Commit Graph

3621 Commits (af2a74b6ec00a5b04e3ffcafd6ea974b6f245ad8)

Author SHA1 Message Date
Günther Brammer fdbad8fe83 Simplify the test for loop end in parameter parsing
Instead of storing in fDone whether the token is a ')', make that the loop
condition.
2016-02-02 02:57:50 +01:00
Günther Brammer f1b99aa355 Avoid pushing and popping an unused parameter with ... 2016-02-02 02:57:49 +01:00
Günther Brammer 6a6c0d8b0b Optionally warn about too many parameters in -> calls, too
While at it, only consult the right function for direct calls, not any
other function with the same name.
2016-02-02 02:57:49 +01:00
Günther Brammer b2c263bd0e Don't mark the condition of do-while as a jump target without a continue
In contrast to the other loops, where the condition is always jumped to.
2016-02-02 02:57:49 +01:00
Günther Brammer 00f013d59e Optimize accessing the same variable as was just now set 2016-02-02 02:57:49 +01:00
Günther Brammer b7eff7f55f Set jump target flag for bytecode added after MakeSetter removed one
Also avoid removing the original bytecode if it is DUP, LOCALN or GLOBALN.
This way, setting the jump target flag can be avoided in some cases.
2016-02-02 02:57:49 +01:00
Günther Brammer 532b47ed27 Optimize do; while(!...) from two bytecodes to one
This revealed that the code for setting Par.i was wrong before, but didn't
matter because the jump target for all CONDN was set afterwards. But the
jumptarget for COND was set directly, and must be adjusted to account for
the bytecode that gets optimized away.
2016-02-02 02:57:49 +01:00
Günther Brammer 168ac8bb40 Remove pointer to start of variables from function context
It pointed always to Pars + Func->GetParCount(). The only users were
VARN_CONTEXT, which can be replaced with PARN_CONTEXT that way, and
FOREACH_NEXT, where the parser can do the math and simply give a number
relative to the current stack position, like regular variable usages do.
2016-02-02 02:57:48 +01:00
Günther Brammer 45003d55fb Guard against script stack overflow on the first script call, too
This can happen when an engine function is made to call a script function
when the stack is almost exhausted. Since there was nothing catching that
exception, it'd mean a program abort. Move the bulk of the exception
handler to the outer Exec function, and only keep the saving of the exact
code position in the inner one.

While at it, simplify the pushing of the parameters to simply push the
right amount of parameters instead of pushing ten and then popping the
excess. Also move the creation of dummy parameters for DirectExec into
DirectExec().
2016-02-02 02:57:48 +01:00
Günther Brammer 5bb3d7cb77 Use a null C4ScriptHost to parse DirectExec code
This mostly makes Parse_Expression use the case for functions in proplists
instead of the other for local variable lookup.
2016-02-02 02:57:48 +01:00
Günther Brammer ac9106d197 Remove some unused and unsound C4Value operators 2016-02-02 02:57:48 +01:00
Günther Brammer 39d04360c4 Add some const (C4StringTable::FindString) 2016-02-02 02:57:48 +01:00
Günther Brammer 87689d9f49 Move the global proplist from a member of ScriptEngine to an ancestor
While at it, denumerate the global proplist. Not that it contains anything
to denumerate, but someday it might?
2016-02-02 02:57:48 +01:00
Günther Brammer 6f98fb2e66 Remove C4AulScript class
It isn't needed to hold engine functions anymore, because those are just
put into C4PropLists.
2016-02-02 02:57:47 +01:00
Günther Brammer 9dafc6424b Make the ScriptEngine not a C4AulScript
Every script has its own C4ScriptHost, the ScriptEngine doesn't use
anything from C4AulScript.
2016-02-02 02:57:47 +01:00
Günther Brammer 473415bafa Stop using virtual functions to distinguish profiling all or some functions 2016-02-02 02:57:47 +01:00
Günther Brammer 9742a404ff Move Script Parser warning function to C4ScriptHost 2016-02-02 02:57:47 +01:00
Günther Brammer a6020197d7 Move script string table to C4ScriptHost
The string table in C4AulScriptEngine was never loaded.
2016-02-02 02:57:47 +01:00
Günther Brammer d3890f8c99 Remove empty C4AulScript::Clear()
The virtual call was only made from ~C4AulScript, and the deriving classes
already called their own Clear() from their own destructors.
2016-02-02 02:57:47 +01:00
Günther Brammer b21acff0c7 Move Scriptparser State into C4ScriptHost 2016-02-02 02:57:46 +01:00
Günther Brammer 2fe0beebdb Move contents of src/gamescript into other directories
C4Effect will get moved into the ScriptEngine, and just three source files
is a bit too little for one directory.
2016-02-02 02:57:46 +01:00
Günther Brammer 593e0319fd Show script stacktraces when GameCallEx causes a script error 2016-02-02 02:57:46 +01:00
Günther Brammer 2ebd1a98ad Script: Functions in constant proplists can access their properties 2016-02-02 02:57:46 +01:00
Günther Brammer f757706e68 Make the C4Script tokenizer context-independant 2016-02-02 02:57:46 +01:00
Günther Brammer 9193c8938b Retire the split between Parse_Expression and Parse_Expression2
In earlier C4Script versions, there were multiple variants of expressions,
all followed by the same operator options, but nowadays everything is more
uniform.
2016-02-02 02:57:46 +01:00
Nicolas Hake cd01561d65 Remove Config.Graphics.RenderInactiveEM 2016-02-02 00:25:57 +01:00
Nicolas Hake 301a088ebc StdColors: Remove several orphaned functions 2016-02-02 00:00:26 +01:00
Nicolas Hake e9cf0f6fdc Stop pretending we support 16 bit color
The GTK and OS X platforms already ignored the requested bit depth and
always used 32 bit. Windows and SDL would set a 16 bit color depth for
the screen, but still did all of the rendering short of the final
present in 32 bit.
2016-02-02 00:00:23 +01:00
Nicolas Hake 0c3811fe66 Keep rendering while unfocused (#1638)
In windowed mode, we shouldn't stop rendering just because we have lost
focus. However, we don't need to render at full framerate; throttling to
5 fps should be sufficient. Note though that we still have to calculate
game ticks at full speed so network games don't slow down when a player
tabs out of the game.
2016-02-01 20:48:17 +01:00
Nicolas Hake 98c966c7d1 Win32: Don't take/restore copies of all textures on app (de)activation
Even though we (might) change the resolution, that doesn't result in
loss of textures because we don't recreate the OpenGL context. Therefore
we also don't have to restore their data. I believe this code is a relic
from the DirectX renderer, which would lose textures when switching away
from a fullscreen window.
2016-02-01 20:48:17 +01:00
Maikel de Vries e7c296104f set controller of dig2material objects when the digger exists
This ensures correct kill tracing for example a piece of coal falling on an enemy after being dug out.
2016-02-01 20:20:26 +01:00
David Dormagen 6c5294a05f fixed invisible UI elements accepting player input
When an UI element was only visible to a player (via the Player property), it still allowed ALL players to click on buttons.
I am wondering why noone else noticed that bug before. It's possible that it didn't show when the visibility was set via the menu's Target (instead of the Player property).

Maybe this was the cause of the "clicks sometimes do nothing" bug?
2016-01-31 23:36:06 +01:00
Günther Brammer 03d11cd596 Merge script branch 2016-01-31 21:51:58 +01:00
Günther Brammer a6b1ee79e9 Fix assertion failure when rendering mesh with degenerate transform
It isn't enough to check the top-level mesh, because attached meshes also
get a transformation from script. At least cotton branches sometimes do
that.

So check the matrix directly before using it and skip rendering.
2016-01-31 21:51:50 +01:00
Sven Eberhardt 6e251832b8 Fix league signup with usernames containing non-ascii characters 2016-01-31 12:26:07 -05:00
Armin Burgmeier eb1750a7d3 Fix drawing of the FoW debug mode (#1659) 2016-01-30 11:49:20 -08:00
Günther Brammer d3428003a8 Fix navigation in player menus with more than one column/row 2016-01-30 16:03:22 +01:00
Günther Brammer 23acdc6060 Use the same team id in view update as in team join 2016-01-30 16:02:31 +01:00
Maikel de Vries 4bcdfc451e block construction sites based on Exclusive and not on planes (#1534)
This makes more sense, exclusive object block all other construction sites, irrespective of their planes.
2016-01-30 14:46:14 +01:00
Günther Brammer a1a6e36cde GL: Deduplicate the check for glObjectLabel 2016-01-29 18:37:32 +01:00
Nicolas Hake 506d116c42 WGL: Wrap the temporary context for OpenGL extension detection in a class
Unlike GLX, the OpenGL function pointers are context-dependant. Because we
need an extension function to create the context we're going to use, we
first need to create a temporary context. Since this is independent of the
library used to fetch the function pointers, decouple it from glewInit().
2016-01-29 18:37:32 +01:00
Günther Brammer 5e5d8dd49a GLX: Avoid exiting if glXCreateContextAttribsARB fails
It's not clear that the glXCreateNewContext fallback does anyone any good
because it can't create the Core Profile Context we need, but better a
fallback message followed by Shader compilation errors than an obscure
X11 protocoll error. Probably.
2016-01-29 17:12:44 +01:00
Günther Brammer fd534c430e GL: Move notification about debug context to common code 2016-01-29 16:55:36 +01:00
Günther Brammer 83cf09db1a GL: Replace CStdGLCtx::Reinitialize with parameter to Clear() 2016-01-29 16:52:36 +01:00
Sven Eberhardt 1f81b87c33 PlayAnimation: Delete previous animations in same slot if no weight is given.
This will simplify fixing several animation leaks.
2016-01-28 22:02:27 -05:00
Sven Eberhardt 80b8879805 Fix SolidMask DensityProvider to return C4M_Vehicle, not C4M_Solid.
Fixes attached movement of objects with increased contact density.
2016-01-28 22:00:41 -05:00
Nicolas Hake f12afbc43c Fix some frankly ridiculous indentation
I know you like to think of yourself as something of an artiste, but
this isn't likely to get into MoMA's permanent collection.
2016-01-28 17:26:09 +01:00
Sven Eberhardt 36489145b6 Fix automatic engine detection of melee-like scenarios to allow team selection. 2016-01-24 22:13:21 -05:00
Günther Brammer 79043c8424 Reset the size of a C4Set in Clear()
This bug manifested itself in mysteriously growing PropLists with nil keys.

Some usages of Clear were simply to clean the newly-allocated table, and
need to continue to do so.
2016-01-25 00:54:58 +01:00
Günther Brammer 88185a60f9 Script: Sort the result of GetProperties lexically
Also, deal with non-string values in the C4ValueArray properly.
2016-01-25 00:00:59 +01:00
Günther Brammer 5708ba2e72 Remove superfluous wrapper function C4AulStartTrace 2016-01-25 00:00:58 +01:00
Günther Brammer 9dadfba5af Move GlobalNamed.SetNameList call after Link() into Link()
It isn't clear whether that call is necessary since the C4AulScriptEngine
constructor already does this, but it is clear that duplicating the call
all over is a bad idea.
2016-01-25 00:00:58 +01:00
Günther Brammer 5be63d1e96 Use macros to reduce duplication in script engine definitions
While at it, make AddFunc take a C4PropList* instead of a C4AulScript*.
2016-01-25 00:00:58 +01:00
Günther Brammer 5287121d86 Use void instead of C4Void for engine functions that always return nil
This allows the removal of quite a few return C4Void();.

Also stop pretending that Nillable<void> is the same class as Nillable<T>.
Its only function was as an implementation detail for C4Void, which doesn't
need any implementation details anymore.
2016-01-25 00:00:58 +01:00
Günther Brammer f78d7712a5 Replace C4AulDefFuncHelper with template functions
This avoids duplication of code in C4AulObjectFunc and C4AulEngineFunc
at the cost of boilerplate code working around the lack of partial
function template spezializations.

Instead of ThisImpl and ExecImpl, we could have multiple C4AulEngineFunc
spezializations deriving from a common template, but that would require
even longer and duplicated boilerplate.
2016-01-25 00:00:58 +01:00
Günther Brammer 22113fd6fc Convert C4AulDefFunc* templates to variadic templates 2016-01-25 00:00:58 +01:00
Günther Brammer 68c436576e Simplify construction of C4AulParSets 2016-01-25 00:00:57 +01:00
Günther Brammer 0a8960f969 Reimplement C4AulParSet constructor as a variadic template
This allows the constructor to accept all types there is a C4Value
constructor for.
2016-01-25 00:00:57 +01:00
Günther Brammer ce2b8f45b8 Make FnSetPlrKnowledge(C4Player*) a C4Player member function
The overload with FnSetPlrKnowledge(C4PropList*) will get problematic.
2016-01-25 00:00:57 +01:00
Günther Brammer 6b514893f9 Replace C4ValueConv::ToC4V with C4Value constructors
Also don't rely on int32_t != long and drop now unnecessary MSVC workaround.
2016-01-25 00:00:57 +01:00
Günther Brammer b08f51372a Add more overloads of the C4Value constructor
This allows one to use the C4Value constructor instead of
C4ValueConv. To avoid unintended implicit conversions like
const char * to bool, add a private template constructor that
catches everything not in the list of intended constructors.
2016-01-25 00:00:57 +01:00
Sven Eberhardt 451ea87ab9 Fix another FoW crash 2016-01-24 17:23:20 -05:00
Sven Eberhardt 42d8885877 Fix crash in FoW rendering #1643 2016-01-24 14:44:00 -05:00
Günther Brammer 05359179e7 Initialize C4AulParSet from C4Value[] with a function, not constructor
This avoids confusion with a variadic template constructor that could take
the same arguments.
2016-01-24 12:27:23 +01:00
Günther Brammer 8425169dd6 Rename C4Script.h to C4GameScript.h 2016-01-24 12:27:23 +01:00
Günther Brammer 234101ddbc Remove C4Script.h from C4Aul.h 2016-01-24 12:27:23 +01:00
Günther Brammer c3c402061b Move struct C4ScriptConstDef to C4AulDefFunc.h 2016-01-24 12:27:23 +01:00
Günther Brammer 20c22582ec Move DirectExec from C4AulScript to C4AulExec
In the long term, there is no reason DirectExec should be concerned with
C4AulScript/C4ScriptHost. In the meantime, the lookup code from Fneval can
be moved into the function.

This allows eval in scenario script to access scenario script locals, but
that seems harmless.
2016-01-24 12:27:23 +01:00
Günther Brammer 7cc1334963 Move C4ValueToMatrix helper functions to the file using them most 2016-01-24 12:27:23 +01:00
Günther Brammer 4f620c1537 Parse array expression with fewer lines of code
Instead of tracking the status with a variable, simply test the loop-end
condition directly, and reduce code duplication between empty and non-empty
array contents.
2016-01-24 12:27:23 +01:00
Günther Brammer b7bd48a73f Unify the various Parse_-Functions to consume the last token they match 2016-01-24 12:27:23 +01:00
Günther Brammer 6a5b571fe3 Drop warning about trailing comma at the end of a parameter list
A trailing comma does not change the behaviour of a function call, so it is
totally harmless.
2016-01-24 12:27:23 +01:00
Günther Brammer 4c01592196 Move C4AulScriptFunc into its own source file 2016-01-24 12:27:23 +01:00
Günther Brammer 514c2b8f34 Combine C4String, C4AulFunc, C4ValueArray reference counting 2016-01-24 12:27:23 +01:00
Günther Brammer ca9d95b25f Replace various C4AulFunc::Exec with C4PropList::Call
In C4Control.cpp, this improves correctness by selecting the right global
function instead of a random function.
2016-01-24 12:27:23 +01:00
Günther Brammer 93bf8f4779 Script: Allow "new Foo {}" in constant expressions 2016-01-24 12:27:23 +01:00
Günther Brammer f6c2906660 Script: Constant proplist expressions can contain function definitions
Most of the changes are for exception safety. The parser references the
function stored in Fn when the function body contains a syntax error, so
the function has to stay around. In order to avoid memory leaks, store the
function and its containing proplist in their destinations before they get
fully parsed.

This doesn't allow functions directly in static constants or arrays.
Future work: Putting the owning proplist in the scope chain.
2016-01-24 12:27:23 +01:00
Günther Brammer 507b63a55a Functions store their containing proplist instead of the C4AulScript
The C4AulScript containing the source of the function was already mostly
used to get the relevant proplist or available from context. This will
allow more than one proplist plus the global one per scripthost to contain
functions.
2016-01-24 12:27:23 +01:00
Günther Brammer d0d27d25f1 Merge script branch 2016-01-24 12:25:52 +01:00
Günther Brammer 4d1f5d95c2 Script: Prevent usage of deleted objects via this()
Apparently, this wasn't done already because of compatibility concerns. The
beginning of a release cycle is the perfect moment to finally complete the
prevention of using deleted objects from script.
2016-01-24 12:25:15 +01:00
Sven Eberhardt d9b8de9ea2 Win32: Fix file deletion from scenario selection dialogue 2016-01-24 00:43:09 -05:00
Sven Eberhardt 28e794654c Add network option to disable UPnP.
Also add some more UPnP failure messages to log.
2016-01-24 00:11:14 -05:00
Sven Eberhardt e94c0e38fc Add scenario core field "Mode" (in [Game]) to allow setting game mode independent of goal objects.
To be used by the league so you can properly host race scenarios in the open melee league.
2016-01-23 21:19:22 -05:00
Sven Eberhardt df6d349166 Add safety to light object creation. 2016-01-23 21:09:12 -05:00
Günther Brammer 7c022085ee Improve script bytecode dump formatting slightly 2016-01-24 02:09:15 +01:00
Günther Brammer 27cbdb2177 Remove superfluous mape stubs 2016-01-24 02:09:14 +01:00
Günther Brammer e790d2c327 Remove duplicated stubs for the scriptengine from mape 2016-01-24 02:09:14 +01:00
Günther Brammer 5a570b96f1 Remove now unnecessary stubs from C4ScriptStandaloneStubs 2016-01-24 02:09:14 +01:00
Günther Brammer 6b6dd96719 Move GameScript.GRBroadCast to Game.GRBroadCast
This avoids a dependency on ::Objects from C4ScriptHost.
2016-01-24 02:09:14 +01:00
Günther Brammer e1a38ee010 Move references to ::Objects and ::MaterialMap from C4AulLink to C4Game
This changes the order in which the various parts of the engine are updated
after a definition reload, but they should not interfere with each other.
2016-01-24 02:09:14 +01:00
Günther Brammer a5f797f96b Move miscellaneous global functions from C4Effect.cpp to their users 2016-01-24 02:09:14 +01:00
Günther Brammer 9833c1ef2d Remove never used NeedDefinitionContext
Every function that accepts a definition also accepts an object instead, so
NeedNonGlobalContext is the exception to use.
2016-01-24 02:09:13 +01:00
Günther Brammer b7ecc49a02 Remove a bit of dead code from C4Value 2016-01-24 02:09:13 +01:00
Günther Brammer 78e3457ff7 MSVC: Remove support and workarounds for versions older than 2015
We require that version for its C++14 support anyway.
2016-01-23 23:10:02 +01:00
Günther Brammer a19e7f6ced Use #elif defined() to check for config.h macros instead of plain #elif
This way, the code works with a config.h that does not define those macros.
2016-01-23 23:05:16 +01:00
Günther Brammer 7167459f67 win32: Move PIXELFORMATDESCRIPTOR from C4AbstractApp to CStdGLCtx
That is the only user.
2016-01-23 22:02:52 +01:00
Günther Brammer 34a720ca54 win32: Remove unused CreateContext function taking a HWND 2016-01-23 22:02:52 +01:00
Günther Brammer 37fd0a88c6 win32: Rename C4Window::hRenderWindow to renderwnd to match GTK+ 2016-01-23 22:02:52 +01:00
Günther Brammer 9210c65e85 gtk: Hide usages of X11 behind #ifdef GDK_WINDOWING_X11 2016-01-23 22:02:51 +01:00
Günther Brammer aa931ac623 Drop some dead code in C4App.h and C4WindowGTK.cpp 2016-01-23 20:36:34 +01:00
Günther Brammer 1c15b8f661 gtk: Move OpenURL to the other implementations in PlatfromAbstraction 2016-01-23 20:36:34 +01:00
Günther Brammer 8f48f0275d gtk: Remove unnecessary C4Window::wnd
It was only used to specify a screen for randr, which doesn't need a
particular window.
2016-01-23 20:36:34 +01:00
Günther Brammer 93f12150c4 CMake: Remove obsolete USE_X11 option and add USE_WIN32_WINDOWS
USE_WIN32_WINDOWS was previously defined in PlatformAbstraction.h. Move it
to CMakeLists.txt and config.h like its peers. Replace USE_X11 with USE_GTK
or GDK_WINDOWING_X11 as appropriate.
2016-01-23 20:36:34 +01:00
Günther Brammer 11bbeb2a5b Rename WITH_DEVELOPER_MODE to USE_GTK
This mirrors USE_WIN32_WINDOWS, USE_SDL_MAINLOOP and USE_COCOA.
2016-01-23 20:36:33 +01:00
Günther Brammer d09ed41eea Avoid an OpenGL dependency in C4Surface.h 2016-01-23 20:36:33 +01:00
Nicolas Hake 4fddda20f9 C4Script: Accept array parameter for Min, Max
Min/Max with array parameter will return the smallest/largest value of
all elements of the array. If any array element is not an integer, nor
convertible to integer, the function will fail.
2016-01-23 13:49:10 +01:00
Nicolas Hake 9a9bcd0568 C4AulError: derive from std::exception 2016-01-23 13:49:08 +01:00
Sven Eberhardt fcf870672c Fix overflow when calling DoEnergy with large values #1646 2016-01-22 22:52:09 -05:00
David Dormagen 8418da86d6 custom GUIs: fixed scrollbar offset with active upper board (#1612)
I guess the UI elements expect their position to already be corrected by cgo.X/Y. Or they never cared because they were in front of the upper board.
I am not sure, maybe the correct solution would be to actually position all elements lower (instead of adjusting for it when passing mouse input or drawing)? Currently the position is relative to the upper board's edge.

Anyway, this works for now.
2016-01-21 22:17:47 +01:00
Sven Eberhardt 80676c7ab5 Fix force redirection behavior of non-clonks on permeable SolidMasks.
E.g. if you put a shovel on a wooden bridge, it would always slide left.
2016-01-20 22:49:56 -05:00
David Dormagen 8ba1e042a0 script GUIs: fixed clipping with active upper board
I know that the issue was noticable starting from https://git.openclonk.org/openclonk.git/commit/cd57e474935b283e58c7ae7edd137c049f87f90c
I don't know WHY it was not noticable before, though. It had probably always been a defect.
2016-01-20 22:30:35 +01:00
David Dormagen 9292718ca5 script GUIs: fix auto-height window size with pure text windows
Otherwise, if a window was GUI_FitChildren and the text would NOT trigger a scrollbar, the window height was set to 0 (because the text height was only taken into account when rawTextHeight - 1 > rcBounds.Hgt).
2016-01-20 10:33:11 +01:00
Armin Burgmeier b698557163 Replace obsolete GL_MAX_TEXTURE_UNITS (#1641)
The replacement is GL_MAX_TEXTURE_IMAGE_UNITS.
2016-01-19 18:05:57 -08:00
David Dormagen cd57e47493 script GUIs: fixed text clipping and scrolling (#1605, related to #1612)
Previously, text windows would just change their own size and leave cropping and scrolling to their parent. This made the code easier, but was apparently unintuitive for scripters.
Now text windows do not change their size but show a scrollbar themselves (unless GUI_FitChildren or GUI_NoCrop of course).

This implied some other changes, because now parents without a scroll bar need to clip, too. (Or the clipping needs to be moved to the child window. But then it would have to be made sure that menu decoration can still go out of the bounds.)
And this also needed some script fixes where scripters assumed the text windows would not scroll (and thus made them smaller than 1em).

related to https://git.openclonk.org/openclonk.git/commit/46ad28ea652fad34814a866f3b9c305aa7cc6faa
2016-01-18 21:39:54 +01:00
Armin Burgmeier 4b98e71271 Fix GL state reset of wireframe mode (#1636)
Not sure why this broke, maybe glGetIntegerv does not return the current
polygon mode anymore. Either way, we don't need to remember the previous
setting but can just always reset it to GL_FILL afterwards.
2016-01-17 21:32:48 -08:00
Armin Burgmeier d3d3bb848e Fix index buffer offset calculation (#1635)
This fixes rendering of some meshes with more than one submesh.
2016-01-17 21:14:41 -08:00
Sven Eberhardt b88339a84c Use sched_yield instead of pthread_yield in png save wait loop [cfkoch] 2016-01-17 23:15:34 -05:00
Sven Eberhardt 47add34d8f Use less annoying lobby countdown sounds 2016-01-17 22:35:59 -05:00
Günther Brammer 8257264415 Avoid a gtk runtime warning on empty statusbar text
(openclonk:12546): Gtk-CRITICAL **: gtk_statusbar_push: assertion 'text != NULL' failed
2016-01-17 23:34:29 +01:00
Armin Burgmeier 1349962ac3 Fix release build 2016-01-17 13:36:26 -08:00
Armin Burgmeier d387fdb270 Fix mesh rendering for meshes with more than one submesh
The buffer offset was encoded in the VAO which would be shared across all
submeshes. Instead, don't encode the buffer offset into the VAO but apply it
with glDrawElementsBaseVertex().
2016-01-17 11:37:17 -08:00
Günther Brammer fd61ac7ebe Remove unused IsRenderTarget and MaxTextureSize C4Surface options
They were always false and 0.
2016-01-17 11:37:17 -08:00
Armin Burgmeier b459cb35f1 Remove the OpenGL version check
As long as we can create a core profile context we are good anyway.
And if we don't, we'll get an error during context construction.
2016-01-17 11:37:17 -08:00
Armin Burgmeier ab6152e48c Create an OpenGL core profile context on Windows
I didn't actually test this, but shamelessly stole the code from Isilkor's
opengl-3.2 branch.
2016-01-17 11:37:17 -08:00
Armin Burgmeier e856720e21 Use a OpenGL core profile on Mac OS X
Also, remove obsolete checks for shader support.
2016-01-17 11:37:17 -08:00
Armin Burgmeier d7d24ca36a Enable OGL core profile for linux 2016-01-17 11:37:17 -08:00
Armin Burgmeier e13cda4bd0 Use an IBO for the particle system
glDrawElements needs an IBO when using a core profile. The particle
system's IBO is actually quite static since it's always a triangle
strip with 2 triangles followed by a PRI. Therefore, this reduces the
amount of data we have to send to the GPU compared to the previous
solution.

Also, remove the workaround when glPrimitiveRestartIndex is not
available since it is always available with OpenGL 3.1 and when using
a core profile we are guaranteed to have OpenGL 3.1 anyway.
2016-01-17 11:37:17 -08:00
Armin Burgmeier 686a32764c Use an IBO to render the FoW 2016-01-17 11:37:17 -08:00
Armin Burgmeier 6bda0b4ec8 Use an element array buffer (IBO) for meshes
This is required for glDrawElements() with a core profile. Furthermore, for
meshes that have a fixed face ordering (non-transparent meshes at 100%
completion), this puts more static data on the GPU that we don't have to
upload every frame.

For meshes with non-fixed face ordering, we still have to upload faces every
frame, since the ordering might change if the mesh rotates. We could still
improve this by figuring out if the order actually changed after the sort
step, and only update to the GPU if it has. In many cases it hasn't, so there
is some potential for more optimization there. But that's for later.
2016-01-17 11:37:17 -08:00
Armin Burgmeier 442241dc3e Remove adjusting texture sizes to next power of two
This code was basically never used anyway, since the
ARB_non_power_of_two extension is always available since OpenGL 2.0.
The GLEW check for the extension fails however as soon as we select
a OpenGL 3 core profile, and the texture sizes will be unnecessarily
adjusted again.
2016-01-17 11:37:17 -08:00
Armin Burgmeier aef7538aa1 Switch shader code to OpenGL 3 style 2016-01-17 11:37:17 -08:00
Armin Burgmeier 16d2eb5cb1 Use the core api for shaders instead of the ARB one 2016-01-17 11:37:17 -08:00
Armin Burgmeier bc8db0589e Make the mesh material properties uniform variables
Instead of relying on the obsolete glMaterial call.
2016-01-17 11:37:17 -08:00
Armin Burgmeier 2c2c3f98c8 Switch framebuffer API to OpenGL core API 2016-01-17 11:37:17 -08:00
Armin Burgmeier 5de1bc70a9 Remove a stray glClientActiveTexture call 2016-01-17 11:37:17 -08:00
Armin Burgmeier 28aa1d1812 For each VBO, use a VAO to render it
For OpenGL 3.2 core compatibility, and to reduce the number of state
changes during rendering.
2016-01-17 11:37:17 -08:00
Armin Burgmeier fabb4cbdbf Implement a mechanism that allows using VAOs across contexts
Basically add another layer of indirection around accessing VAOs. The problem
is that VAOs are not shared between OpenGL contexts. This mechanism allows to
treat them mostly as if they were shared if they are only accessed through
the API defined in CStdGL.

This is accomplished by caching all existing VAOs per context. If a VAO is
being accessed, it is checked whether that VAO exists in the currently
selected context. If yes, return it, otherwise create a new VAO and return it,
together with a flag that indicates that the VAO needs to be initialized.
2016-01-17 11:37:17 -08:00
Armin Burgmeier fa9f4c6356 Replace GL_GENERATE_MIPMAP flag by glGenerateMipmap call
The former is not available in a OpenGL 3 core profile, but glGenerateMipmap
is available since OpenGL 3.0, and so is always available when we have a
core profile.
2016-01-17 11:37:17 -08:00
Armin Burgmeier bb8b933417 Revert "Revert "Replace 3D texture in landscape shader by a 2D texture array""
This reverts commit 4a02d3c77b.

This was merged into master even though I only wanted it in stable-7.0.
Oh well, let's just revert it again.
2016-01-17 11:37:17 -08:00
Sven Eberhardt afab6ef464 func PlayerControl: Send nil instead of 0 for non-mouse controls.
The main script function always assumed this, but it was not actually implemented that way.
2016-01-16 22:06:19 -05:00
Sven Eberhardt 0a9cf34e77 Win32 editor: Allow resizing of main console window #1601 2016-01-16 21:01:11 -05:00
Sven Eberhardt f1c4273bb9 Win32 editor: Allow resizing of property window #1601 2016-01-16 19:56:24 -05:00
Sven Eberhardt 148073a956 Fix black NO_OWNER viewport in network mode. 2016-01-16 16:29:23 -05:00
Günther Brammer a5af9089a8 Script: Check parameter types of engine callbacks, too
This prevents a crash when an incompatible engine function is used as an
engine callback function.

Unfortunately, this breaks any scripts that have wrong type information in
engine callbacks and only worked because those were ignored.
2016-01-16 18:26:18 +01:00
Günther Brammer bc3754b871 Merge branch 'editor' 2016-01-16 16:00:57 +01:00
Günther Brammer 21d8a2a64a Use 32 bit math for +1, ++, -1, etc. in script (#1389)
The engine has a few more usages of the operators, but they don't look
prone to overflowing. The other operators in Script already used SetInt,
which always truncates to 32 bit.
2016-01-15 20:19:21 +01:00
Sven Eberhardt 26084af502 Fix crash when grab target is lost. 2016-01-15 08:54:03 -05:00
Sven Eberhardt 4eddeba9aa Fix crash when drawing zero-sized viewports (may happen during editor viewport initialization) 2016-01-15 08:53:00 -05:00
Sven Eberhardt cc613c01f4 Fix action target reset on same procedure only. 2016-01-15 08:14:46 -05:00
Sven Eberhardt cd63c06aaf Fix crash when starting tabbed out. 2016-01-14 22:25:45 -05:00
Sven Eberhardt 579cb7e66c Reset action targets on procedure change #1552 2016-01-14 21:40:42 -05:00
Armin Burgmeier 9208f32d16 Denumerate attached meshes recursively (#1603)
Since mesh instances can now be attached to attached definitions, attached
definitions need to denumerate pointers recursively to make sure that the
reference to the mesh instance is restored correctly.
2016-01-12 18:19:41 -08:00
David Dormagen ba2cf8f096 fix incorrect clipping in script GUI windows (#1592)
I am not sure why the 'isMainWindow' was there. It wasn't there in 7319f7b3cc and got introduced in the major rework in 049088be78 - I guess it was just an oversight that was not noticed because usually the UI windows have the text or other things that need to scroll on a deeper level.

Anyway, checking whether the window is a script-root window does not make any sense as far as I can see now.
2016-01-12 22:18:57 +01:00
Armin Burgmeier bb39597711 main menu: limit player selection to one player (#1529) 2016-01-11 18:33:08 -08:00
Armin Burgmeier 7e19070ef3 Allow to only select a single player in the menu (#1529)
Due to the lack of gamepad support, splitscreen support is somewhat pointless
at the moment.
2016-01-11 18:28:23 -08:00
Armin Burgmeier bd4551c6d4 Disable gamepad controls (#1536)
Gamepad support is currently not working properly as many menus cannot be
navigated with a gamepad. Simply don't load any control assignment sets that
have gamepad enabled.
2016-01-11 18:11:44 -08:00
Armin Burgmeier b6393a7a15 remove windows-specific fonts from default font list on linux and mac (#1573)
Otherwise the font chooser in the startup options shows those fonts, but
loading them will fail. Ideally we replace this by enumerating the system
fonts at some point.
2016-01-10 20:51:17 -08:00
Armin Burgmeier 2935f9622c mac: fix mousewheel event handling (#1575)
Some sort of smooth scroll information was passed down to the engine which
didn't handle it properly, or the units with which they were reported to us
were different from what the engine expected.  For now, just use fixed scroll
offsets until we implement proper delta-y-aware scrolling in C4MouseControl.

The fix for #1574 might have also helped with this in recognizing when Control
is pressed and when it isn't.
2016-01-10 20:01:45 -08:00
Sven Eberhardt e2acb8b9bb Add missing sounds for Grab/UnGrab #1585 2016-01-10 21:17:06 -05:00
Sven Eberhardt bdc0274e3d CommandFailure: Route missing sound effect to failure function playing clonk skin sound. 2016-01-10 21:16:34 -05:00
Armin Burgmeier ef63aa0975 mac: send keydown events for modifier flags change (#1574)
For example, keydown events when pressing/releasing the shift, alt, or control
keys. With this version this is needed ingame e.g. to pick up objects with
Shift.
2016-01-10 18:11:29 -08:00
Günther Brammer 0f94dd2249 Remove obsolete IFT icons
This probably breaks the macosx editor even more.
2016-01-11 01:52:50 +01:00
Günther Brammer 39c2a0e18c gtk: Use glib-compile-resources instead of gdk-pixbuf-csource
Yet another deprecated feature replacement. At least this one makes our
code more concise.
2016-01-11 01:52:49 +01:00
Günther Brammer c20f98dcf9 gtk editor: Support EditCursorCommands, too
Reuse the windows code for this. Both versions had three parts: Enabling
the right menu items, adding the selection-specific ones, and showing the
menu. The second part is now common code, with the platform code in a new
function, since it grew big enough to be worth sharing.
2016-01-11 01:52:49 +01:00
Günther Brammer 9b7b4bf30a Remove unused variable in C4Landscape::DrawBrush
This was forgotten in 47e422f452.
2016-01-11 01:50:34 +01:00
David Dormagen 1c35bdf8e3 particles: fix high severity OpenGL API error
glObjectLabel would result in invalid VBOs if called on a not-instantiated object. glGenBuffers does apparently only reserve the name and not create the buffer itself.
For me the landscape and some objects were drawn completely black.

More information: http://stackoverflow.com/questions/26614130/opengl-debug-extension-with-globjectlabel
Found via --debug-opengl
which lead to
gl: high severity API error: GL_INVALID_VALUE error generated. ObjectLabel: unknown buffer object <name>
2016-01-10 23:31:17 +01:00
Clonkonaut 962b178663 Merge remote-tracking branch 'remotes/origin/revert-opengl-2.1' 2016-01-10 17:27:56 +01:00
Sven Eberhardt c569036d1d Make NO_OWNER viewports black in fullscreen+non-debug for non-observers #1557 2016-01-10 09:50:21 -05:00
Sven Eberhardt 889bba299e Fix /todo as network client.
It would write into a TODO file in the temporary network file.
2016-01-09 21:42:32 -05:00
Günther Brammer 7613393359 gtk editor: Exchange cursor and time information
The toolbar doesn't have enough space by default, and this way we can use
the GtkStatusbar widget.
2016-01-10 00:19:07 +01:00
Günther Brammer a185cae264 gtk editor: Simplify landscape preview drawing
In earlier versions, DrawPatternedCircle was a fairly complicated function.
Nowadays, it just copies pixels in memory, bounded by a circle. Since we
need to convert our surfaces to a format GTK+ can use anyway, combine that
step with the circle boundaries. Also use a cairo surface instead of a
GdkPixbuf. Cairo uses almost the same pixel format, except for
premultiplied alpha. Ignore this for now.
2016-01-10 00:19:07 +01:00
Günther Brammer ab7f4f0bbf gtk editor: Use GTK+ 3 layout widgets
Specifically, GtkGrid. For most cases, this is an increase in lines of
code, but the landscape tools dialog can now be done with just three layout
widgets.

While at it, use a toolbar and move the mode buttons into it, too.
2016-01-10 00:19:07 +01:00
Sven Eberhardt dd25f85e6d Warn when assigning duplicate keys #1170 2016-01-09 17:00:21 -04:00
Armin Burgmeier eb83fc96d0 linux: fix scrollwheel in fullscreen (#1535)
Both "normal" and "smooth" scroll events were handled, and undoing the
effects of one another.
2016-01-08 20:55:07 -08:00
Sven Eberhardt 53a6ec3139 Fix thread handle type for Win32 threads. 2016-01-09 00:19:40 -04:00
Sven Eberhardt 3f7bd627de Fix int type in group info display format. 2016-01-09 00:19:39 -04:00
Sven Eberhardt e89779a8c7 Handle key-up events corresponding to keys that were down even if scope is not matched #1145 2016-01-09 00:19:38 -04:00
Maikel de Vries 4b3f9ce4b9 do collection check more often for faster moving objects
Otherwise falling objects would easily move through the collection zone of the lorry.
2016-01-08 19:46:28 +01:00
Günther Brammer 67bf24f1e1 editor: Always remove previous suggestions before adding new ones
9e771ac moved the Win32 ClearInput implementation into SetInputFunctions,
but broke at least GTK while doing that. 9a7d57c0d2 fixed the assertion
failure in GTK that resulted, but failed to restore the removal of the old
completions.

Fix this by folding ClearInput into SetInputFunctions in all implementations.
2016-01-08 15:22:00 +01:00
Sven Eberhardt 8552b3a8f9 Change return value of InsertMaterial when inserting outside landscape bounds #1509
Fixes clogged pump when pumping outside map.
2016-01-08 01:05:22 -04:00
Sven Eberhardt 102b44aa35 Give system path precedence over user path #831 2016-01-08 00:28:23 -04:00
Sven Eberhardt 6ea51e9f7a Fix order of initialization of C4Game/C4GraphicsSystem.
Game.GraphicsSystem could be constructed after Game, but was accessed in C4Game::Default.
2016-01-07 23:42:18 -04:00
David Dormagen e3553ca0cd particles: replaced "TODO" comment
This was actually part of a larger performance boosting commit, which turned out to not actually boost performance. But I want to retain the comment change even when I won't push the larger commit.
Having a "todo" comment is just misleading.

For an explanation of why that's needed, see http://stackoverflow.com/questions/21652546/what-is-the-role-of-glbindvertexarrays-vs-glbindbuffer-and-what-is-their-relatio
2016-01-07 09:55:35 +01:00
Armin Burgmeier 6200f4f27a Load additional graphics even if no base graphics are present (#1537)
This allows e.g. to have a definition that contains only portraits.
2016-01-06 18:11:23 -08:00
Armin Burgmeier 5ecb393c71 Fix FoW flicker when resizing the FoW texture
We do this by copying the contents of the old texture when resizing it.
2016-01-05 20:23:15 -08:00
Armin Burgmeier 25a19f9922 StdPNG: Fix crash when saving a screenshot on Linux/Mac 64bit
"unsigned long" is 8 bytes on 64-bit Linux and Mac, so we write 4 bytes
past the end of the allocated memory region.
2016-01-05 20:23:15 -08:00
Armin Burgmeier 4a02d3c77b Revert "Replace 3D texture in landscape shader by a 2D texture array"
This reverts commit 790219ac7e.

This commit broke support for Mac OS X since Apple only supports OpenGL 3.0
with a core profile, not a compatibility profile. Revert this commit
temporarily for the 7.0 release, until we port all OpenGL usage to the core
profile with 8.0.

This fixes #1495.
2016-01-04 18:27:44 -08:00
Günther Brammer a115801f0e Script: Rename FnGetLeagueScore to GetLeagueScore 2016-01-04 05:10:10 +01:00
Armin Burgmeier d72b8cc385 Use generic vertex attributes for FoW rendering 2016-01-02 19:11:41 -08:00
Armin Burgmeier 96c8b51eac Use generic vertex attributes for landscape rendering 2016-01-02 17:20:24 -08:00
Jan Heberer 7f1ed15344 Fix clamping of unsigned 16-bit integers in StdCompilerINIRead
Clamp unsigned 16-bit integers to the range 0 to 65535 instead of 0 to 32767
2016-01-02 17:00:36 -08:00
Armin Burgmeier 95774e0e8f Use generic vertex attributes for sprites, meshes, particles 2016-01-02 13:10:03 -08:00
David Dormagen a0dddce691 C4FoWDrawLightTextureStrategy: do not crash when nothing to draw
This would crash for me when starting a game in developer's mode. Not sure if this is the best place for the fix. Maybe there is some other underlying issue. ck?
2016-01-02 13:03:44 +01:00
Armin Burgmeier b80a7ebb01 Use VBOs to render the FoW texture
In doing so, refactor the way C4FoWDrawStrategy works slightly. Get rid of
immediate mode OpenGL, and instead populate a vertex array and an index array
as vertices are added to the draw strategy. Then render everything as
triangles.

The actual rendering is then performed in C4DrawStrategy::End(). It passes
the accumulated vertices to the GL. Also get rid of the notion of multiple
passes in C4DrawStrategy. Instead, C4DrawStrategy::End() can simply just draw
the bunch of vertices multiple times. This allows us to do the vertex
generation and GPU upload only once, instead of repeating it for every pass.
2016-01-01 22:28:22 -08:00
Armin Burgmeier f582ea9f24 fow: persist draw strategies between light renderings
This allows the strategy to keep some state between invocations. I want to
use this in order to store a VBO in the draw strategy, and to avoid having
to re-create the VBO for every rendering.
2016-01-01 22:28:22 -08:00
Armin Burgmeier ecdcf5ac92 fow: Use a VBO to blit the framebuffer 2016-01-01 22:28:22 -08:00
Armin Burgmeier 1f4dbcc260 Particle system: make sure to always use a VBO
We are already using VBOs for meshes, so we can rely on them being available.
VBOs are shared between contexts, so #1195 is not an issue, either. However,
keep the workaround in place for the VAO, which is not shared between
contexts.
2016-01-01 22:28:22 -08:00
Armin Burgmeier b407558d7a Use a VBO to render the landscape 2016-01-01 22:28:22 -08:00
Armin Burgmeier 988fe15e29 Use VBOs to draw sprite graphics
I don't expect much of a performance benefit from this, but it works toward
removal of legacy OpenGL usage. Note that we are already using VBOs for
meshes, so this does not require any functionality that we don't require
already.
2016-01-01 22:26:41 -08:00
Armin Burgmeier 9fd7e88afd Fix crash when changing mesh material of incomplete mesh
Changing the mesh material to something that does not use alpha blending
restores the originial face order. This caused a crash for meshes with
Completion below 1, since all original faces were copied, but the buffer
in the mesh instance was only large enough to hold the number of faces of
the incompleted mesh. To fix this, simply run the standard
select-faces-for-a-given-completion-value procedure.
2016-01-01 17:01:10 -08:00