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Improve performance, add vote draw plugin, minor fixes #815
Commits on Mar 22, 2020
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Commits on Mar 28, 2020
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Commits on Mar 31, 2020
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Improve error handling in improved chat plugin
* Handle missing GUIChat element gracefully. * Handle local player classes that have no GetTeamNumber method when checking commander tag visibility.
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Commits on Apr 4, 2020
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Add package.loader for require on startup
The existing require usage depends on a package loader added in TraceTracker.lua, which doesn't return error messages. This provides the same behaviour, but with the added benefit of a clear error message when loading fails.
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Fix trace aborts in various code paths
In places that handle dispatching arbitrary numbers of arguments, use code generation to provide fixed argument size variations of dispatchers rather than taking a vararg. This avoids NYI aborts, allowing these code paths to be compiled. Additionally, a few other places that caused aborts have been fixed, such as colour checking (getmetatable on cdata aborts traces) and extension event insertion (replacing closures with callable tables). The overall result of this is an order of magnitude performance improvement in hook calling/broadcasting and SGUI child event propagation, as well as other minor improvements from LuaJIT being more free to compile code.
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Print warnings rather than throwing in hook setup
This maintains backwards compatibility, even if it isn't ideal behaviour.
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Fix handling of extra hook arguments
Use the maximum of a custom handler's argument count, and the original function's argument count.
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Commits on Apr 6, 2020
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This provides a vote to end the current round as a draw. It only considers votes from players that are playing in the round, and has a lengthy delay and high vote count requirement by default.
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Commits on Apr 7, 2020
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Commits on Apr 10, 2020
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Improve alpha easing for ColourLabel
Make the background the only element that eases.
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Converts easing functions from the built-in easing library into a form that can be used with SGUI.
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Improve chatbox chat command auto-complete
* Fix labels sometimes becoming invisible. * Fix a rare script error due to modifying the layout elements directly. * Improve fading to fade out the background segment of an entry along with the label.
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Improve unstuck to reduce failure rate
* Add a distance tolerance to account for players that are stuck but still jittering slightly. * Use the player's view position as the origin to look for spawn points from to avoid small objects at the player's feet being considered walls.
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Commits on Apr 11, 2020
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Improve mouse hover tracking in SGUI
Track when the mouse enters and leaves elements, and only call the OnMouseMove event for child elements when the mouse is inside their parent or the mouse has just left the parent. These changes also simplify mouse bounds checks, removing highlight multipliers and moving custom bounds to their own method.
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Improve handling of SGUI:Destroy() in events
Automatically queue the destruction to run after the event has been called to avoid destroying GUIItems that may be used in later parts of the event.
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Fix more trace aborts in client code paths
* Make easing callbacks pass the SGUI control as the first argument. This makes avoiding closures much easier. * Allow passing data with timers to avoid needing closures for callbacks. * Refactor various places that create functions at runtime to use either callable tables or pre-defined functions instead. * Remove some tail calls that fail to compile.
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Commits on Apr 12, 2020
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Use MouseTracker to get cursor position
This avoids using Client.GetCursorPosScreen which doens't compile.
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Remove controls from their parent inside events
When destroying inside an event, detach the control to avoid it showing up in iterations.
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Populate SGUI setter name lookup at startup
Use it for calls to AddProperty/AddBoundProperty to pre-populate it with most setter names.
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Make binding source ignore first call argument
This avoids needing a closure when creating binding sources.
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Use code generation for SGUI property generators
This generates more optimal code that avoids loops and upvalues.
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Fix auto-hide scrollbars using wrong focus colour
If the bar is clicked during fade-in, make sure the fade is cancelled.
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Commits on Apr 13, 2020
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Fix map vote menu not showing multiple choices
If a map vote starts while the player has yet to trigger the ClientConfirmConnect event, they would not have the datatable values that indicate the type of vote. Datatables will now be sent at client connection time to ensure they are immediately in sync.
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Allow text to be removed from buttons
Also fire the property change event.
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Fix minor issues with map vote menu
* Fix map selection state not being set properly when opening the menu. * Fix error when opening the menu due to highlighting changing before the tile is setup.
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Fix stale mouse state in certain cases
When becoming visible again, or changing parent, the mouse state should be invalidated.
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Commits on Apr 14, 2020
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Replace Server.GetOwner with Player:GetClient()
Server.GetOwner is not compiled.
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Refactor extension hooks to remove inner loop
Now extension hooks are added directly with Hook.Add using a unique key. This avoids a second level of dispatching which improves performance.
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Remove flooring on hook callback priority
There's no reason for priorities to be integers, and this allows extension callbacks to keep their -19.5 priority.
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Commits on Apr 15, 2020
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Fix error when printing tables with ctypes
ffi.istype returns true for ctypes as well as cdata, which breaks if the colour or vector ctypes end up in a table that's being printed (e.g. if they're in a stack trace).
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Optimise resetting of hooks in EnableExtension
Avoid needing to check every plugin if no plugins have hooked into a given event or the newly enabled plugin has no method for it.
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