Age | Commit message (Collapse) | Author |
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This fixes campaign mission generation mostly, but a full playthrough
will be needed. Missions now serialize and accept stardate setting a
bit better. Thanks to this, date is propagated over multiplayer, too.
This seems to break points system?
Code-wise, this does not workaround the problems from before namely
over-reliance on side-effects. Stardate class is at least one small
step into good direction. Now, it'd be nice to attach clocks to
simulation and campaign and whatever else that needs them.
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With the exception of some netcode. This brings some important questions
and solidifies me in pursuing better abstract over definitions. It might
also be a good idea to have distinct aliases or compound types for time
and (net) identifiers.
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Version replaced Type which was unused at the moment.
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This will bite me in near future, won't it? Add it back to FoundationEx
at that point. Try handling it with some constepxr, too.
Keywords for grep: fix-point, fixed-point, fast_f2i, IntMask, FractMask,
fix::one, fix_sixty_five
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Next steps are to move ParseUtils functionality to DefinitinoEx, sort
things into the namespaces in this library, and then prepare it to
handle overloading like nlohmann_json does. On the other side, it's
time for starshatter::data.
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Rename contrib -> third-party intendes to express the origin and purpose
of that part of the code better. I plan to readd contrib/ again but with
more in-project things like bash-completions, dev workflow scripts etc.
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This was intended to be wider but DataLoader seems to stop progress
once again. This in turn asks for rework of FoundationEx, Readers and
Virtual Filesystem.
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This fixes the good old carrier Goliath and Dragon docking bug for NPC
fighters in campaigns.
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It could easily handle more, but is there really need for it? Having
some information about the machine in logs is nice, but with the
current state of affairs most of errors are coming from bad pointer
uses than anything else...
InfoEx is STATIC, because it seems FoundationEx can cause multiple
definitions in scenarios like this.
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resolution
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Maybe you can go up to 32 this time...
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Changes may not take effect until restarting the game. It seems some
singletons are initialized when needed, then they are reused for each
mission, but have sound volume assigned at awkward times.
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This coincidentally fixes the issue with exceptions not getting caught
correctly resulting in unexpected game/server terminations.
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Full screen setting is preserved after game is restarted. Switching
in and out of full screen repetitively causes some mode
inconsistencies, but this should be enough for now. You can still force
window mode with -win CLI option.
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One questionable leftover is the Windows version check
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In case language packs will be selected via modding interface this should be
reconsidered. One way would be to merge content into main datafile and then use
English text as base for translations.
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It looks that after update of mingw there were some narrowing problems again,
but only for selected constants. This is worrying but not pressing at all.
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This to avoid any potential issues due to use of mutable state across
several objects that is in the end expected to be the same. This fits
well as a function parameter.
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This is to allow meaningful return values for identification of unique
sources.
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