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wraitii (Lancelot)
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Dec 21 2016, 1:38 PM (130 w, 6 d)

Recent Activity

Today

wraitii added 1 auditor(s) for rP21026: Cleanup TileClass prototype and use vector arguments for countInRadius…: wraitii.

(to not forget)

Tue, Jun 25, 2:41 PM
wraitii raised a concern with rP21847: Rewrite the prelobby pages and add the Terms of Service, Terms of Use and the….

Concern:

  • this reverted rP20053 by accident, and we should again disable the login/registration button when clicking on them to prevent acting twice, which crashes.

See inline for where I think we need to fix this.

Tue, Jun 25, 2:37 PM
wraitii added a comment to D1914: Don't clear pathnames in vfs::GetPathnames so it can be called several times..

I don't think there is much value in having both functions, but renaming to AppendPathnames makes sense.

Tue, Jun 25, 9:36 AM

Yesterday

wraitii updated subscribers of D1979: Unit Motion - account for entity moving out of world.

Actually working correctly this time.

What exactly needs to happen for these fixes to land in the public repo? It seems a bunch are testing and get turn off when the unit motion doesn't work as expected?

Mon, Jun 24, 7:44 PM
wraitii updated the diff for D1337: Formation animation refactor.

Rebased - needs some cleaning, like the anti-cavalry formation no longer has a walk animation which is annoying - I guess I should group the animations better. The limit of one variant per file is quite annoying because it means one must change a lot of files every time -_-

Mon, Jun 24, 7:43 PM
wraitii commandeered D1337: Formation animation refactor.
Mon, Jun 24, 7:42 PM
wraitii added inline comments to rP22304: Allow entities to be affected by Status Effects from ranged attacks..
Mon, Jun 24, 7:38 PM
wraitii added a comment to rP22304: Allow entities to be affected by Status Effects from ranged attacks..

I guess you don't understand the concept of an iteration or an MVP.

Mon, Jun 24, 7:05 PM
wraitii added a comment to rP22305: Remove 'Async' from short/long path requests names.

If there were sync request member variables, it actually would be better to have the distinction.

Mon, Jun 24, 6:34 PM
wraitii updated the diff for D1969: Support infinite max range checks again in IsInXRange // Adapt unitMotion to edge-edge distance checks.

Reworked slightly with better comments and no navcell fix which should not be needed. I believe the GOAL_DELTA was intended to do something slightly similar at some point, and is also removed.

Mon, Jun 24, 5:57 PM
wraitii updated the diff for D1979: Unit Motion - account for entity moving out of world.

Actually working correctly this time.

Mon, Jun 24, 5:28 PM
wraitii added a comment to D1974: Tests for D1879 - Fix limit restriction for training units in ProductionQueue.

@Itms Can you close a revision or should I abandon this?

Mon, Jun 24, 5:02 PM
wraitii added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

@Freagarach feel free to commandeer this with the fixes above.

Mon, Jun 24, 5:00 PM
wraitii created D2008: Fix formation-related unitAI infinite loop.
Mon, Jun 24, 4:59 PM
wraitii added a comment to rP22278: Decouple long and hierarchical pathfinders to an extent..

There is a simple, infaillible logic to making the hierarchical pathfinder not a sub-class of the long-range pathfinder: you can perfectly use the hierarchical pathfinder without a long-range pathfinder (the reverse isn't true).
If anything, we could make the hierarchical pathfinder own the long-range pathfinder, but the opposite didn't make sense.

Mon, Jun 24, 4:48 PM
wraitii added a comment to rP22295: Target build version explicitly for Xcode.

I also made three of the patch's iterations. But it doesn't matter much.

Mon, Jun 24, 4:34 PM
wraitii added a comment to rP22299: ShouldConsiderOurselvesAtDestination renamed to….

The reason why I moved the stateful calls outside the functions was mostly in planning of further diffs, which remove StopMoving() and "FacePointAfterMove", i.e. the duplication.

Mon, Jun 24, 4:32 PM
wraitii added a comment to D1736: Early-exit when destroying invalid entities (INVALID_ENTITY, already destroyed…).

True about the warning. I was merely following the spec at https://github.com/0ad/0ad/blob/master/source/simulation2/Simulation2.h#L193

Mon, Jun 24, 4:27 PM
wraitii added inline comments to D1901: UnitMotion / AI - remove the special walk animation and let unitMotion take charge.
Mon, Jun 24, 2:34 PM
wraitii added a comment to rP22081: Rome Testudo & Anti-Cavalry formations animations:.

As noted on IRC, this triggers an infinite loop in JS (so contrary to what said above, the segfault is related), because of some unknown (so far) issue with attacking as formation (which was removed by D1220 otherwise).

Mon, Jun 24, 1:14 PM
wraitii added inline comments to D1901: UnitMotion / AI - remove the special walk animation and let unitMotion take charge.
Mon, Jun 24, 12:33 PM
wraitii updated the diff for D1979: Unit Motion - account for entity moving out of world.

Do what I say above.

Mon, Jun 24, 12:25 PM
wraitii added inline comments to rP22351: Prevent UnitMotion from stopping on its own, and rename "MoveCompleted" to….
Mon, Jun 24, 12:24 PM
wraitii added inline comments to D1991: simulation2: Remove Vector2D/Vector3D prototype workaround from EngineScriptConversions.
Mon, Jun 24, 11:35 AM

Sat, Jun 22

wraitii added a comment to D1971: Support attack-ground for ranged units..

Looking much better like that, I think.

Sat, Jun 22, 10:06 AM
wraitii added inline comments to D1991: simulation2: Remove Vector2D/Vector3D prototype workaround from EngineScriptConversions.
Sat, Jun 22, 8:15 AM

Fri, Jun 21

wraitii added a comment to D1988: Workaround differences between libc and libstd string stream parsing of float/doubles.

Do we really need that behaviour for wrong strings?

I don't think we do. Doubt we have any code in 0 A.D. that uses it, and I also doubt that any mod relies on that, because it's hardly useful anyhow.

Fri, Jun 21, 10:40 PM
wraitii added inline comments to D1988: Workaround differences between libc and libstd string stream parsing of float/doubles.
Fri, Jun 21, 10:28 PM
wraitii added a comment to rP22006: Clean up and speed up the water manager distance computations.

Then: not deleting RecomputeBlurredNormalMap was an oversight, and it should be deleted.

Fri, Jun 21, 9:45 PM
wraitii added a comment to rP22297: Water GLSL shader improvements around reflections and whitespace fixes..

This uses the skybox for reflections when reflections are disabled

Which is a contradiction.

It's not. Disabling reflections has never meant "show nothing". In fact, from the beginning reflections have been about entity reflection, so I guess your comment is correct. Again, I question your use of the concern option over a trac ticket.

Fri, Jun 21, 9:44 PM
wraitii added a comment to D1988: Workaround differences between libc and libstd string stream parsing of float/doubles.

How many lines of our code depend on this behaviour (that wrong strings are still parsed)?

I would certainly hope none otherwise MacOS has been behaving wrong for years.
The only place I can think of that parses strings to number is GUI sizes, which would previously parse things like "3b" as "0" instead of the 'correct' "3". I don't think there's mods or 0 A.D. code that relied on that - and I'm not sure we want that code to live.

Fri, Jun 21, 9:42 PM
wraitii added a comment to D1985: Skybox calculation - fix regression of rP22039 introduced in rP22297.
In D1985#83464, @elexis wrote:

(As mentioned byVladislav on IRC (http://irclogs.wildfiregames.com/2019-06/2019-06-21-QuakeNet-%230ad-dev.log) and in rP22297, this diff is correct because rP22297 reverted (and whitespace-formatted?) a hunk that was removed in rP22039.)

Fri, Jun 21, 9:37 PM
wraitii added a comment to rP22006: Clean up and speed up the water manager distance computations.

I don't understand what you want me to change.

Fri, Jun 21, 9:31 PM

Thu, Jun 20

wraitii added a comment to D1971: Support attack-ground for ranged units..

I think you should be able to make the regular attack work with formations too... Maybe a bit more work.

Thu, Jun 20, 7:47 PM
wraitii added inline comments to rP15246: Add the Engine code for turrets + use them to get units on walls. The scripted….
Thu, Jun 20, 7:24 PM
wraitii added a comment to D1943: UnitAI fix return value on "enter" according to FSM logic.

I mean to look at this after the Unit AI cleanup from the UM rewrite is mostly finished.

Thu, Jun 20, 4:09 PM
wraitii added a comment to D1670: Remove references to globals.

I kind of fail to see the point of replacing a constant with a function call. It's more code to read and provides us little.

Thu, Jun 20, 4:09 PM
wraitii added a comment to D1604: Make capturing optional.

I don't really like our current capturing, but I don't think we want a "no-capture" game mode in Vanilla 0 A.D., and as @elexis said mods can just remove Capturable.
If capturing is deemed bad enough that people would rather play without it, we should just rework the feature or remove it.

Thu, Jun 20, 3:48 PM
wraitii added a comment to rP22297: Water GLSL shader improvements around reflections and whitespace fixes..

@vladislavbelov D1985

Thu, Jun 20, 8:58 AM
wraitii added a comment to rP22352: Unit Motion - wrap target state into a struct.
In rP22352#34056, @Stan wrote:

Raising concern for a warning reported by @Krinkle. No biggie but the target parameter isn't used anymore.
Why doesn't it set the the class attribute anymore ?

Thu, Jun 20, 8:57 AM
wraitii added a comment to rP22352: Unit Motion - wrap target state into a struct.
In rP22352#34056, @Stan wrote:

Raising concern for a warning reported by @Krinkle. No biggie but the target parameter isn't used anymore.
Why doesn't it set the the class attribute anymore ?

Thu, Jun 20, 8:57 AM
wraitii added a comment to D1971: Support attack-ground for ranged units..

Is the ATTACKGROUND state still necessary?

Thu, Jun 20, 8:53 AM
wraitii added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Thu, Jun 20, 8:51 AM
wraitii added a comment to D1483: Use Homebrew to fetch OSX libraries instead of compiling them all.

I think this means versions are no longer controlled and libs no longer statically linked, thus the build no longer standalone and deterministic.
I'm still new, but I very much liked the idea of it being controlled in the repo, statically linked, and deterministic. I don't know how often this is an issue in CPP code bases, but for other code bases this typically increases bugs, things working for one dev but not another, harder to contribute due to rare issues specific to ones own environment, waste more triaging/patching/maintenance cost on lib stuff.

Thu, Jun 20, 8:47 AM
wraitii resigned from D1691: Remove boost "system" from Mac OS build system..
In D1691#83383, @Stan wrote:

Yeah I don't think that will work ever. I'm not sure where @fabio saw that it could be removed.

Weird that it compiled when I tried above. Guessing my compilation setup is a bit too customised for these kind of patches.

Thu, Jun 20, 8:41 AM

Wed, Jun 19

wraitii added inline comments to D2001: [AI] Small cleanup in defenseManager.
Wed, Jun 19, 5:01 PM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..
In D1950#83264, @Nescio wrote:

By the way, <FriendlyFire> is wrapped inside the <Splash> node, but shouldn't it be applicable to non-splash attacks as well? E.g. an archer shoots an arrow at an enemy, but the projectile spread causes it to land on another unit of yours right next to the target, then it would be nice to have if that one was wounded, for realism.

Wed, Jun 19, 2:17 PM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..
In D1950#83259, @Nescio wrote:

<Delay> could also make sense for melee attacks, e.g. a unit who plants bombs.

That would need a "Projectile" as well right? Nevertheless I do agree that "Delay" could be useful.

Wed, Jun 19, 1:46 PM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..

Easier with D2002?

Wed, Jun 19, 11:29 AM
wraitii added a comment to D2002: Support for arbitrary attack types..
In D2002#83250, @bb wrote:

I indeed have a branch for the secondary attacks, which also generalizes the attackTypes. That branch is pretty much a more or less complete version of this revision, I will update that branch to current svn soon, but that will come after my exams of next week...

Wed, Jun 19, 11:24 AM
wraitii updated the Trac tickets for D2002: Support for arbitrary attack types..
Wed, Jun 19, 10:52 AM
wraitii added a comment to D2002: Support for arbitrary attack types..
In D2002#83231, @Nescio wrote:

What does it do? Won't different attacks conflict? And how do units know which one to select?

Wed, Jun 19, 10:51 AM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..

So we need a "Range" node in the "Attack" *and* a "Range" in the "Projectile"?

We would

But currently the chech whether a projectile can be launched is performed only once, so we would need a check per projectile I guess?

Yes it's a paradigm change, introduced mostly by D1171 a said above. Launching multiple projectiles is unsupported, but it could/should be added. But I think it'd be better first to make Projectile handle more things.

Wed, Jun 19, 10:47 AM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..
In D1950#83214, @Nescio wrote:

Ideally different projectiles would also be able to have different damage, therefore what is eventually desirable is support for multiple ranged attacks, e.g. a fortress able to fire both arrows (long range, low damage) and javelins (shorter range, higher damage).

Wed, Jun 19, 10:40 AM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..

Forgot about melee attacks... But my above point still stands that we might want attacks that generate more than one projectile, and then these projectiles could have different range behaviour. We might need range at two different levels again.

Wed, Jun 19, 10:22 AM
wraitii added inline comments to D1970: Flee away from the attacker's position rather than the attacker.
Wed, Jun 19, 9:56 AM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..
In D1950#82844, @Nescio wrote:

Thank you for this patch. Next question, should we also have a <Range> node? E.g.:

That is up to the dev's I guess. I think it is pretty, but is it useful? Useful enough to agitate the modders again?

Wed, Jun 19, 9:54 AM
wraitii added inline comments to D1938: Easier introduction of new damage types..
Wed, Jun 19, 9:04 AM

Tue, Jun 18

wraitii added a comment to D1938: Easier introduction of new damage types..

Looks good - I'll test when I can and commit it.

Tue, Jun 18, 6:31 PM
wraitii added inline comments to D1938: Easier introduction of new damage types..
Tue, Jun 18, 6:29 PM
wraitii requested changes to D1965: Allow instant-kill for attacks and use it for "Slaughter"..

In light of D1938, I think instead this should be an attribute to existing damage types.

Tue, Jun 18, 2:33 PM
wraitii added a comment to D1938: Easier introduction of new damage types..

This indeed looks much better. I kinda wish we could get rid of the Foundation special-ness but it sounds more annoying right now.

Tue, Jun 18, 2:29 PM
wraitii added inline comments to D1979: Unit Motion - account for entity moving out of world.
Tue, Jun 18, 11:14 AM
wraitii planned changes to D1992: UnitMotion - more explicit handling of target death in Combat.Approaching.

Thought about this overnight: this most likely breaks some code think attacking will change the held position kept by other components.
So probably I just need clean things up using orders.

Tue, Jun 18, 8:32 AM

Mon, Jun 17

wraitii added inline comments to D1992: UnitMotion - more explicit handling of target death in Combat.Approaching.
Mon, Jun 17, 10:20 PM
wraitii updated the diff for D1992: UnitMotion - more explicit handling of target death in Combat.Approaching.

I was looking into how we could merge this behaviour with the gathering LastPos, and after some thinking my initial diff was pretty poor. UnitMotion waypoints are OK but might not exist, and this is more of a UnitAI behaviour anyways.

Mon, Jun 17, 10:18 PM
wraitii created D1998: Make sure orders are quit when the movement update fails.
Mon, Jun 17, 10:06 PM
wraitii planned changes to D1992: UnitMotion - more explicit handling of target death in Combat.Approaching.

Given how Gathering handles this, I should probably just cache a "last known position" variable in unit Motion updated each turn.

Mon, Jun 17, 8:28 PM
wraitii created D1997: Make resource entities keep their visibility when converted to resources..
Mon, Jun 17, 8:27 PM
wraitii created D1996: Make units properly hunt animals that died in FoW.
Mon, Jun 17, 8:27 PM
wraitii added inline comments to rP22367: Fix leftovers from rP22313 - improve repairing, chasing and fleeing behaviour..
Mon, Jun 17, 8:26 PM
wraitii added a comment to D1991: simulation2: Remove Vector2D/Vector3D prototype workaround from EngineScriptConversions.

This seems to be the cleanest we'll get.

Mon, Jun 17, 10:21 AM
wraitii added inline comments to D1510: Update to Spidermonkey 45.0.2.
Mon, Jun 17, 10:12 AM
wraitii added a comment to rP22314: Fix a crash on some system when Alt-tabbing during game setup..
In rP22314#34004, @Stan wrote:

This breaks sounds for me. I believe that maybe g_SoundManager->IdleTask(); gets called too often ?

Does it break sound always? Or only if you minimised?
Can you try:

  • Putting SwapBuffers()s in the main loop after Render();
  • Putting the same if for the sound manager as for Render();

It has to be one of these two.

I think it is moved sound manager. just move sound manager inside renderer after if check as it was before should solve the problem. I do not think we want duplication for the if condition, one is enough :)

Mon, Jun 17, 10:07 AM
wraitii added a comment to rP22314: Fix a crash on some system when Alt-tabbing during game setup..
In rP22314#34004, @Stan wrote:

This breaks sounds for me. I believe that maybe g_SoundManager->IdleTask(); gets called too often ?

Mon, Jun 17, 8:59 AM

Sun, Jun 16

wraitii added a comment to rP22379: Wrap damage types in a Damage element in XML templates to prepare for….

"genericizing" [sic], a neologism? English already has "generalize".

Sun, Jun 16, 9:01 PM
wraitii added a comment to D1992: UnitMotion - more explicit handling of target death in Combat.Approaching.

I think to be quite complete this should make MoveToX set a default long waypoint at the target's position, so that we (almost) always have a position to go to. And perhaps other orders should behave similarly to attack here.

Sun, Jun 16, 8:12 PM
wraitii created D1992: UnitMotion - more explicit handling of target death in Combat.Approaching.
Sun, Jun 16, 8:07 PM
wraitii committed rP22379: Wrap damage types in a Damage element in XML templates to prepare for….
Wrap damage types in a Damage element in XML templates to prepare for…
Sun, Jun 16, 7:08 PM
wraitii closed D1950: Create "Damage"-container for damage types in templates..
Sun, Jun 16, 7:08 PM
wraitii created D1990: Add Krinkle to 0 A.D.'s programming credits.
Sun, Jun 16, 5:44 PM
wraitii updated the diff for D1950: Create "Damage"-container for damage types in templates..
Sun, Jun 16, 5:41 PM
wraitii commandeered D1950: Create "Damage"-container for damage types in templates..

I think it's just a freak test failure since it worked fine on my computer too. Re-uploading to check.

Sun, Jun 16, 5:41 PM
wraitii committed rP22378: Fix cppformat failures on MacOS tests..
Fix cppformat failures on MacOS tests.
Sun, Jun 16, 5:26 PM
wraitii closed D1978: tests: Fix cppformat failures on osx (locale-related).
Sun, Jun 16, 5:26 PM
wraitii updated the Trac tickets for D1988: Workaround differences between libc and libstd string stream parsing of float/doubles.
Sun, Jun 16, 5:05 PM
wraitii added inline comments to D1971: Support attack-ground for ranged units..
Sun, Jun 16, 2:15 PM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..

Looks better.
Depending on how much you want to work on this still, I can fix the remaining issues before committing.

The remaining issue being the broken build? (Perhaps the problem lies in the "Attack.js"?) But I can't really try because the tests don't fail with me,,,
If you were to take over I would go back to work on the attack ground :)

Sun, Jun 16, 2:14 PM
wraitii added a comment to D1950: Create "Damage"-container for damage types in templates..

Looks better.
Depending on how much you want to work on this still, I can fix the remaining issues before committing.

Sun, Jun 16, 12:58 PM
wraitii accepted D1972: Makes some rendering helpers be available through the developer overlay..

Pretty trippy effects. Indeed helpful.

Sun, Jun 16, 12:23 PM
wraitii added a comment to rP8218: Fix CStr parsing to be independent of locale, so that it doesn't break when….

See D1988.

Sun, Jun 16, 12:09 PM
wraitii created D1988: Workaround differences between libc and libstd string stream parsing of float/doubles.
Sun, Jun 16, 12:09 PM
wraitii raised a concern with rP8218: Fix CStr parsing to be independent of locale, so that it doesn't break when….

Parsing of "3bogus" is different on libstd and libc, see debates starting in 2013 here: https://bugs.llvm.org/show_bug.cgi?id=17782

Sun, Jun 16, 11:45 AM
wraitii accepted D1978: tests: Fix cppformat failures on osx (locale-related).

Fixes my issue and seems correct to update the locale with regards to blame of this test.

Sun, Jun 16, 11:27 AM
wraitii added a comment to D1977: Change Cheering.

Overall I like this. It cleans up UnitAI nicely too. I've tested it quickly and it works OK in some cases, weirdly in others (check out combat demo).

Sun, Jun 16, 10:54 AM
wraitii updated the diff for D1970: Flee away from the attacker's position rather than the attacker.

Also make chasing units not run, since that is no longer needed.

Sun, Jun 16, 10:37 AM
wraitii added a comment to D1987: UnitMotion - account for target's movement in ComputeTargetPosition.

BTW, this could be changed if Move() was split in a pre-move, move, and post-move phase that all units went through sequentially.
It would then look like:
Turn N:
Pre-move:
A receives the path to B position's at turn N. It updates its waypoints.
A check if it's in range. [it is currently at B's position at [N-1] — which is now also what B is at, that's the difference with above — so yes]

Sun, Jun 16, 10:30 AM
wraitii created D1987: UnitMotion - account for target's movement in ComputeTargetPosition.
Sun, Jun 16, 10:17 AM
wraitii added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Sun, Jun 16, 9:18 AM
wraitii added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

This gives me an unknown role ;) Any special things to consider whilst being on this side (i.e. reviewer)? I would say I have to check all that has been written, test this and give agreement? Or is being 'reviewer' purely cosmetical here?

Sun, Jun 16, 8:42 AM