Unvanquished Development activity

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Unvanquished
Unvanquished
Tuesday, 07 December 2021
@slipher
slipher closed an issue in Unvanquished/Unvanquished Dec 7, 2021
Warning XML parse error on line 1 of . #714

Warning XML parse error on line 1 of . I'm having this spammed, so was another player. It got less common after a while, then triggered at random.

11 comments
@slipher
slipher commented on Unvanquished/Unvanquished#714 Dec 7, 2021

I don't get any problem now with binding char:< (and tutorial on). Possibly fixed by d2aaff7 which turned on escaping in more places. To future rea…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1618 Dec 7, 2021

You did the TODO so delete it :)

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1618 Dec 7, 2021

The nth item in the list is the name of the "plus" command for the nth button. So it explains where the buttons are defined.

@slipher
slipher opened a pull request in DaemonEngine/Daemon Dec 7, 2021
Error message for VM timeout #550

Fix the bad error message reported by @bmorel

+6 -4
@slipher
slipher commented on pull request Unvanquished/libRocket#10 Dec 7, 2021

Just get rid of the move assignment operator and I'd be fine with it

Unvanquished
Unvanquished
Monday, 06 December 2021
@bmorel
bmorel merged a pull request in Unvanquished/Unvanquished Dec 6, 2021
yellow blueprints when place is valid but reqs are not met #1617

Requires a PR into unvanquished_src.dpkdir before merging. This allows to have 3 ghostly colours for blueprints: green: place is ok, pre-requisite…

+24 -4
1 comment
@bmorel
bmorel pushed to Unvanquished/Unvanquished Dec 6, 2021
2 commits to master
@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1617 Dec 6, 2021

Ok. Well, I replaced it with a range anyway, which makes more sense (as long as NUM_BUILDABLE is really the last one). Or there's also a specific a…

@slipher
slipher commented on Unvanquished/Unvanquished#1617 Dec 6, 2021

LGTM except the submodule should be updated

@bmorel
bmorel merged a pull request in UnvanquishedAssets/res-buildables_src.dpkdir Dec 6, 2021
remove UI-related files #7

Those were moved to same place, but in unvanquished_src.dpkdir repo

+0 -17
@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1618 Dec 6, 2021

I'm not even sure what this comment is really meant to explain.

@kai-li-wop

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)

C++ 708 Updated Dec 6

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1617 Dec 6, 2021

I'm not saying I understand what IBE thingy is, but I probably grepped and found this line: #define SB_BUILDABLE_TO_IBE(x) ( ( ( x ) & SB_BUILDABL…

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1617 Dec 6, 2021

Now that I look anew at it, yes, this would make more sense. Looks like buildableInfo is really a "struct" with both the buildable_t and some flags…

@bmorel
bmorel merged a pull request in UnvanquishedAssets/unvanquished_src.dpkdir Dec 6, 2021
implement ghost-yellow shader #77

Those files were previously in res-buildables_src repo, but I think this does not really makes sense.

+26 -0
3 comments
@bmorel
bmorel commented on pull request Unvanquished/libRocket#10 Dec 6, 2021

What this does is silence a warning which is emitted a lot. It does not alter the code's behavior, since what was the standard before C++11 was tha…

@slipher
slipher pushed to DaemonEngine/Daemon Dec 6, 2021
1 commit to slipher/fs/sync
  • @slipher e790dbf
    Introduce trap_FS_OpenPakFile for VMs
@slipher
slipher opened a pull request in Unvanquished/Unvanquished Dec 6, 2021
Distinguish between VFS and homepath file access #1621

Currently there is only a single syscall, FSFOpenFileMsg, for reading files both in the pakpath and in the homepath (it checks the pakpath first). …

+203 -382
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1617 Dec 6, 2021

Why is it called mask? It's not like a set of bit flags

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1617 Dec 6, 2021

The assertion should be on buildable not buildableInfo, right? Also ASSERT_NQ

@slipher
slipher commented on Unvanquished/Unvanquished#1447 Dec 6, 2021

I think I was wrong about the semantics of selector nodes. Actually they go and retry every action from the beginning every frame. So the nth node …

@slipher
slipher commented on DaemonEngine/Daemon#547 Dec 6, 2021

Looks like I was wrong about that extra paks thing. Although the command is enqueued before the end of the previous map, the sgame entirely restart…

@slipher
slipher commented on Unvanquished/Unvanquished#1619 Dec 6, 2021

I don't understand the intended semantics of the example. if a bot is further than 300, it will always go back if a bot is closer than 100, it wil…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1618 Dec 6, 2021

Mention the new location?

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1618 Dec 6, 2021

Actually BUTTON_WALKING is used directly by pmove to control speed. And there isn't anything anywhere called MOVE_RUN. So better to remove this com…

@slipher
slipher commented on pull request Unvanquished/libRocket#10 Dec 6, 2021

Well I should say, it will probably use the copy constructor of StringBase. So it won't exactly do a wrong thing, but it certainly won't do a useful

@slipher
slipher commented on pull request Unvanquished/libRocket#10 Dec 6, 2021

StringBase has raw pointer members, and does not define a move constructor. So this seems unlikely to do the right thing. In general I don't sugges…

Unvanquished
Unvanquished
Sunday, 05 December 2021
@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Dec 5, 2021
bot action moveTo doesnt work correct #1620

moveTo has a second argument which is supposed to be the radius around the goal to reach. This has no effect at all. selector { action moveTo( E_A_…

@bmorel
bmorel commented on Unvanquished/Unvanquished#1216 Dec 5, 2021

Note that I never said I'm against the idea of showing complete view of map, I was just pointing at some inherent flaws of them for most unvanquish…

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1216 Dec 5, 2021

About displaying the whole minimap, we can start to generate them in higher resolution. Maybe 4K×4K?

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1216 Dec 5, 2021

The game had mechanism for layered minimaps but it may be broken because I remember hangar28 author had to blend them in one with different color p…

@bmorel
bmorel opened a pull request in Unvanquished/libRocket Dec 5, 2021
apply the rule of 5 #10

This silence warnings about ctors being generated automatically (which is a deprecated behavior since C++11).

+4 -0
@bmorel

libRocket - The HTML/CSS User Interface library

C++ Updated Dec 5

@slipher
slipher closed an issue in Unvanquished/Unvanquished Dec 5, 2021
miners auto-repair even without unique building #1591

There may be other buildings affected. I only tried those things: leeches auto-repair without overmind. drills auto-repair without reactor. At my k…

1 comment
@slipher
slipher pushed to Unvanquished/Unvanquished Dec 5, 2021
2 commits to master
@slipher
slipher closed an issue in Unvanquished/Unvanquished Dec 5, 2021
buffer overflow in cgame/cg_rocket_draw.cpp, CrosshairNamesElement::DoOnUpdate() line 1667 #1604

I was in a debugging session, hunting a different bug, when the process received a "segault" from ASAN. Here is the code triggering it: if ( cg_te…

2 comments
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Dec 5, 2021
Fix three bugs #1616

#1604, #1613 (the warning), #1591

+68 -64
1 comment
@necessarily-equal

@Gireen: in your example, if the distance is greater than 300, the bot will go to the overmind, while in mine, the bot will go to the medipad, so i…

@Gireen
Gireen commented on Unvanquished/Unvanquished#1216 Dec 5, 2021

It is at least better than nothing even with the current resolution and only in 2d. If i remember right the minimap can also have multiple layers, …

@Gireen
Gireen commented on Unvanquished/Unvanquished#1613 Dec 5, 2021

it was set in default.cfg for maps so it should have worked. And it also did if one tries to build a message appears that its not possible. So on t…

@necessarily-equal

One question left to answer is: should we reset the hysteresis for a bot when the action failed or succeeded? I would tend to say yes, but this is …

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1618 Dec 5, 2021

I find these confusing, how about changing the two lines to BTN_TALK = BUTTON_TALK, // = 1 (redefined from daemon), disables actions

@Gireen
Gireen commented on Unvanquished/Unvanquished#1619 Dec 5, 2021

Whats the difference to a normal condition? selector { condition ( distanceTo( E_H_MEDISTAT ) > 100 && distanceTo( E_H_MEDISTAT ) < 300 ) { action …

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1618 Dec 5, 2021

(nitpick) Typically one adds a comma to help limiting future diffs BTN_RALLY = 14, // also named "taunt" in some places

@necessarily-equal
necessarily-equal opened a pull request in Unvanquished/Unvanquished Dec 5, 2021
Bot BT: add hysteresis node support #1619

Tested with the following BT (designed for human bots only): selector { hysteresis 100 300 distanceTo( E_H_MEDISTAT ) { action moveTo( E_H_MEDISTAT )

+184 -1
Unvanquished
Unvanquished
Saturday, 04 December 2021
@bmorel
bmorel commented on Unvanquished/Unvanquished#1618 Dec 4, 2021

I had a quick read at the "purpose" of those in engine. To me, only BUTTON_TALK seems to be useful. BUTTON_ANY is never read at all, and BUTTON_WAL…

@bmorel
bmorel commented on Unvanquished/Unvanquished#1202 Dec 4, 2021

The only ones engine actually use are TALK/ANY/WALKING. It could very likely be fixed, I'm not sure. Functions which uses those symbols only writes…

@slipher
slipher commented on Unvanquished/Unvanquished#1618 Dec 4, 2021

I was thinking, for ones that Daemon doesn't define a specific purpose for, there could be definitions like BUTTON_USR5 etc. which the gamelogic co…

@bmorel
bmorel opened a pull request in Unvanquished/Unvanquished Dec 4, 2021
make gamelogic responsible for more BUTTON/btn definitions #1618

This improves situation on #1202 Only (useful) remaining BUTTON_xxx occurrences in daemon are BUTTON_WALKING, BUTTON_TALK and BUTTON_ANY, which are…

+80 -67
@bmorel
bmorel pushed to DaemonEngine/Daemon Dec 4, 2021
1 commit to master
  • @bmorel a6c81e6
    fix dereferencing null pointters
@bmorel
bmorel merged a pull request in DaemonEngine/Daemon Dec 4, 2021
use std::offsetof #548

Replaces a hack to get offsets by the built-in C "offsetof". This reduces UBsan's noise and makes things more readable.

+2 -1
1 comment
@bmorel
bmorel opened a pull request in DaemonEngine/Daemon Dec 4, 2021
use std::offsetof #548

Replaces a hack to get offsets by the built-in C "offsetof". This reduces UBsan's noise and makes things more readable.

+2 -1
@bmorel
bmorel opened a pull request in UnvanquishedAssets/res-buildables_src.dpkdir Dec 4, 2021
remove UI-related files #7

Those were moved to same place, but in unvanquished_src.dpkdir repo

+0 -17
@bmorel
bmorel opened a pull request in Unvanquished/Unvanquished Dec 4, 2021
yellow blueprints when place is valid but reqs are not met #1617

Requires a PR into unvanquished_src.dpkdir before merging. This allows to have 3 ghostly colours for blueprints: green: place is ok, pre-requisite…

+17 -3
@bmorel
bmorel opened a pull request in UnvanquishedAssets/unvanquished_src.dpkdir Dec 4, 2021
implement ghost-yellow shader #77

Those files were previously in res-buildables_src repo, but I think this does not really makes sense.

+26 -0
@slipher
slipher commented on Unvanquished/Unvanquished#1568 Dec 4, 2021

BPs are already checked. There's a dollar bill icon when there is not enough. Search BuildableAvailability for source code

@slipher
slipher pushed to Unvanquished/Unvanquished Dec 4, 2021
2 commits to master
@slipher
slipher closed an issue in Unvanquished/Unvanquished Dec 4, 2021
Votes display html as text #1605

To reproduce with latest master: /g_pollVotesPercent 51 /callvote poll is this a bug or just fantasy? see html displayed introduced with #1599

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1278 Dec 4, 2021

@slipher I may be wrong, but I have the feeling new stuff are added with camel case (and 99% may be legacy anyway).

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1616 Dec 4, 2021

ℹ️ Tip: If you make a list of issue numbers this way: - #1604 - #1613 (the warning) - #1591 GitHub displays the title issues, this way: #1604 #1613

Unvanquished
Unvanquished
Friday, 03 December 2021
@slipher
slipher opened a pull request in Unvanquished/Unvanquished Dec 3, 2021
Fix three bugs #1616

#1604, #1613 (the warning), #1591

+68 -64
@slipher
slipher commented on Unvanquished/Unvanquished#1608 Dec 3, 2021

I suppose localtime() doesn't work in NaCl

@slipher
slipher commented on Unvanquished/Unvanquished#1613 Dec 3, 2021

Sometimes buildings disabled with g_disabledBuildables are displayed possible to build for players. The value of the cvar is reset after each gam…

Daemon Engine
Daemon Engine
Thursday, 02 December 2021
@slipher
slipher commented on DaemonEngine/Daemon#547 Dec 2, 2021

Probably the opening files for reading should be split into two syscalls: One that only looks in paks. One that looks first in game/, then in paks…

Daemon Engine
Daemon Engine
Wednesday, 01 December 2021
@slipher
slipher commented on DaemonEngine/Daemon#547 Dec 1, 2021

Technically speaking, you can load navmeshes from the game/ directory... but only if there aren't any in the paks! FS_Game_FOpenFileByMode should …

@slipher
slipher commented on Unvanquished/Unvanquished#1527 Dec 1, 2021

I prefer to merge this at the last minute before release Why would that be needed? If it is really needed, then the right thing to do is put it on

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1527 Dec 1, 2021

I prefer to merge this at the last minute before release, maybe we should create a special tag for that?

@slipher
slipher commented on Unvanquished/Unvanquished#1527 Dec 1, 2021

Pinging this since the PRs were approved. Won't merge it myself since I don't understand the inter-repo dependencies here.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1611 Dec 1, 2021

I don't think there's any reason for this to be fixed-size. It's no worse than the current code though, so I'm not demanding to rewrite.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1611 Dec 1, 2021

Yes it is true. Foo a[3]; is no different from Foo a0; Foo a1; Foo a2; in terms of destruction.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1611 Dec 1, 2021

So the placement new seems to crash nacl-clang. You can try parentheses instead of curly braces there - I think that worked to stop MSVC crashes in…

@bmorel
bmorel pushed to Unvanquished/Unvanquished Dec 1, 2021
2 commits to master
  • @bmorel d35ab3e
    replace hack triggering UBsan with a standard compiler's feature
  • @bmorel 97908f5
    make playerStateFields readable
@bmorel
bmorel merged a pull request in Unvanquished/Unvanquished Dec 1, 2021
makes unvanquished more UBsan friendly #1615

1st commit just remove empty lines. 2nd commit replaces a hack to get addresses offsets with a standard compiler feature doing the same: offsetof

+59 -112
1 comment
Unvanquished
Unvanquished
Monday, 29 November 2021
@necessarily-equal

I've merged the first 3 commits manually so this can be about nitpicking the spectator thing. I still think the current code is fine :)

@necessarily-equal
necessarily-equal pushed to Unvanquished/Unvanquished Nov 29, 2021
2 commits to master
Unvanquished
Unvanquished
Sunday, 28 November 2021
@bmorel
bmorel opened a pull request in Unvanquished/Unvanquished Nov 28, 2021
makes unvanquished more UBsan friendly #1615

1st commit just remove empty lines. 2nd commit replaces a hack to get addresses offsets with a standard compiler feature doing the same: offsetof

+59 -112
@bmorel
bmorel opened an issue in DaemonEngine/daemonmap Nov 28, 2021
daemonmap generates "executable" navmesh files #9

generating navmeshes for some maps generates executable files on linux. Specifically: fortification hangar28 karith nexus6 niveus terminus transit

@bmorel
bmorel commented on DaemonEngine/daemonmap#4 Nov 28, 2021

reminds me I need to do a PR to enable Recast logs. I had the same error, and fixed it by increasing some hard-coded value, as suggested by Recast'…

@bmorel
bmorel opened an issue in DaemonEngine/Daemon Nov 28, 2021
Allow loading mods on a per-map or per-vote basis #547

Currently, daemonded does not allow to load specific mods in the maprotation.cfg file, or at least, not with the command set fs_extrapaks which is…

Unvanquished
Unvanquished
Saturday, 27 November 2021
@oglinuk

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)

C++ 707 Updated Dec 4