Results (71 - 80 of 352)
- [24557]: Check for cmpUnitAI when extracting formations. r24480 / rP24480 ...
- Check for cmpUnitAI when extracting formations. r24480 / rP24480 Changed the way to get formation UnitAIs, but didn't account for selecting entities with and without UnitAI. This fixes that. Differential revision: D3333 Reviewed by: @wraitii Comments by: @Angen, @Stan
- By Jan 12, 2021, 3:28:09 PM —
- [24549]: Display gather rates per subtype Currently gather rates per subtype ...
- ... subtype of resource are averaged , which hides important information for players. Therefore they do not realise some units may be better collecting grain or fruit. Also removing todo from the code. Thank @Stan for fruit and grain icons without cursor and new fish. Differential revision: D3310 Ac ...
- By Jan 11, 2021, 5:03:16 PM —
- [24511]: Improve behaviour of formations stuck within other units. Large units ...
- Improve behaviour of formations stuck within other units. Large units risk being stuck between other units. This is true in general, but particularly weird with formations, since individual units may well not be stuck, only the invisible formation controller. ...
- By Jan 5, 2021, 11:12:47 AM —
- [24494]: Remove unneeded bonus info from {civ}.json files This commit removes ...
- ... The team-bonus information, as the only thing that was reading it (the `civinfo` page) no longer does so. 2. Information about civ-bonuses that have been implemented via a single auto-researchable technology, as the `civinfo` page is now capable of ...
- By Jan 1, 2021, 6:58:34 AM —
- [24493]: Remove entity information from {civ}.json files As of r24492 ...
- Remove entity information from {civ}.json files As of r24492 (rP24492), the `civinfo` page no longer reads information about Heroes and Special Structures/Technologies from the `{civ}.json` files, but from relevant templates. Nothing else uses the entity ...
- By Jan 1, 2021, 3:58:21 AM —
- [24492]: Adapt the civinfo page to read from templates Instead of loading ...
- ... e civinfo page to read from templates Instead of loading information about heroes, special buildings, et al., from the `{civ}.json` files, load the information desired from templates. Determination of "specialness" works as follows: * Heroes are detected via the `Hero` class. * Special Structur ...
- By Jan 1, 2021, 2:55:13 AM —
- [24480]: Allow picking a default formation for walk (and walk-like) orders. ...
- Allow picking a default formation for walk (and walk-like) orders. This allows choosing a "default formation", which is activated automatically for units given walk orders (and attack-walk etc.). Conversely, units in formation that are given a gather/build/... or ...
- By Dec 31, 2020, 11:04:58 AM —
- [24467]: Fix Idle formation rearranging when an entity dies. Idle formations ...
- Fix Idle formation rearranging when an entity dies. Idle formations re-arrange whenever a member leaves the formation. Because Idle formation entities can attack nearby units (the formation stays idle for this), any death will re-arrange the format ...
- By Dec 29, 2020, 11:08:55 AM —
- [24456]: Switch to the running animation only above a certain ratio of the walk ...
- ... This makes formations 'flickery' because units often move slightly faster than their walkspeed when the formation rotate slightly, which happens often. It looks fairly bad. This switches to the running animation halfway through, though a more general ...
- By Dec 27, 2020, 9:07:10 AM —
- [24360]: Make units wait a few seconds at waypoints during Patrol. This makes ...
- ... 'dancing' impossible with patrol, for both single units and formations. It further makes the formation and regular patrol code more similar. The diff harcodes an integer wait time as it relies on timer calls instead of range queries, as that was much simpler to implement. Animations for the waypoin ...
- By Dec 10, 2020, 10:18:13 AM —
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