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Merge branch 'development' into dpi-fix
2 parents 65b6e5d + 7437355 commit d993035

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-15
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.clang-format

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@@ -2,7 +2,7 @@
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Language: Cpp
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# BasedOnStyle: LLVM
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AccessModifierOffset: -4
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AlignAfterOpenBracket: Align
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AlignAfterOpenBracket: DontAlign
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AlignConsecutiveMacros: false
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AlignConsecutiveAssignments: false
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AlignConsecutiveDeclarations: false

.github/actions/bundle_release/action.yaml

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@@ -19,6 +19,7 @@ runs:
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run: |
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zip --must-match -j CortexCommand.windows.zip \
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release/Cortex\ Command*.exe/Cortex\ Command*.exe \
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release/Cortex\ Command*.exe/Cortex\ Command*.pdb \
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external/lib/win/{fmod,SDL2}.dll
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- name: Compress Linux Release

CHANGELOG.md

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@@ -18,6 +18,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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<details><summary><b>Fixed</b></summary>
2020

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- Fixed initial Decision Day dropships never exploding and sticking around.
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- Reverted a change to pathfinding, that although was technically accurate, caused issues with the AI being too eager to path up-and-over obstacles instead of through them. In the future this will likely be revisited when we get jump-aware pathfinding.
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</details>

Data/Missions.rte/Activities/DecisionDay.lua

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@@ -1243,6 +1243,9 @@ function DecisionDay:SpawnAndUpdateInitialDropShips()
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end
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else
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initialDropShipAndVelocity.dropShip.Vel.X = initialDropShipAndVelocity.velX;
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if initialDropShipAndVelocity.dropShip.TravelImpulse.Magnitude > 10 or initialDropShipAndVelocity.dropShip.Age > 100000 then
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initialDropShipAndVelocity.dropShip:GibThis();
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end
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end
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end
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end
@@ -2520,4 +2523,4 @@ function DecisionDay:CreateCrab(team, createTurret)
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actor.Team = team;
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actor.PlayerControllable = createTurret or self.humansAreControllingAlliedActors;
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return actor;
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end
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end

Source/System/PathFinder.cpp

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Original file line numberDiff line numberDiff line change
@@ -211,23 +211,23 @@ std::shared_ptr<volatile PathRequest> PathFinder::CalculatePathAsync(Vector star
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const_cast<Vector&>(pathRequest->targetPos) = end;
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g_ThreadMan.GetBackgroundThreadPool().push_task(
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[this, start, end, digStrength, callback](std::shared_ptr<volatile PathRequest> volRequest) {
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// Cast away the volatile-ness - only matters outside (and complicates the API otherwise)
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PathRequest& request = const_cast<PathRequest&>(*volRequest);
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[this, start, end, digStrength, callback](std::shared_ptr<volatile PathRequest> volRequest) {
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// Cast away the volatile-ness - only matters outside (and complicates the API otherwise)
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PathRequest& request = const_cast<PathRequest&>(*volRequest);
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int status = this->CalculatePath(start, end, request.path, request.totalCost, digStrength);
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int status = this->CalculatePath(start, end, request.path, request.totalCost, digStrength);
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request.status = status;
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request.pathLength = request.path.size();
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request.status = status;
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request.pathLength = request.path.size();
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if (callback) {
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callback(volRequest);
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}
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if (callback) {
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callback(volRequest);
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}
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// Have to set to complete after the callback, so anything that blocks on it knows that the callback will have been called by now
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// This has the awkward side-effect that the complete flag is actually false during the callback - but that's fine, if it's called we know it's complete anyways
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request.complete = true;
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},
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// Have to set to complete after the callback, so anything that blocks on it knows that the callback will have been called by now
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// This has the awkward side-effect that the complete flag is actually false during the callback - but that's fine, if it's called we know it's complete anyways
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request.complete = true;
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},
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pathRequest);
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return pathRequest;

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