Results (81 - 90 of 352)
- [24212]: Separate elephant archer from cavalry templates. Making it easier to ...
- ... y the vision was increased from 92 to 100 and deleted wedge formation. Patch by: @Nescio Differential Revision: D2595 Comments by: @Angen, @bb.
- By Nov 19, 2020, 7:42:29 AM —
- [24032]: Reuse "APPROACHING"-state in formation combat. Noted by @wraitii on ...
- Reuse "APPROACHING"-state in formation combat. Noted by @wraitii on D1971#inline-53877. Differential Revision: D2989 Reviewed by: @Angen, @bb.
- By Sep 10, 2020, 9:51:44 AM —
- [24029]: Fix formation walking following "improved ship pickup"/rP23925 ...
- Fix formation walking following "improved ship pickup"/rP23925 Summary: As reported by @bb and @Angen , rP23925 broke formation walking in a few situations. The issue is that rP23867/D2871 requires formation members to get no messages until t ...
- By Sep 8, 2020, 3:48:12 PM —
- [24028]: Shrink selection panel icons Current gui has no space for more ...
- ... n panel icons Current gui has no space for more structures/formations to be displayed and some civilisations are very close to hit this limit. Alternative would be scrolling option or pages, but until then this is acceptable solution. Differential Revision: https://code.wildfiregames.com/D2875 Pat ...
- By Sep 7, 2020, 7:36:44 PM —
- [24024]: Clean Formation.js var -> let comments - capital leters, dots a:help - ...
- Clean Formation.js var -> let comments - capital leters, dots a:help - dots spaces Differential Revision: https://code.wildfiregames.com/D3001 Comments by: Nescio, Jenkins
- By Sep 6, 2020, 4:08:56 PM —
- [24003]: Sort nodes in templates and data. The nodes in the templates ought to ...
- ... (Also added the `Civ` to the Identity of template_formation, for it is necessary although commented out.) Differential Revision: D2976 Reviewed by: @Nescio.
- By Aug 28, 2020, 10:03:29 AM —
- [23970]: Check for lastPos existence in Combat-Approaching-MovementUpdate [fix ...
- ... Fixes rP22425 `lastPos` isn't guaranteed to exist, though formations are most likely required to make the situation happen in common gameplay. Reviewed By: Freagarach Differential Revision: https://code.wildfiregames.com/D2960
- By Aug 18, 2020, 9:46:29 AM —
- [23899]: Use average rotation of members when giving formation controller into ...
- Use average rotation of members when giving formation controller into the world Differential revision: https://code.wildfiregames.com/D2890 Reviewed by: wraitii Comments by: Freagarach
- By Jul 26, 2020, 8:22:26 PM —
- [23867]: Abort formation-walking on any message from UnitMotion. Units in ...
- Abort formation-walking on any message from UnitMotion. Units in formation can occasionally request many short paths (and thus introduce crippling lag) if their offset is obstructed. This particularly happen when the formation is idle, since the ...
- By Jul 22, 2020, 11:31:08 AM —
- [23851]: Keep rotation when leaving formation This prevents units to rotate ...
- Keep rotation when leaving formation This prevents units to rotate when leaving formation as they already have correct rotation. Differential Revision: https://code.wildfiregames.com/D2889
- By Jul 19, 2020, 12:49:18 PM —
Note:
See TracSearch
for help on searching.