Commit Graph

3097 Commits

Author SHA1 Message Date
Tamás Bálint Misius
e5c88f154a
Unify icons 2022-12-18 15:00:08 +01:00
Tamás Bálint Misius
9e2185c8a2
Keep thumbnails of SaveButtons with lazily loaded SaveFiles 2022-12-18 10:38:37 +01:00
Tamás Bálint Misius
5ae7755025
Fix the zoom window producing out of bounds coordinates
Also fixes sim.adjustCoords doing the same.
2022-12-18 09:05:55 +01:00
Tamás Bálint Misius
59f89f9a46
Let mods customize app constants
Mainly via meson_options.txt.
2022-12-17 19:45:01 +01:00
Tamás Bálint Misius
1beaebb928
Fix nullptr deref in SaveButtons without an associated SaveFile
I've seen the nullptr deref, but I don't see how it's possible at all. A condition for file->LazyUnload to be called is for SaveButton::wantsDraw to be false, but for that to happen, SaveButton::Tick has to be called after a call to SaveButton::Draw to reset it to false, and then *again* for it to see it being false on entry.

Whatever, the bug is genuinely there and is bad, and easy to fix, no need to figure out in what way it is bad exactly.
2022-12-15 07:46:41 +01:00
Tamás Bálint Misius
2cd1f7bad3
Fix local browser handling large amounts saves badly
So instead of loading every save in sight and rendering the thumbnails for them too, SaveButtons will only do this when they are actually visible, and unload saves and thumbnails when they are not.

Also remove the "Rendering thumbnails" progress bar, which did absolutely nothing.
2022-12-14 19:04:59 +01:00
Tamás Bálint Misius
54cd259a18
Fix PSv parsing
I took extra care to not mess up signedness in readOPS in ab600780d0, but apparently didn't do the same in readPSv.

Also fix a bound check that was broken since aac6b7258c. It's a good thing this was broken, because this allowed negative type values from broken signedness readPSv to get past and cause a crash later on, rather than just cause particles to disappear or something.
2022-12-11 08:55:46 +01:00
Tamás Bálint Misius
b57db7991a
Restrict tmp2 != 0 CONV to 97.0
See 0e361c170c.
2022-12-08 07:57:41 +01:00
Tamás Bálint Misius
b20d38d3b0
Silence unused variable warnings for fromNewerVersion 2022-12-08 07:48:00 +01:00
Tamás Bálint Misius
9a9c686d91
Expose BZ2 to Lua 2022-12-08 07:47:59 +01:00
Jakav-N
0e361c170c
Add inverted element filtering to CONV with tmp2 set to 1 (#871) 2022-12-07 12:43:21 +01:00
Mark Theng
34fa5d0cce
Make file browser respond to search query changes while loading files (#866) 2022-12-07 12:17:30 +01:00
catsoften
510424363b
Replace max/min pressure with constants (#870) 2022-12-07 12:07:46 +01:00
Tamás Bálint Misius
b393050e55
Fix PHOT reflecting off thin walls of particles incorrectly
When PHOT fails to move (do_move or eval_move return "no move"), it looks for
a surface (a contour of boundaries, as reported by is_boundary) along its path
and reflects off (or refracts into, see below) it, using get_normal_interp to
find the point of incidence and get_normal to deduce the surface normal.
get_normal is given the point and angle of incidence, and attempts to traverse
the surface the point belongs to by running two "surface scout" processes.

These processes remember their own position and "heading", a subset of the
eight cardinal directions on the grid. They are initialized with the point of
incidence and a heading that includes all directions whose dot product with
the angle of incidence is non-negative (see direction_to_map). They then
perform a few iterations (SURF_RANGE).

In each iteration, the processes check all eight neighbours of the cell they
are on and select the first neighbouring cell they find that is both a
boundary (as reported by is_boundary) and that is within their heading. They
then move to this neighbouring cell and update their heading by discarding
directions that are not similar enough to (differ by more than 45 degrees
from) the one that took them where they are now (see find_next_boundary). If
they find no such neighbour, they stop.

Continuing the militaristic line of thinking introduced by the term "surface
scout", you can imagine the two processes as two paratroopers who arrive from
above, land on a horizontal surface, and one starts going left, while the
other starts going right. They initially expect the surface they land on to be
close to horizontal, but are also prepared for not too erratic changes in its
angle as they go. Changes too erratic (imagine a precipice) scare them and
force them to stop.

Once the processes finish, an imaginary line segment is drawn between the
cells they ended up on. If the line segment is long enough (estimated by j,
and compared against NORMAL_MIN_EST), get_normal returns a normal that is
perpendicular to it. If it is too short, get_normal gives up and returns
nothing (which results in the PHOT being killed).

This amounts to our paratroopers attempting to get the "lay of the land" by
walking away from where they landed and comparing where they end up. They also
know that if they are still relatively close to each other at the end of their
walk, their measurement is probably wrong and their mission should be aborted.

The bug this commit fixes is that get_normal returns bogus surface normals
when it encounters thin walls of particles, defined as walls exactly two
layers of particles thick. One-layer walls are not really walls, as movement
code allows particles to penetrate these, and three-layer and thicker walls
are too thick for the bug to manifest.

The bug manifests for two-layer walls because the "left" scout process is
drawn to the side of the wall opposite to the one with the point of incidence.
This is because scout processes check neighbours in a clockwise order, and
always select the first suitable neighbour they find. As particles on the
other side of the wall are both boundaries and are within the heading of the
processes, they also qualify as suitable neighbours, so whether a scout
process selects the correct side of the wall depends on the order in which
neighbours are checked.

Essentially, the paratroopers look at their immediate surroundings in a
clockwise order. The right paratrooper always finds the ground and knows where
to step. The left paratrooper finds the Upside Down from Stranger Things and
teleports there.

This bug also affects refraction into and out of thin walls, but since these
walls are thin, the path the PHOT takes inside them is rather short and the
incorrect angle of travel is difficult to see. Furthermore, upon exit, the
same normal deduction bug causes the PHOT to take a path whose angle is almost
identical to that of the path that took it to the wall, so much so that it is
also difficult to see over shorter distances.

The solution is to have the left scout process check neighbours in reverse
order, so that it prefers the right side of the wall over the wrong one. This
does not affect its behaviour when facing thicker walls, but fixes its
behaviour when facing two-layer walls.

The changes in this commit also make find_next_boundary interact with
is_blocking directly to detect a change between the blocking trait of
immediate neighbours. This makes more sense than relying on is_boundary
because find_next_boundary is meant to find a transition from non-blocking to
blocking neighbours within the current heading, rather than to find any
boundary particle. The difference is subtle but important.
2022-11-12 11:10:43 +01:00
Tamás Bálint Misius
ab600780d0
Clean up GameSave somewhat
Namely:

 - get rid of unsafe memory management;
   - use vectors / Planes everywhere;
   - return a vector from serialization functions;
   - have read functions take a vector;
 - improve constness;
 - hide a few implementation details from GameSave.h;
 - get rid of GameSave copy constructor;
 - better member initialization;
 - use the slightly more C++-looking BZ2 wrappers.

The BSON library still takes ownership of the data it parses, and GameSave
ownership is still a joke. Those will need to be fixed later.
2022-11-10 15:15:10 +01:00
Tamás Bálint Misius
f70cc705cb
Remove GameSave::Collapse and GameSave::originalData
... and everything built around them.

A GameSave would hold at least one but sometimes two representations of a save:
one serialized, and one "friendly", accessible for modification. Thus, a
GameSave would have three states:

 - "Collapsed": only the serialized representation was present; this was the
   initial state of GameSaves loaded from files;
 - "Expanded With Data": both the serialized and the friendly representations
   were present; this was the state of GameSaves loaded from files after a call
   to Expand;
 - "Expanded Without Data": only the friendly representation was present; this
   was the initial state of GameSaves being prepared for being saved to files.

A GameSave would be able to go from Collapsed to Expanded With Data with a call
to Expand, and back with a call to Collapse. Of course, this latter transition
would discard any changes made to the friendly representation, for example with
Translate. A GameSave would however be unable to go from Expanded Without Data
to any other state; a call to Collapse in this state would have been a no-op.

There were two instances of Collapse being called, one in the GameSave
constructor taking the serialized representation, immediately after a call to
Expand, and another in SaveRenderer, which would Collapse a save "back down" if
it had originally been Collapsed. Now, consider that there reasons for
constructing a GameSave from the serialized representation are as follows:

 - loading an online save at startup from the command line;
 - loading a local save at startup from the command line;
 - loading a local save when it is dropped into the window;
 - loading a local save for placement of the most recently used stamp;
 - loading a local save for stamp placement via Lua;
 - loading an online save for preview generation while browsing;
 - loading a local save in the stamp browser for thumbnail generation;
 - loading a local save in the local save browser for thumbnail generation.

In some cases, the friendly representation is needed for thumbnail generation
by ThumbnailRendererTask. ThumbnailRendererTask operates on its own copy of the
GameSave, because it runs SaveRenderer on a thread different from the main one
and cannot be sure of the lifetime of the original GameSave. It destroys this
copy when it is done rendering, so the call SaveRenderer makes to Collapse is
pointless.

In all other cases, the friendly representation is needed immediately. In some
of these, SaveRenderer is used from the main thread, but since the friendly
representation of the GameSave will be needed for pasting anyway, the call
SaveRenderer makes to Collapse is pointless again.

So, Collapse goes away. This also means that it is pointless for GameSaves to
hold on to the serialized representation, since in all cases in which they have
access to it, the friendly representation is needed immediately, and with
Collapse gone, they will never need it again.
2022-11-10 12:03:48 +01:00
Tamás Bálint Misius
059b3a8e38
Add verb parameter to http.get/post
Also make ENFORCE_HTTPS optional, but default to enabled, so unencrypted HTTP is disabled by default, and require it to be enabled for release binaries.
2022-11-01 19:25:17 +01:00
jacob1
3011e45475
Fix text in some buttons being cut off prematurely 2022-10-31 16:22:34 -04:00
Tamás Bálint Misius
a57bb09d02
Target v141 toolset with msvc, update tpt-libs
Also reduce per-host connection count to 1, now that we support HTTP/2.
2022-10-29 08:42:39 +02:00
jacob1
8fd6db56d1
Fix string handling in text drawing / width functions
Allows passing in null bytes, which allows 0s to be used with \x0F color codes
Also unrelated, fix two warnings in OptionsView.cpp
2022-10-25 22:35:49 -04:00
Tamás Bálint Misius
a3a874f4d6
Get png avatars from the static server
Also restore concurrent connection / stream counts, and fix a bug that would cause AvatarButtons to try to fetch avatars before they knew what name they belonged to. I apparently broke this in the first PNG commit.
2022-10-24 22:12:10 +02:00
Tamás Bálint Misius
59354731df
Remove all PTI code, use libpng to load avatars and thumbnails
Also write PNGs with libpng, and BMPs with SDL, and have the renderer only generate a large PNG thumbnail, and disable HTTP/2 multiplexing for now so we don't get banned when loading avatars.

simon pls reply to the stupid emails already.
2022-10-23 20:21:05 +02:00
Tamás Bálint Misius
ebb87a17c6
Unbundle bzip2 and jsoncpp, update tpt-libs
Also Disallow linking against non-C++ system Lua, unless configuring with -Dworkaround_noncpp_lua=true, add -Dworkaround_elusive_bzip2 and friends, and get rid of the -image_base hack for macos.
2022-10-20 23:15:49 +02:00
jacob1
6338da7cb7
Fix empty string being discarded at beginning of lua log/return lists 2022-10-19 17:28:13 -04:00
Tamás Bálint Misius
715333295b
Add clip rect feature to Graphics and gfx.setClipRect
Also retire the separate VideoBuffer in Panel and hiding ToolButtons in the GameView ToolButton panel in favour of clip rects.
2022-10-11 20:47:39 +02:00
Tamás Bálint Misius
f18bd6553f
Remove long defunct OpenGL code paths 2022-10-11 20:11:14 +02:00
Tamás Bálint Misius
f378b3ac1d
Fix BSON.h rolling its own 64-bit integer types
This is problematic as per a comment on #860, and everything we target has <cstdint> now.
2022-10-10 10:20:55 +02:00
Tamás Bálint Misius
04e8538a48
Fix uninitialized stickmen
Funny commit message aside, they were throwing warnings in valgrind.
2022-10-06 19:42:13 +02:00
Tamás Bálint Misius
d75e4ccb2e
Fix OOB read when parsing empty string as float
I really don't like how the only way to return with an error from ParseFloatProperty is via an exception >_>

Also do a range check on airTemp only if isValid is true, otherwise it's uninitialized.
2022-10-06 19:25:41 +02:00
Tamás Bálint Misius
304cc3a47b
Move Read/WriteFile from Client to Platform 2022-10-05 19:55:04 +02:00
Tamás Bálint Misius
084f196248
Add http.getAuthToken
This website API was created to enable TPTMP to prove the identity of connecting users, and while TPTMP works fine without explicit support for this from the game, it has to resort to parsing powder.pref. This is not only ugly but also likely to be disallowed by the next version of the script manager. This new script manager will probably come after 97.0, so it's okay for it to rely on a game feature that won't be available until 97.0.
2022-10-05 19:55:02 +02:00
Tamás Bálint Misius
e54df0e6ad
More Lua API 8-bit-cleanliness changes
Round 2 of what I started in 36d034dc2e, mostly fixing c_str usage where it's not sensible.
2022-10-05 11:38:35 +02:00
Tamás Bálint Misius
b4462273b0
Fix a very elusive PHOT reflection crash
get_normal_interp is given a PHOT and scans a line section starting from the PHOT, extended in the direction of its velocity, to determine the surface normal of the surface that is reflecting the PHOT. It uses is_boundary to detect "boundaries" on this line section, defined as one "blocking" cell with at least one "non-blocking" non-diagonal neighbour. It never actually makes sure the position it passes to is_boundary is within the simulation area, so I assume is_boundary is expected to handle this correctly.

Plot twist: it does not. It delegates checking whether a cell is "blocking" (defined as something PHOT would normally fail to move into as per eval_move, but GLAS and BLGA are handled specially) to is_blocking. is_blocking returns true for cells beyond the simulation area (as eval_move returns "no move" for such cells). Once is_boundary sees that the cell it's been given is blocking, it then proceeds to check whether any of its non-diagonal neighbours might be non-blocking. In most cases, non-diagonal neighbours of an out-of-bounds cell are also out of bounds and are thus blocking, but if the cell is_boundary is given is in the innermost layer of out-of-bounds cells, just beyond the simulation area, then it has a neighbour that is in bounds, and that one may not block PHOT. The takeaway is that out of bounds cells can indeed be boundaries, as far as is_boundary is concerned.

This is a problem because get_normal_interp's line section can easily reach beyond the simulation area if the PHOT's velocity is high enough, and if it finds a boundary along this line section, it immediately stops looking and passes its position to photoelectric_effect, which then uses this potentially out-of-bounds position to index pmap. A position with y = -1 causes photoelectric_effect to read from the last few slots of parts data that it then interprets as pmap entries, which then may direct it to particles to spark that are beyond parts. This eventually crashes.

This commit doesn't fix is_boundary's definition of boundaries, but it stops get_normal_interp looking at cells beyond the simulation area.

The crash is difficult to reproduce because there have to be many particles in the simulation for the very last slots of parts to be in use, and for them to point to memory that isn't accessible. PHOT also has to survive a try_move beyond the simulation area first (otherwise the reflection code isn't even run), which requires it to start from EHOLE. I have no idea why this is so. Reproduce the out of bounds read in photoelectric_effect with

	break Simulation.cpp:2934 if nx < 0

in gdb and executing the following Lua code:

	sim.clearSim()
	tpt.set_wallmap(55, 44, 12)
	local i = sim.partCreate(-1, 223, 178, 31)
	sim.partProperty(i, "vx", -300)
	sim.partProperty(i, "vy", 0)
	sim.framerender(1)
2022-10-02 22:57:36 +02:00
catsoften
5d66533f23
Make stickman movement strength independent of gravity (#857) 2022-09-25 14:49:43 +02:00
Tamás Bálint Misius
0f9b1a58b1
Add notification for missing or bad SSL certificates
Also add mbedtls to and document new certificate config options in README.md.
2022-09-25 07:22:23 +02:00
Tamás Bálint Misius
09c2704928
Add CAFile and CAPath config options, use mbedtls in static builds
This is how we'll handle systems where the cert bundle and cert directory is stored where mbedtls doesn't expect it.

Also update tpt-libs to get new curl and mbedtls.
2022-09-25 06:13:35 +02:00
Tamás Bálint Misius
25d6ca9dec
Fix crash when trying to load a stamp that doesn't exist 2022-09-11 16:56:40 +02:00
Tamás Bálint Misius
a674498a96
Clean up Client::DoInstallation
Also Factor out app constants that mods might change into Meson options and clean up format::URLEncode in the process, convert app and document icon data in arrays to actual images, actualize AppStream data for possible future packaging, add alternative command line format for opening filesystem saves and ptsave URLs, fix a memory leak in Platform::GetCwd, and add format::URLDecode.
2022-09-08 06:54:35 +02:00
Tamás Bálint Misius
04e899e824
Use std::vector<char> consistently for file operations
This made it possible to get rid of two GameSave constructors.

Also clean up Client::LoadSaveFile, Client::ReadFile, and Client::WriteFile in the process, and remove unused SaveRenderer::Render
2022-09-08 06:45:25 +02:00
Tamás Bálint Misius
69faea971f
Enable By date button when viewing Favorites 2022-09-07 13:01:52 +02:00
Tamás Bálint Misius
513d2cae3e
Update tpt-libs
Also restructure meson.build and the ghactions workflow a bit, and enable -ffunction-sections and -fdata-sections.

Note that starcatcher uploads have not been tested and most likely don't work.
2022-09-03 07:01:21 +02:00
Tamás Bálint Misius
ed13f33e7a
Fix invalid stamps names being accepted
The .size() == 14 check got lost in the last commit.
2022-08-31 18:52:00 +02:00
Tamás Bálint Misius
9e712eba08
Remove dependency on dirent.h on windows
Also fix a few bugs and other weirdness in Platform::DirectorySearch. Empty string paths would crash and filenames with 4 or fewer characters wouldn't register.
2022-08-30 20:39:44 +02:00
Tamás Bálint Misius
6ba5de6034
Crop stamp thumbnails that don't fit even when resized 2022-08-28 07:12:46 +02:00
Tamás Bálint Misius
23a368dbf0
Clean up DirectionSelector and surrounding code
I really should have done this before merging it >_>

Also fix a few warnings.
2022-08-23 13:47:45 +02:00
Tamás Bálint Misius
36d034dc2e
Fix 8-bit-uncleanliness of most of the Lua API
This fixes bugs like "type\0hello mom" being a property name sim.partProperty accepts and half-fixes bugs like text formatting codes making gfx.drawText exit prematurely.
2022-08-22 19:42:51 +02:00
Tamás Bálint Misius
3c6bd74389
Return HTTP response headers to Lua
Also accept request headers in a string array format, beside the old string-string dictionary format.
2022-08-21 20:54:43 +02:00
savask
22805e14f1
Tidy up some conditionals in simulation code. (#854) 2022-08-13 18:40:26 +02:00
Rebmiami
ae32470c9c
Make QRTZ slightly change color while growing (#852) 2022-08-11 06:20:33 +02:00
Tamás Bálint Misius
8763d6e75f
Expose SDL button codes to Lua
Also sanitize GameController mouse up reason and related code.
2022-08-08 09:13:05 +02:00
Tamás Bálint Misius
059697aba0
Alias dcolor, pavg0, pavg1 to dcolour, tmp3, tmp4 2022-08-08 08:55:32 +02:00
Tamás Bálint Misius
4b0fa65bcd
Don't expose KMOD_SCROLL, apparently it's too new 2022-08-01 09:55:23 +02:00
Tamás Bálint Misius
21438d435d
Expose SDL keycodes and scancodes to Lua 2022-08-01 09:44:42 +02:00
catsoften
6aa68adbf4
Add custom gravity mode and replace hardcoded gravity interactions (#820)
Co-authored-by: Tamás Bálint Misius <lbphacker@gmail.com>
2022-07-31 08:19:16 +02:00
jacob1
a0016a2b9c
Fix exception when passing nil to some functions in interface api, fixes #849 2022-07-20 21:52:03 -04:00
Tamás Bálint Misius
c603c41b92
Fix PIPE graphics hack giving Lua graphics functions bad particle IDs 2022-07-16 13:27:28 +02:00
Tamás Bálint Misius
ae253ebc75
Add real v parameter to sim.partCreate
Currently it detects presence of v incorrectly (via if (ID(type))) and thus rewrites v = 0 to v = -1, even if 0 is actually what you want. Especially problematic if you're trying to spawn GOL (so LIFE(ctype=0)).
2022-07-06 11:34:21 +02:00
Tamás Bálint Misius
766ffd4ad6
Add sim.partExists and elem.exists 2022-07-03 15:40:35 +02:00
Tamás Bálint Misius
289c2c4528
Fix handling of malformed scale: and proxy: arguments 2022-06-13 13:40:41 +02:00
jacob1
833973f1fc
Mark saves with GLAS/QRTZ/TUNG as 97.0-only
They immediately break if under pressure in older versions, because pavg1 (tmp4) isn't set
2022-06-13 00:53:06 -04:00
jacob1
79f6fd728c
Fix, Deprecate, Remove, and Replace tpt.element_func / tpt.graphics_func 2022-06-04 22:16:45 -04:00
Tamás Bálint Misius
fb7132a923
Fix LITH conducting through INSL 2022-05-27 06:22:22 +02:00
Tamás Bálint Misius
fb318c71ec
Fix a missing #include 2022-05-26 17:53:45 +02:00
Tamás Bálint Misius
c7e9706295
Let NEUT pass through BGLA
GLAS does this, there's no reason for BGLA to not do it also.
2022-05-10 14:27:45 +02:00
jacob1
c8c0f90871
Use date in screenshot filenames to ensure each screenshot's filename is unique 2022-05-06 01:27:33 -04:00
Cracker1000
23af1042b4
Make PHOT change its wavelength upon colliding with charged LITH (#841)
Co-authored-by: Tamás Bálint Misius <lbphacker@gmail.com>
2022-05-04 22:34:23 +02:00
jacob1
f70f222a61
Remove inaccuracy in OIL's description 2022-05-02 11:34:33 -04:00
Tamás Bálint Misius
b278eb4393
New WTRV + BCOL -> OIL reaction in presence of PTNM
Yes, Factorio is a good game.
2022-05-02 06:14:49 +02:00
Cracker1000
823ff9080e Remove unnecessary .life change from PSNS 2022-04-18 14:39:11 -04:00
Tamás Bálint Misius
f7527b46e6
Update tpt-libs, add support for android 2022-04-14 21:18:21 +02:00
cracker1000
29ed52d50e Fix find mode not highlighting WARP particles 2022-04-10 11:52:47 +02:00
Tamás Bálint Misius
6fe82d7221
Update tpt-libs, use SDL2main the way it's meant to be
Also fix the first mouse click not being detected on windows with sdl 2.0.20. Apparenlty, we need SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH set to 1 for it to be detected.
2022-04-10 10:39:23 +02:00
Tamás Bálint Misius
f6878dcdb6
Free array we get from CommandLineToArgvW 2022-04-08 07:14:39 +02:00
xphere07
18c604fd42 Element scroll bar Improvement
Signed-off-by: xphere07 <xphere07@outlook.com>
2022-04-04 23:21:24 -04:00
jacob1
48e15af738
Restrict version to 97.0 in saves with reinforced glass 2022-04-04 23:19:36 -04:00
Departing
d5f94f4718
Added chemically strengthening GLAS (#837) 2022-04-04 23:17:08 -04:00
Tamás Bálint Misius
254b4a642a
Fix cryptic level 0 Lua error built-in elements sometimes produce
If the built-in update function is allowed to run, it can change the particle's type. The code path assumes that there is a Lua update function to call on the particle, but this type change may break this assumption and cause the code to call the update function of an element that doesn't even have one, producing a weird error message with no line number.
2022-03-31 16:46:24 +02:00
Tamás Bálint Misius
b2ddb39b42
Add IDENT to user agent again
The server got fixed.
2022-03-26 18:35:23 +01:00
Tamás Bálint Misius
01e2c2d3f0
Remove new IDENT portion from user agent string
The server isn't prepared for it and fails requests that fiddle with the user session with an 500.
2022-03-26 17:43:48 +01:00
Tamás Bálint Misius
76b89f8da1
Handle SDL_CreateWindow failure slightly better
Might explain weird breakage we experience on chromebooks. Difficult to say as we don't have access to chromebooks.
2022-03-26 17:43:43 +01:00
jacob1
14348437a6
Fix TRON being unable to pathfind to the top and left edges of the screen 2022-03-18 18:13:01 -04:00
Tamás Bálint Misius
6ff385d92d
Fix crash when trying to render an empty stamp
Empty stamps are those whose block width or height is 0. While they are technically valid and certain parts of the game are prepared to handle them, others aren't, so it's safest to just adjust the definition of valid stamps to exclude empty ones.
2022-03-16 06:45:24 +01:00
Tamás Bálint Misius
df7bbd3b8e
Prevent SaveRenderer from calling into Lua
Also clear SaveRenderer graphics cache along with the main Renderer's when needed, and revert to built-in element callbacks rather than nothing at all when assigning nil to a callback slot in Lua.
2022-02-23 22:22:10 +01:00
Tamás Bálint Misius
bfe94618c6
Include slightly more future-proof target type in user agent string 2022-02-22 08:10:18 +01:00
Tamás Bálint Misius
1e440d078c
IDENT_PLATFORM can now be MACOSARM 2022-02-22 06:56:41 +01:00
jacob1
477909d00f
Redo code that makes SOAP float on OIL
Rather than hacking velocity, do it directly through can_move. Add a special case to make it slowly float upwards, rather than immediate like most weight differences in TPT.
2022-02-21 23:56:52 -05:00
jacob1
982fdff528
Add safeguard to try_move to ensure we don't write to out of bounds pmap
This is a follow up to this crash fix - 0ed8d0a0be
This may possibly fix other crashes users occasionally experience, especially in the case of high velocity particles with loop edge mode on. Even so, there are other bugs at play, as a crash here can't be triggered if pmap is in a correct state
2022-02-21 23:36:10 -05:00
Tamás Bálint Misius
656ace10c6
Add support for MacOS on ARM
Also build with real -no-pie on ghactions, and fix SDL include directories (it's probably blind luck that they worked correctly on most systems).
2022-02-18 18:56:41 +01:00
Tamás Bálint Misius
6ef505ccca
Fix crash on exit if a Lua component is added to a Lua window
Very similar in nature to the problem fixed by 0fcad65d. Again, it'd be massive help if we didn't destroy the Lua state explicitly in LSI's dtor. But this is not worth refactoring LSI for.
2022-02-11 22:19:42 +01:00
Tamás Bálint Misius
7ab720d847
Fix pipe mirroring (fixes #750 again) 2022-02-04 09:07:02 +01:00
Tamás Bálint Misius
0fcad65d6f
Fix crash on exit if any modern particle callback is registered
All these smart pointers have to be cleared before the Lua state is closed. Ordinarily, we'd have a smart pointer to the Lua state defined earlier in LSI than these smart pointers, which would take care of destruction in the correct order, but tfw technical debt.
2022-01-28 08:03:14 +01:00
Nova
f5bc2a5f0d
Fix crash on network activity (#824)
Ignoring broken pipes led to libcurl crashing when connections were dropped, rather than re-attempting. Now, libcurl is not set to ignore broken pipes. Closes #823.
2022-01-07 15:15:09 +01:00
jacob1
eadd381da9
Fix incorrect RNG call in WARP, code cleanup
x velocity was set using .chance instead of .between. This always returned false, meaning vx always was set to .5 giving a rightward bias
2022-01-06 20:29:07 -05:00
Tamás Bálint Misius
95a9e93645
Fix pressure-sensitive particles breaking on load, again
Repurposing the comment I added because I'm lazy: pavg[1] used to be saved as a u16, which PressureInTmp3 elements then treated as an i16. tmp3 is now saved as a u32, or as a u16 if it's small enough. PressureInTmp3 elements will never use the upper 16 bits, and should still treat the lower 16 bits as an i16, so they need sign extension.

The code that was originally responsible for this somehow got lost in the tmp3/tmp4 migration.
2021-12-25 09:44:09 +01:00
Tamás Bálint Misius
286d0d60b9
Fix mingw-on-linux builds 2021-12-24 22:47:57 +01:00
Tamás Bálint Misius
84d6ca6938
Fix -Dhttp=false builds 2021-12-13 15:23:33 +01:00
xphere07
674134588c
Upgrade to C++17 (#819) 2021-12-13 14:41:02 +01:00
Tamás Bálint Misius
ce84e60074
Fix a few warnings
I found these looking at ghactions output.
2021-12-09 09:11:47 +01:00
Tamás Bálint Misius
c0e3818df3
Save higher halves of tmp3 and tmp4 if needed (fixes #822 with dbd971fb) 2021-12-09 08:40:27 +01:00
Tamás Bálint Misius
dbd971fb05
Convert float pavg[2] to int tmp3, tmp4
Also add GameSave::PressureInTmp3 to check for elements with pressure memory and fix TUNG not sampling pressure on creation. This does not in itself fix #822 because tmp3 and tmp4 are still saved in 16 bits each, so full ctypes still don't fit in tmp3.
2021-12-09 07:49:31 +01:00