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wraitii (Lancelot)
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User Since
Dec 21 2016, 1:38 PM (190 w, 2 d)

Recent Activity

Sat, Aug 8

wraitii added inline comments to D2936: Allow limiting the max number of corpses simultaneously visible in the game.
Sat, Aug 8, 8:28 AM

Fri, Aug 7

wraitii added inline comments to D2936: Allow limiting the max number of corpses simultaneously visible in the game.
Fri, Aug 7, 11:32 PM
wraitii updated the diff for D2938: [rc] GL_ARB instancing to reduce draw calls.

Cap the instancing uniform at 64 following Optimus' testing.

Fri, Aug 7, 4:40 PM
wraitii updated the summary of D2938: [rc] GL_ARB instancing to reduce draw calls.
Fri, Aug 7, 4:39 PM
OptimusShepard awarded D2938: [rc] GL_ARB instancing to reduce draw calls a Like token.
Fri, Aug 7, 4:19 PM
wraitii updated the diff for D1490: [very WIP] Unit Pushing.

Actually do something... Managed to break it yesterday.

Fri, Aug 7, 3:59 PM
wraitii added a comment to D2938: [rc] GL_ARB instancing to reduce draw calls.

I always use a 200 units replay on sahydian buttes, camera will not moved or zoomed. What is GPU skinning? GSLS enabled.

gpuskinning is an option in default.cfg that you have to activate using the config file. You could try (de)/activating that

Fri, Aug 7, 3:20 PM
wraitii added a comment to D2938: [rc] GL_ARB instancing to reduce draw calls.

I made some quick profiling. I noticed that the amount of draw calls is halfed. I also tested value 1 against 64. 64 is much faster. But compared to the non patched replay, there was a performance hit by ~10-20%.

Fri, Aug 7, 3:04 PM
wraitii added a reviewer for D2938: [rc] GL_ARB instancing to reduce draw calls: vladislavbelov.
Fri, Aug 7, 2:07 PM
wraitii updated the summary of D2938: [rc] GL_ARB instancing to reduce draw calls.
Fri, Aug 7, 2:03 PM
wraitii updated the diff for D2938: [rc] GL_ARB instancing to reduce draw calls.

Fixes a remaining issue with GPUs skinning.
Fixed the pgl stuff locally, so enabling it.

Fri, Aug 7, 1:53 PM
wraitii updated the diff for D2938: [rc] GL_ARB instancing to reduce draw calls.

Fix GPU skinning. In general don't expect to really benefit from instancing, but I think this might actually instance trireme oars somewhat (at least testing locally), so that might be positive.

Fri, Aug 7, 12:34 PM
asterix awarded D2938: [rc] GL_ARB instancing to reduce draw calls a 100 token.
Fri, Aug 7, 12:33 PM
wraitii updated the diff for D2938: [rc] GL_ARB instancing to reduce draw calls.

Switch back to 32 to get more pessimistic improvements (better for testing imo).
Also fix the slight ARB pessimisation.

Fri, Aug 7, 12:01 PM
wraitii added inline comments to D2938: [rc] GL_ARB instancing to reduce draw calls.
Fri, Aug 7, 10:47 AM
wraitii retitled D2938: [rc] GL_ARB instancing to reduce draw calls from [POC] GL_ARB instancing to reduce draw calls to [wip] GL_ARB instancing to reduce draw calls.
Fri, Aug 7, 10:45 AM
wraitii updated the diff for D2938: [rc] GL_ARB instancing to reduce draw calls.

Updated version with less terrible code, and also enables using "preferglsl=no" so you can compare with a baseline.
On my intel card, the GLSL version with instancing is always faster, while also being better looking.

Fri, Aug 7, 10:43 AM

Thu, Aug 6

wraitii added a comment to D2942: Implement unordered_map C++ <-> JS conversion..

I don't see any strong reason to use std::unordered_map on the C++ side. It costs memory, some performance. The patch seems overhead, you might pass turrets through a list.

Thu, Aug 6, 9:44 PM
asterix awarded D1490: [very WIP] Unit Pushing a 100 token.
Thu, Aug 6, 7:48 PM
wraitii updated the diff for D1490: [very WIP] Unit Pushing.

Extreme rebase (aka complete rewrite but the idea is there).

Thu, Aug 6, 6:52 PM
wraitii added inline comments to D2229: Elaborate Armour..
Thu, Aug 6, 6:15 PM
wraitii added a comment to D2229: Elaborate Armour..

Mh, I don't really understand why you did this? Seems to me you could just query for Resistance in Attacking and do relevant stuff.

Thu, Aug 6, 4:01 PM
wraitii added inline comments to D2931: Fixes and improvements to the CI pipelines.
Thu, Aug 6, 3:52 PM
wraitii requested changes to D2614: Also store turret position in map file..

@Freagarach all yours

Thu, Aug 6, 3:44 PM
wraitii updated the diff for D2614: Also store turret position in map file..

Implement unordered_map conversion.

Thu, Aug 6, 3:42 PM
wraitii added inline comments to D2936: Allow limiting the max number of corpses simultaneously visible in the game.
Thu, Aug 6, 3:17 PM
wraitii added inline comments to D2936: Allow limiting the max number of corpses simultaneously visible in the game.
Thu, Aug 6, 2:42 PM
wraitii added inline comments to D2936: Allow limiting the max number of corpses simultaneously visible in the game.
Thu, Aug 6, 1:56 PM
wraitii committed rP23941: Fix ODR violation for ShaderModelRendererInternals..
Fix ODR violation for ShaderModelRendererInternals.
Thu, Aug 6, 1:33 PM
wraitii closed D2932: Fix ODR violation for ShaderModelRendererInternals.
Thu, Aug 6, 1:33 PM
wraitii added a comment to D1958: [WIP] - Turrets and/or sub-units..

I quite like how this looks.

Thu, Aug 6, 1:31 PM
wraitii added a comment to D2229: Elaborate Armour..
  • Readded need for cmpResistance to be damaged (may be split).
Thu, Aug 6, 12:51 PM
wraitii updated the diff for D2932: Fix ODR violation for ShaderModelRendererInternals.

Fixed and umlauted. Committing when lights are green.

Thu, Aug 6, 12:38 PM
wraitii updated the diff for D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys.

This might want to compile.

Thu, Aug 6, 12:35 PM
wraitii accepted D2936: Allow limiting the max number of corpses simultaneously visible in the game.

Still working, overall still looks fine to me. I agree that it's better that way.

Thu, Aug 6, 12:27 PM
wraitii updated the diff for D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys.

Done here:

  • Show hotkey conflicts in the hotkey picker window (nothing on the main window - the data structures aren't good for it and I don't think it's too bad).
  • Adds a simple text filter for hotkeys.
  • Clean up the "left/right" meta keys situation.
  • Include the hotkeys in the session menu.
Thu, Aug 6, 12:14 PM
wraitii planned changes to D2768: Switch JS GUI Objects to a Proxy class, cleaning custom function definition..

TODO post SM52

Thu, Aug 6, 10:41 AM
wraitii planned changes to D2818: Replace DEFINE_INTERFACE_XX and RegisterFunction macros with pure templated code.

TODO post SM52

Thu, Aug 6, 10:40 AM
wraitii committed rP23940: Fix GetPosition2D call when the entity may be out of the world in unitMotion.
Fix GetPosition2D call when the entity may be out of the world in unitMotion
Thu, Aug 6, 10:40 AM
wraitii closed D2935: Fix GetPosition2D call when the entity may be out of the world in unitMotion.
Thu, Aug 6, 10:40 AM
wraitii committed rP23939: Switch Medium and Normal map sizes..
Switch Medium and Normal map sizes.
Thu, Aug 6, 9:57 AM
wraitii closed D2927: Medium ↔ Normal in map sizes.
Thu, Aug 6, 9:57 AM
wraitii requested changes to D2936: Allow limiting the max number of corpses simultaneously visible in the game.

Following discussion on IRC -> it seems we should instead delete the oldest corpse, as this looks rather ugly.

Thu, Aug 6, 9:51 AM
wraitii updated the diff for D2935: Fix GetPosition2D call when the entity may be out of the world in unitMotion.

Update comment. Ready for commit.

Thu, Aug 6, 9:50 AM
wraitii updated the diff for D2759: Update range queries to account for entity size.

Re-checked my maths, and I had a mistake for the min-range case.

Thu, Aug 6, 9:48 AM
wraitii accepted D2932: Fix ODR violation for ShaderModelRendererInternals.

@StefanBruens Let me know if the credits are OK for you or if you want to appear differently. I'll commit then.

Thu, Aug 6, 9:09 AM
wraitii updated the diff for D2932: Fix ODR violation for ShaderModelRendererInternals.

Years, programming credits.

Thu, Aug 6, 9:08 AM
wraitii accepted D2936: Allow limiting the max number of corpses simultaneously visible in the game.

This looks fine now :)

Thu, Aug 6, 9:04 AM
wraitii committed rP23938: Only scan the relevant part of the map in DiskPlacer.
Only scan the relevant part of the map in DiskPlacer
Thu, Aug 6, 9:03 AM
wraitii closed D2710: DiskPlacer: avoid scanning whole map.
Thu, Aug 6, 9:03 AM
wraitii accepted D2710: DiskPlacer: avoid scanning whole map.

Tested on Dodecanese which uses a DiskPlacer with a small radius -> does seem faster. Code seems obviously faster, though nothing is obvious in JS-land.

Thu, Aug 6, 9:00 AM
wraitii added a comment to rP23926: Fix issues relating to SDL and wxWidgets interaction in Atlas..

Thanks for the comments. Overall I don't think they warrant a lint-commit on this soonish, I'll keep it in mind for my next atlas diff I think.

Thu, Aug 6, 8:36 AM
wraitii added a comment to D2926: [gui] make random maps the default.

I feel like skirmish maps make a better first impression as they are generally better maps and load much faster, so I would edge towards rejecting this.

Thu, Aug 6, 8:25 AM
wraitii added a comment to D918: gather technology naming consistency.

The thing is, you'll have to move files around when changing the order, which is not really nice, IMHO.

Thu, Aug 6, 8:24 AM
wraitii requested changes to D2493: [gameplay] make siege engines uncapturable.

Alright, thanks for reporting.

Thu, Aug 6, 8:17 AM
wraitii added a comment to D2411: Allow to limit unit count per match..

cc @borg- you want this I believe.

Thu, Aug 6, 8:16 AM
wraitii added a comment to D918: gather technology naming consistency.

I feel like something like this (order random)

gather_metal_0_serfs.json
gather_metal_1_servants.json
gather_metal_2_shaftmining.json
gather_stone_0_silvermining.json
gather_stone_1_slaves.json
gather_stone_2_wedgemallet.json

might be reasonably efficient at conveying order, but also nicer than hardcoding "city"

Thu, Aug 6, 8:13 AM

Wed, Aug 5

wraitii updated the summary of D2293: Allow code to register hooks which get called whenever a function value changes, use this to clean rendering options further..
Wed, Aug 5, 6:58 PM
wraitii updated the diff for D2293: Allow code to register hooks which get called whenever a function value changes, use this to clean rendering options further..

I've kept the settings for DisplaYFrustrum and such since those aren't config options. I'm not sure we want that or not.
I think we could make them SYSTEM-level configs.

Wed, Aug 5, 6:58 PM
wraitii added a comment to D2610: standardize bonus attack tooltips.

For comparison, proper minus signs (− U+2212) are used in aura descriptions and technology tooltips, not the type-able hyphen-minus -.

Erf, I'd suggest to revert that then...

Wed, Aug 5, 6:19 PM
wraitii requested review of D2938: [rc] GL_ARB instancing to reduce draw calls.
Wed, Aug 5, 6:12 PM
wraitii added a comment to D2610: standardize bonus attack tooltips.

User XP should be over programmer XP here, IMHO.

I mean I'd argue that "user XP" changes basically none between "x" and "×"

Wed, Aug 5, 5:57 PM
wraitii added inline comments to D2936: Allow limiting the max number of corpses simultaneously visible in the game.
Wed, Aug 5, 3:14 PM
wraitii added a comment to D2759: Update range queries to account for entity size.
In D2759#127468, @Stan wrote:

Also how worse does that make performance?

See above graph.

Wed, Aug 5, 1:50 PM
wraitii added reviewers for D2764: Allow enabling default formation / no-formation stances on a command basis: borg-, Feldfeld, Nescio, ValihrAnt, genava55.
Wed, Aug 5, 11:59 AM
wraitii updated the diff for D576: Fix VisualActor tech changes not being applied in some cases.

Ready for commit.

Wed, Aug 5, 11:59 AM
wraitii updated the diff for D2759: Update range queries to account for entity size.

Bumped, fix the comments in IcmpRangeManager.h, spaces for consistency.

Wed, Aug 5, 11:55 AM
wraitii added a comment to D2791: Do not attempt to gather when full on that resource.

How come? Moreover, one is not supposed to end here when we can't gather the resource.

Wed, Aug 5, 11:46 AM
wraitii added a comment to D2493: [gameplay] make siege engines uncapturable.

@borg- update on that?

Wed, Aug 5, 11:42 AM
wraitii added a reviewer for D2508: [gameplay] prevent ships and siege engines from attacking fields: borg-.

@borg- what do you think? Do you prefer Restricted classes ? Or making them "not" preferred classes?

Wed, Aug 5, 11:42 AM
wraitii requested changes to D2755: Do not pass owner when trying to add gatherer..
Wed, Aug 5, 11:40 AM
wraitii added a comment to D2801: [gameplay] enable stable for all civilizations.

I believe this might no longer need the GUI patches since we removed ballistic tower?

Wed, Aug 5, 11:37 AM
wraitii committed rP23934: Tweak vision of walls and some special structures..
Tweak vision of walls and some special structures.
Wed, Aug 5, 11:36 AM
wraitii closed D2505: [gameplay] tweak wall vision.
Wed, Aug 5, 11:36 AM
wraitii requested changes to D2610: standardize bonus attack tooltips.

On my keyboard (English, international) × be typed with AltGr =. People can also copy it from other files (see e.g. D2895/rP23871), or from the style guide.

Wed, Aug 5, 11:31 AM
wraitii accepted D2899: [gameplay] improve melee units.

I think this is acceptable as a first diff - I'll clarify in the commit message that this is merely one step forward.

Wed, Aug 5, 11:28 AM
wraitii committed rP23933: Fix compilation error on arch introduced by rP23917.
Fix compilation error on arch introduced by rP23917
Wed, Aug 5, 11:26 AM
wraitii closed D2928: Fix reported compilation error on arch introduced by rP23917.
Wed, Aug 5, 11:26 AM
wraitii added a comment to D2935: Fix GetPosition2D call when the entity may be out of the world in unitMotion.

I meant the old code logic :p

Wed, Aug 5, 11:01 AM
wraitii updated the diff for D2757: i18n scripts - switch from pology to Babel for .POT generation and update to python3.

Add a new script that ought to do something similar to what we're using poediff form.

Wed, Aug 5, 10:46 AM
wraitii requested review of D2935: Fix GetPosition2D call when the entity may be out of the world in unitMotion.
Wed, Aug 5, 10:11 AM
wraitii requested review of D2934: Enable link-time optimisation (LTO).
Wed, Aug 5, 9:40 AM
wraitii added a comment to D2932: Fix ODR violation for ShaderModelRendererInternals.

I'd like to have @vladislavbelov's take on this before merging

Wed, Aug 5, 8:56 AM
wraitii updated the diff for D2932: Fix ODR violation for ShaderModelRendererInternals.

Upload with context.

Wed, Aug 5, 8:55 AM

Tue, Aug 4

wraitii added a comment to D2496: tweak soldier footprints.

This patch went through 14 differentials; I don't remember having another patch that had that many.

Tue, Aug 4, 4:30 PM
wraitii committed rP23932: Tweak soldier footprints.
Tweak soldier footprints
Tue, Aug 4, 4:24 PM
wraitii closed D2496: tweak soldier footprints.
Tue, Aug 4, 4:24 PM
wraitii added a comment to D2496: tweak soldier footprints.

Out of curiosity, what exactly did you change? The brit_hero_boudicca.xml file in D2496?id=13042 looks exactly the same as in D2496?id=13032, I really can't find a difference.

<Square disable=""/>
It's in the template itself.

Tue, Aug 4, 3:52 PM
wraitii added a comment to D2505: [gameplay] tweak wall vision.

(needs a rebase now)

Tue, Aug 4, 3:48 PM
wraitii committed rP23931: Remove territory influence from arch, monument, pillar.
Remove territory influence from arch, monument, pillar
Tue, Aug 4, 3:48 PM
wraitii closed D2504: [gameplay] remove territory influence from arch, monument, pillar.
Tue, Aug 4, 3:48 PM
wraitii accepted D2504: [gameplay] remove territory influence from arch, monument, pillar.
Tue, Aug 4, 3:45 PM
wraitii committed rP23930: Streamline animal footprints..
Streamline animal footprints.
Tue, Aug 4, 3:43 PM
wraitii closed D2721: improve animal footprints.
Tue, Aug 4, 3:43 PM
wraitii updated the diff for D2496: tweak soldier footprints.

Fix small mistake in boudicca footprint (Circle conflicting with Square)
Ready for commit.

Tue, Aug 4, 3:38 PM
wraitii added a comment to D2853: [gameplay] tweak elephants again.

This makes the Hero Elephant an absurdly good siege unit.

Tue, Aug 4, 3:27 PM
wraitii added a comment to D2929: Use D2915 to cleanup champion templates.

This is already possible right now without this patch.
One could move generic templates, e.g. template_unit_champion_cavalry_archer.xmltemplate_unit_cavalry_ranged_archer_champion.xml.

That seems objectively superior to our current organisation to me.

Tue, Aug 4, 3:09 PM
wraitii accepted D2505: [gameplay] tweak wall vision.
Tue, Aug 4, 2:45 PM
wraitii added a comment to D2899: [gameplay] improve melee units.

I'm kind of surprised that this change alone is sufficient to rebalance ranged vs melee units?

Tue, Aug 4, 2:43 PM
wraitii requested review of D2929: Use D2915 to cleanup champion templates.
Tue, Aug 4, 2:27 PM