fix: android builds unable to load anything due to #498

fix: simd sse4.2 is now required for _mm_dp_ps, due to strange behavior on some cpus (ref #506)
refactor: cosmetic changes all over the code
linkage: do not flush linkent export table on changelevel
manager: do not allow to create bots while analyzing map
conifg: notify user about probably outdated configs, not just error in config file
This commit is contained in:
jeefo 2024-01-26 19:52:00 +03:00
commit d234a3f156
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GPG key ID: 927BCA0779BEA8ED
15 changed files with 91 additions and 55 deletions

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@ -274,9 +274,9 @@ void GraphAnalyze::displayOverlayMessage () {
return;
}
constexpr StringRef analyzeHudMesssage =
"+--------------------------------------------------------+\n"
" Map analysis for bots is in progress. Please Wait.. \n"
"+--------------------------------------------------------+\n";
"+-----------------------------------------------------------------+\n"
" Map analysis for bots is in progress. Please Wait.. \n"
"+-----------------------------------------------------------------+\n";
static hudtextparms_t textParams {};
@ -346,7 +346,7 @@ void GraphAnalyze::flood (const Vector &pos, const Vector &next, float range) {
}
void GraphAnalyze::setUpdateInterval () {
const auto frametime (globals->frametime);
const auto frametime = globals->frametime;
if ((cv_graph_analyze_fps.float_ () + frametime) <= 1.0f / frametime) {
m_updateInterval = game.time () + frametime * 0.06f;
@ -358,16 +358,16 @@ void GraphAnalyze::markGoals () {
return;
}
auto updateNodeFlags = [] (int type, const char *entity) {
game.searchEntities ("classname", entity, [&] (edict_t *ent) {
auto updateNodeFlags = [] (int type, StringRef classname) {
game.searchEntities ("classname", classname, [&] (edict_t *ent) {
for (auto &path : graph) {
const auto &absOrigin = path.origin + Vector (1.0f, 1.0f, 1.0f);
const auto &bb = path.origin + Vector (1.0f, 1.0f, 1.0f);
if (ent->v.absmin.x > absOrigin.x || ent->v.absmin.y > absOrigin.y) {
if (ent->v.absmin.x > bb.x || ent->v.absmin.y > bb.y) {
continue;
}
if (ent->v.absmax.x < absOrigin.x || ent->v.absmax.y < absOrigin.y) {
if (ent->v.absmax.x < bb.x || ent->v.absmax.y < bb.y) {
continue;
}
path.flags |= type;