yeah, thanks!