|
|
|
@26236
|
3 years |
Freagarach |
|
|
Ceil the resource costs for insufficient resources.
A controversial change (refs. #3818, #4099, Phab:D1438), but good to have in some form.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4332
|
|
|
|
@26235
|
3 years |
Freagarach |
|
|
Move the allowed formations from cmpIdentity to cmpUnitAI.
One needs UnitAI to be able to use a formation, so include the spec therein (to keep information close to where it is used).
Modders can change their templates with the following script: https://code.wildfiregames.com/P261.
Differential revision: https://code.wildfiregames.com/D4443
Comments by: @Stan
Idea accepted by: @wraitii
Fixes: #6399
|
|
|
|
@26234
|
3 years |
Freagarach |
|
|
Fix Catafalque page not showing the Macedonian metal trickle.
The ResourceTrickle component has been changed to a global aura instead.
It increases the trickle slightly, but catafalques are unbalanced anyway.
Patch by: @Grapjas
Differential revision: https://code.wildfiregames.com/D4383
Refs. #6032 by fixing the Macedonian specific case, but not showing the tooltips, as requested.
|
|
|
|
@26233
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26232
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26231
|
3 years |
Vladislav Belov |
|
|
Fixes fancy water shores drawing after rP26215.
Reported By: wraitii
|
|
|
|
@26230
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26229
|
3 years |
Vladislav Belov |
|
|
Fixes minimap texture scissoring rect following rP25997. Fixes #6382
|
|
|
|
@26228
|
3 years |
Vladislav Belov |
|
|
Moves blend state management to DeviceCommandContext. Fixes #6420
Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4441
|
|
|
|
@26227
|
3 years |
Stan |
|
|
Fix a warning when building pyrogenesis in Debug on Windows.
|
|
|
|
@26226
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26225
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26224
|
3 years |
wraitii |
|
|
Fix NVTT build on Linux
Differential Revision: https://code.wildfiregames.com/D4440
|
|
|
|
@26223
|
3 years |
Vladislav Belov |
|
|
Removes binding additional attribute for water shader added in rP26215.
Reported By: Freagarach
|
|
|
|
@26222
|
3 years |
Vladislav Belov |
|
|
Removes unused variable in ParticleRenderer after rP26217.
|
|
|
|
@26221
|
3 years |
Freagarach |
|
|
Deselect only part of a formation when clicking the unit icon.
As requested by @wowgetoffyourcellphone to be more in line with r26075 / rP26075.
Differential revision: https://code.wildfiregames.com/D4433
Tested by: @astrix, @wowgetoffyourcellphone
|
|
|
|
@26220
|
3 years |
Freagarach |
|
|
Fix selecting multiple entities and training.
Fixes a visual bug where selecting a trainer and a non-trainer counted as two.
Introduced in r26000 / rP26000
Reported by Purgator_ on the forums: https://wildfiregames.com/forum/topic/67583-r26182-ui-logic-bug.
Differential revision: https://code.wildfiregames.com/D4432
Tested by: @Langbart
Fixes: #6415
|
|
|
|
@26219
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26218
|
3 years |
Vladislav Belov |
|
|
Moves hardcoded blend state in debug overlay and water to their techniques.
|
|
|
|
@26217
|
3 years |
Vladislav Belov |
|
|
Moves hardcoded blend state in ParticleRenderer to the transparent particles technique.
|
|
|
|
@26216
|
3 years |
Vladislav Belov |
|
|
Moves hardcoded blend state in CCanvas2D to its technique.
|
|
|
|
@26215
|
3 years |
Vladislav Belov |
|
|
Splits water surface and shore drawing functions and fixes their switch.
Differential Revision: https://code.wildfiregames.com/D4436
|
|
|
|
@26214
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26213
|
3 years |
Vladislav Belov |
|
|
Draws slider button only inside its element.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4435
|
|
|
|
@26212
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26211
|
3 years |
Vladislav Belov |
|
|
Removes deprecated GL alpha test.
In GL3.0 alpha test mode was deprecated and removed in GL3.3. We should use discard/kill in shaders instead.
In shaders alpha test was removed in rP11477, in FFP it was removed with FFP in rP25283.
Differential Revision: https://code.wildfiregames.com/D4434
|
|
|
|
@26210
|
3 years |
Stan |
|
|
Fix a change from Phab:rP11902 to a wrong alpha material.
Discussed with: @vladislavbelov
|
|
|
|
@26209
|
3 years |
Stan |
|
|
Add an ARB equivalent for los_interp.
Accepted by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4420
|
|
|
|
@26208
|
3 years |
wraitii |
|
|
Fix compilation on Apple Silicon
This allows cross-compiling for x86_64 on mac ARM machines, and sets things up for a switch later.
SDL upgrade is necessary for compilation with the GLES headers in different SDKs.
Tested by: langbart, minohaka
Differential Revision: https://code.wildfiregames.com/D4424
|
|
|
|
@26207
|
3 years |
Stan |
|
|
Allow to cap FPS up to the current max refresh rates of gaming screens: 360Hz
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4366
|
|
|
|
@26206
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26205
|
3 years |
wraitii |
|
|
Remove JS_New in favour of JS::Construct in preparation for SM91
Spidermonkey 91, the next ESR, removes JS_New in favour or JS::Construct.
See
https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/migration-guide/docs/Migration%20Guide.md#object-construction
and
https://bugzilla.mozilla.org/show_bug.cgi?id=1491055
This change is SM78 compatible and therefore done beforehand.
Tested by: Freagarach
Refs #5986
Differential Revision: https://code.wildfiregames.com/D4427
|
|
|
|
@26204
|
3 years |
Stan |
|
|
Convert 16-bit grayscale textures to 8 bit textures. It makes little difference for us.
Discussed with: @sera, @vladislavbelov
|
|
|
|
@26203
|
3 years |
Stan |
|
|
Convert 16-bit 16-bit/color RGB(A) textures to 8 bit textures. It makes little difference for us, and it wastes GPU memory.
Remove alpha channel for spec maps and convert an indexed color png to rgb.
Discussed with: @sera, @vladislavbelov
|
|
|
|
@26202
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26201
|
3 years |
Vladislav Belov |
|
|
Removes unused method from CShaderTechnique.
|
|
|
|
@26200
|
3 years |
Freagarach |
|
|
Warn when finding an entity with Reasearcher/Trainer but without ProductionQueue.
As requested by @Silier and @Stan.
Following r26000 / rP26000.
Differential revision: https://code.wildfiregames.com/D4404
Comments by: @Silier, @smiley, @Stan
|
|
|
|
@26199
|
3 years |
Vladislav Belov |
|
|
Removes direct shader binding, uses BeginPass always following rP26020.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4431
|
|
|
|
@26198
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26197
|
3 years |
Vladislav Belov |
|
|
Fixes comments of CLOSTexture and CTerritoryTexture following rP26107.
|
|
|
|
@26196
|
3 years |
Vladislav Belov |
|
|
Uses CVertexBufferManager handle instead of raw VBChunk pointer management.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4430
|
|
|
|
@26195
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26194
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26193
|
3 years |
Vladislav Belov |
|
|
Removes asking GL of current bind framebuffer to avoid syncs.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4422
|
|
|
|
@26192
|
3 years |
Freagarach |
|
|
Fix modifications to unspecified techCostMultipliers.
r26015 / rP26015 removed the values for the tech cost multipliers from the templates, since the component uses those default values, but failed to account for modifications thereof.
Those weren't applied since the template value didn't exist.
This changes that to iterating over all resources.
Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4409
Tested by: @Langbart
Fixes: #6408
|
|
|
|
@26191
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26190
|
3 years |
wraitii |
|
|
Remove the macOS SDK maximum version check
Upstream Spidermonkey has removed the SDK maximum version check ( https://bugzilla.mozilla.org/show_bug.cgi?id=1707953 )
Our patch added in rP24644 is broken on MacOs 12 and it seems logical to follow upstream in simply removing the check.
Patch by: Langbart
Reviewed By: wraitii
Closes #6346
Differential Revision: https://code.wildfiregames.com/D4320
|
|
|
|
@26189
|
3 years |
Vladislav Belov |
|
|
Removes redundant layer check added in rP26185.
Reported By: Freagarach
|
|
|
|
@26188
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26187
|
3 years |
Vladislav Belov |
|
|
Moves default GL state setup to GL device.
|
|
|
|
@26186
|
3 years |
Vladislav Belov |
|
|
Fixes rendering big screenshot pieces onto screen, refs rP2994.
|
|
|
|
@26185
|
3 years |
Vladislav Belov |
|
|
Uploads cube textures in SkyManager via DeviceCommandContext.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4421
|
|
|
|
@26184
|
3 years |
Vladislav Belov |
|
|
Separates terrain alphamap combining and uploading.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4419
|
|
|
|
@26183
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26182
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26181
|
3 years |
Vladislav Belov |
|
|
Removes ogl_tex usage from CRenderer.
|
|
|
|
@26180
|
3 years |
Vladislav Belov |
|
|
Optimizes FBO usages for LOSTexture and water shore foam.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4418
|
|
|
|
@26179
|
3 years |
Stan |
|
|
Bump version of the desktop file to 1.4 the latest stable version according to @nwtour on Phab:D3475.
Noticed by: @asterix and @dynamofox on Phab:rP26178
|
|
|
|
@26178
|
3 years |
Stan |
|
|
Fix two typos noticed by @Nescio, and use the performance GPU on Linux too.
Patch by: @DynamoFox, @nwtour
Comments by: @bb
Differential Revision: https://code.wildfiregames.com/D3475
|
|
|
|
@26177
|
3 years |
Stan |
|
|
Modify 0ad.desktop to accept a file as an argument to allow installing mods by drag & drop on the icon.
Patch by: @nwtour
Accepted by: @Freagarach
Differential Revision: https://code.wildfiregames.com/D4410
|
|
|
|
@26176
|
3 years |
Vladislav Belov |
|
|
Fixes terrain overlay texture upload after rP26170.
Reported By: nwtour
|
|
|
|
@26175
|
3 years |
Vladislav Belov |
|
|
Uses core GL functions for GLSL shaders.
Tested By: nwtour, Stan
Differential Revision: https://code.wildfiregames.com/D4416
|
|
|
|
@26174
|
3 years |
Vladislav Belov |
|
|
Disables redundant mipmap generation for postprocessing.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4417
|
|
|
|
@26173
|
3 years |
Vladislav Belov |
|
|
Fixes debug drawing of a null shadow texture introduced in rP11372, appeared after rP26143.
Reported By: nwtour
|
|
|
|
@26172
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26171
|
3 years |
Vladislav Belov |
|
|
Renames LOS framebuffer object to follow CC.
|
|
|
|
@26170
|
3 years |
Vladislav Belov |
|
|
Performs texture uploads via DeviceCommandContext interface.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4415
|
|
|
|
@26169
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26168
|
3 years |
Stan |
|
|
Write a GLSL equivalent for overlay_solid.
Fixes #6403
Patch by: z0rg
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4406
|
|
|
|
@26167
|
3 years |
Stan |
|
|
Fix OpenGL ES 2.0 Warnings.
|
|
|
|
@26166
|
3 years |
Vladislav Belov |
|
|
Moves frame rendering function to CRenderer and combines with making screenshots.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4414
|
|
|
|
@26165
|
3 years |
Vladislav Belov |
|
|
Splits CRenderer part about scene to CSceneRenderer.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4412
|
|
|
|
@26164
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26163
|
3 years |
Stan |
|
|
Fix OpenGL ES build after Phab:rP26141.
|
|
|
|
@26162
|
3 years |
Vladislav Belov |
|
|
Removes SkipSubmit and unused friends from Renderer.
|
|
|
|
@26161
|
3 years |
Vladislav Belov |
|
|
Removes unused Renderer friends of removed classes, refs rP9186, rP11423.
|
|
|
|
@26160
|
3 years |
Vladislav Belov |
|
|
Moves Renderer internals class out of the global namespace.
|
|
|
|
@26159
|
3 years |
Vladislav Belov |
|
|
Removes unused includes from Renderer.
|
|
|
|
@26158
|
3 years |
Vladislav Belov |
|
|
Unifies providing SkyManager and WaterManager like other managers, refs rP3332.
|
|
|
|
@26157
|
3 years |
Stan |
|
|
Remove topology.cpp. The data isn't useful to us, and it prevents some players from running the game.
Fixes #6028
Differential Revision: https://code.wildfiregames.com/D4402
|
|
|
|
@26156
|
3 years |
Vladislav Belov |
|
|
Removes unused Atlas functionality to set clear color added in rP4392 and removed in rP7428.
|
|
|
|
@26155
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26154
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26153
|
3 years |
Vladislav Belov |
|
|
Removes rand function usage from Atlas and unused rand include from particles.
|
|
|
|
@26152
|
3 years |
Vladislav Belov |
|
|
Removes rand function usage from test_cache_adt.
|
|
|
|
@26151
|
3 years |
Silier |
|
|
Fix bug where scenario map was not loading as revealed when set to revealed.
Introduced in rP25869.
Differential revision: D4305
Fixes: #6356
Patch by: @Jammyjamjamman
Comments by: @Stan, @andy5995, @vladislavbelov, @Langbart, @Freagarach
Tested by: @Freagarach, @Langbart
|
|
|
|
@26150
|
3 years |
Vladislav Belov |
|
|
Moves game load progress update function from GameSetup to CGUIManager.
|
|
|
|
@26149
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26148
|
3 years |
Vladislav Belov |
|
|
Adds config settings for borderless fullscreen and window modes.
Tested By: bb, Langbart
Differential Revision: https://code.wildfiregames.com/D4106
|
|
|
|
@26147
|
3 years |
Vladislav Belov |
|
|
Removes cinema path recording from atlas added in rP4676 and not removed with ffmpeg in rP9520, rP14166 and rP14181.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4411
|
|
|
|
@26146
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26145
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26144
|
3 years |
Vladislav Belov |
|
|
Ignores sampler settings for multisample GL textures.
Reported By: Stan
|
|
|
|
@26143
|
3 years |
Vladislav Belov |
|
|
Removes binding native GLuint textures from public ShaderProgram API.
Differential Revision: https://code.wildfiregames.com/D4407
|
|
|
|
@26142
|
3 years |
Vladislav Belov |
|
|
Speedups terrain painting tab in Atlas by asynchronous texture loading.
Tested By: Silier, Stan
Differential Revision: https://code.wildfiregames.com/D4405
|
|
|
|
@26141
|
3 years |
Stan |
|
|
Add support for GL_KHR_debug in Debug Mode.
Based on a patch by: @linkmauve
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2488
|
|
|
|
@26140
|
3 years |
Stan |
|
|
Use the high performance GPU on Windows by default.
Reviewed by: @vladislavbelov
Accepted by: @asterix
Differential Revision: https://code.wildfiregames.com/D4401
|
|
|
|
@26139
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26138
|
3 years |
Vladislav Belov |
|
|
Removes Handle from ShaderProgram to use more high-level objects.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4403
|
|
|
|
@26137
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26136
|
3 years |
Vladislav Belov |
|
|
Fixes out of bounds access in SkyManager after rP26126.
|
|
|
|
@26135
|
3 years |
Silier |
|
|
Fix OnOwnershipChanged missing in ResourceTrickle
|
|
|
|
@26134
|
3 years |
Silier |
|
|
Fix certain modifiers not being cleared corectly from cache
Issue noticed by Exodarion.
After researching technology for resourcetrickle modifiers were returning old cached value because modifiers were not cleared for structure when it was build and changed owner from invalid_owner to the player so old values were kept.
Cause:
global cache depends on originalvalue.
Health and other modifiers use also player-wide modifiers and result from that is used as the key, what means global cache is never used because originalvalue will differ in that case.
That does not look to be case for resourcetrickle and possibly for another scenarios.
Modifiers that get cached on init and do not get changed by player-wide modifiers in combination with ownership being changed afterwards will bug.
Since we dont reset cache for ownership going from invalid_player, the old global cache is kept and used.
Another solution would be to not cache on init, but thats workaround to hide the issue.
Differential revision: D4395
|
|
|
|
@26133
|
3 years |
Freagarach |
|
|
Add the ability to do simple (de)serialisation cycle in the JS unit tests. (And change the PQ, Trainer and Researcher serialisation.)
To catch e.g. typos.
- Use the same structure in the ProductionQueue item (de)serialisation as in Trainer and Researcher.
- Also iterate over the serialisable attributes on deserialize, as proposed by @elexis (on IRC), for its symmetry.
Proposed by: @Stan
Differential revision: D4388
|
|
|
|
@26132
|
3 years |
Freagarach |
|
|
Fix PetraAI not rushing.
A typo in the starting strategy.
Reported by: @marder on http://irclogs.wildfiregames.com/%230ad-dev/2021-11-12-QuakeNet-%230ad-dev.log
Introduced in r25876 / rP25876.
Differential revision: https://code.wildfiregames.com/D4391
Fixes: #6381
|
|
|
|
@26131
|
3 years |
Freagarach |
|
|
Add missing ProductionQueue component to the Mauryan Palace.
Reported by @ValihrAnt at rP26000.
Introduced in r26015 / rP26015.
Differential revision: https://code.wildfiregames.com/D4392
Tested by: @ValihrAnt
Comments by: @Stan
|
|
|
|
@26130
|
3 years |
Freagarach |
|
|
Add a more detailed description to the showstatusbar hotkey.
For it was not really clear.
Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D4362
Accepted by: @asterix
|
|
|
|
@26129
|
3 years |
Vladislav Belov |
|
|
Removes redundant ogl usage to process data on CPU combining terrain alpha map.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4399
|
|
|
|
@26128
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26127
|
3 years |
Vladislav Belov |
|
|
Fixes crash for ARB shaders because they don't provide actual locations, triggered after rP26117.
Reported By: nwtour
|
|
|
|
@26126
|
3 years |
Vladislav Belov |
|
|
Moves PostProcManager and SkyManager to GL texture class continuing rP26107.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4398
|
|
|
|
@26125
|
3 years |
Stan |
|
|
Fix Haiku detection introduced in Phab:rP24366
Patch by: @xone47
Differential Revision: https://code.wildfiregames.com/D4396
|
|
|
|
@26124
|
3 years |
bb |
|
|
Fix two comments from rP24343
|
|
|
|
@26123
|
3 years |
bb |
|
|
Add script to remove unneeded info from .po files
Differential Revision: D4264
|
|
|
|
@26122
|
3 years |
Vladislav Belov |
|
|
Removes unused h_mgr includes.
|
|
|
|
@26121
|
3 years |
Vladislav Belov |
|
|
Removes unused ogl/ogl_tex includes.
|
|
|
|
@26120
|
3 years |
Vladislav Belov |
|
|
Moves water textures and terrain alpha composite map to GL texture class following rP26107.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4394
|
|
|
|
@26119
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26118
|
3 years |
Vladislav Belov |
|
|
Cleanups TerrainTextureEntry a little, removes commented member from rP12306.
|
|
|
|
@26117
|
3 years |
Vladislav Belov |
|
|
Moves shadow map and terrain overlay to GL texture class continuing rP26107.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4393
|
|
|
|
@26116
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26115
|
3 years |
Stan |
|
|
remove spaces from fcollada license file.
Refs #6327
|
|
|
|
@26114
|
3 years |
Stan |
|
|
Fix naming conventions of a few map names. Rename a dupe texture, and the fcollada readme.
Refs #6327
|
|
|
|
@26113
|
3 years |
bb |
|
|
Update translation files on translator change
Comments By: Stan
Differential Revision: D4260
|
|
|
|
@26112
|
3 years |
bb |
|
|
Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field.
Broken in rP19501
Comments By: elexis, Dunedan, Silier, Freagarach
Patch By: Langbart
Differential Revision: D4262
fixes #6316
|
|
|
|
@26111
|
3 years |
Silier |
|
|
Add "Invalid signature" reason to modio
When signature is invalid, it does not comunicate the reason clearly. Fix this.
Also remove silent failure in case of signature is not valid.
Differential revision: D3478
Reviewed by: @bb
|
|
|
|
@26110
|
3 years |
Silier |
|
|
[gameplay] standardize animal loot experience
This patch attempts a more systematic approach, by standardizing the <Loot/xp> to 20% of <Health/Max>.
Differential revision: D3681
Patch by: @Nescio
Reviewed by: @borg- @wowgetoffyourcellphone
Comments by: @Palaxin
|
|
|
|
@26109
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26108
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26107
|
3 years |
Vladislav Belov |
|
|
Encapsulates GL texture creation in a separate class.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4389
|
|
|
|
@26106
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26105
|
3 years |
Freagarach |
|
|
Fix (de)serialisation in the Researcher component.
A typo in the serialisation function.
Also just serialise the properties that are assigned in cmpResearcher and cmpTrainer.
Introduced in r26084 / rP26084
Reported by: @nwtour
Differential revision: https://code.wildfiregames.com/D4386
Tested by: @nwtour
|
|
|
|
@26104
|
3 years |
Vladislav Belov |
|
|
Removes static linking of OpenGL library.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4387
|
|
|
|
@26103
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26102
|
3 years |
Vladislav Belov |
|
|
Moves default texture to SingleColorTexture following rP25590.
|
|
|
|
@26101
|
3 years |
Stan |
|
|
Fix removal of added files for macOS and Windows.
Don't display Debug: and Release: if no message was printed.
|
|
|
|
@26100
|
3 years |
Stan |
|
|
Add more options to archive builds.
Patch by: @wraitii, @Stan
Tested for A25.
Differential Revision: https://code.wildfiregames.com/D4141#change-nbAmEr5oWUW3
|
|
|
|
@26099
|
3 years |
Vladislav Belov |
|
|
Cleanups console a little bit.
|
|
|
|
@26098
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26097
|
3 years |
Stan |
|
|
Add a missed include in Phab:D721; It's included for some reason in Windows NOPCH but not linux
Reported by: @Freagarach
|
|
|
|
@26096
|
3 years |
Silier |
|
|
Fix special string used in singular for english
Some languages use singular form for another counts than 1, what makes singular strings in english with hardcoded number causing incorrect string to be displayed.
Adding special branch for english singular string since it looks nicer.
Differential revision: D4377
Patch by: @nwtour
|
|
|
|
@26095
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26094
|
3 years |
Stan |
|
|
Add a special #define for macOS
Differential Revision: https://code.wildfiregames.com/D721
|
|
|
|
@26093
|
3 years |
Stan |
|
|
Use GLAD2 a multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator.
Comments by: @nwtour, @Langbart, @bb
Based on patch by: @echotangoecho
Tested on Windows 7 & 10, Ubuntu and macos.
Differential Revision: https://code.wildfiregames.com/D721
|
|
|
|
@26092
|
3 years |
Vladislav Belov |
|
|
Moves backbuffer swap and error check to GL device.
|
|
|
|
@26091
|
3 years |
wackyserious |
|
|
Fix missed issues https://code.wildfiregames.com/rP26087 and minor texture edits
-Move orientation of the Scythian coat to the left to make it more visible.
|
|
|
|
@26090
|
3 years |
Silier |
|
|
Fix sorting by hasPassword/private in gamelist
Reported by @nani:
Sorting by "has password" in lobby game list does nothing
Add sorting value.
Differential revision: D4382
Reviewed by: @Freagarach
Fixes: #6392
Introduced in: rP24795
|
|
|
|
@26089
|
3 years |
Freagarach |
|
|
Fix training/researching with zero time.
(Re)introduced in r26000 / rP26000.
Reported by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4378
Reviewed by: @Silier
Refs. #2334
|
|
|
|
@26088
|
3 years |
Freagarach |
|
|
Inherit comment of previous save when overwriting.
Reported by: @allalongthetower at https://wildfiregames.com/forum/topic/64768-save-game-name-erasing/
Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D4372
Comments by: @Silier, @Stan
|
|
|
|
@26087
|
3 years |
wackyserious |
|
|
https://code.wildfiregames.com/rP26086 fix
|
|
|
|
@26086
|
3 years |
wackyserious |
|
|
Update Athenian Scythian archer champion unit textures
-Standardize naming convention (sample_01_01, where first 01 = type and following, 01 = subtype)
-Add new variants
-Minor update to previous textures
|
|
|
|
@26085
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26084
|
3 years |
Freagarach |
|
|
Fix getting units by cheat.
Introduced in r26000 / rP26000.
Noticed by: @loveheaven at https://wildfiregames.com/forum/topic/64877-cannot-cheat-any-longer-by-iwanttopwnthem-50/.
Differential revision: https://code.wildfiregames.com/D4374
Comments by: @Silier, @Stan
|
|
|
|
@26083
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26082
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26081
|
3 years |
Vladislav Belov |
|
|
Moves GL report from HWDetect to GL device.
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D4376
|
|
|
|
@26080
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26079
|
3 years |
Vladislav Belov |
|
|
Fixes gamesetup slider for a too short frame time (not enough Date precision).
Patch By: nwtour
Differential Revision: https://code.wildfiregames.com/D4365
|
|
|
|
@26078
|
3 years |
Vladislav Belov |
|
|
Uses forward declaration for SDL in GL device.
|
|
|
|
@26077
|
3 years |
Vladislav Belov |
|
|
Removes logs of unused GL constants which duplicate video mode settings.
|
|
|
|
@26076
|
3 years |
Freagarach |
|
|
Put the formation-selection feature behind a config.
Since it needs a better UX. (Introduced in r25939 / rP25939.)
Users can choose to still use it.
Differential revision: https://code.wildfiregames.com/D4360
Comment by: @wowgetoffyourcellphone
|
|
|
|
@26075
|
3 years |
Freagarach |
|
|
Ignore formation selection when clicking an unit icon.
It was deemed unintuitive to select the whole formation when clicking an icon.
Differential revision: https://code.wildfiregames.com/D4295
Comments by: @alre, @Langbart, @marder, @wowgetoffyourcellphone
|
|
|
|
@26074
|
3 years |
Freagarach |
|
|
Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively.
ElevationBonus is vague, as discussions proved. Therefore it is renamed to Origin, which, describes better what the value stands for.
Delay is also quite vague, so renamed to EffectDelay.
Differential revision: https://code.wildfiregames.com/D2016
Comments by: @bb, @nani, @Nescio, @Silier, @Stan, @wraitii
|
|
|
|
@26073
|
3 years |
Freagarach |
|
|
Use the attack sound for attack-move.
And define it (the attack_move sound) in the templates, such that modders can change it at will.
Patch by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4364
|
|
|
|
@26072
|
3 years |
Vladislav Belov |
|
|
Encapsulates information about GL inside device.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4375
|
|
|
|
@26071
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26070
|
3 years |
Vladislav Belov |
|
|
Removes a hack to detect an old S3 SuperSavage card added in rP2909.
|
|
|
|
@26069
|
3 years |
Vladislav Belov |
|
|
Replaces unclear PreferGLSL by direct renderer backend choice.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4363
|
|
|
|
@26068
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26067
|
3 years |
Vladislav Belov |
|
|
Forbids using more than 64 bones for GPU skinning.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4244
|
|
|
|
@26066
|
3 years |
Stan |
|
|
Set default big screenshot size to 4K as proposed by @wowgetoffyourcellphone in Phab:rP24891
|
|
|
|
@26065
|
3 years |
Vladislav Belov |
|
|
Removes checks for unused or always enabled GL extensions.
Differential Revision: https://code.wildfiregames.com/D4371
|
|
|
|
@26064
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26063
|
3 years |
Freagarach |
|
|
[PetraAI] - Use enum-like variables instead of magic values. -- [2]
Improved readability. Easier find-and-replace.
This commit focused on:
Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D4343
Refs. #6256
Comments by: @nani, @Silier, @Stan
|
|
|
|
@26062
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26061
|
3 years |
Stan |
|
|
Delete broken assets reported here https://wildfiregames.com/forum/topic/49785-building-a-64-bit-pyrogenesis-and-deps-for-windows/?do=findComment&comment=452589
|
|
|
|
@26060
|
3 years |
Stan |
|
|
Remove duplicate iber_struct.dds
Fixes #6326
|
|
|
|
@26059
|
3 years |
Stan |
|
|
Remove duplicate dds textures for desert_forestfloor_palms.dds, kart_trireme.dds, tree_cypress_a.dds, farming_wheat_harvest_b.dds, road_roman.dds, celt_caratacos.dds, rome_ijv_e.dds, hele_trireme.dds, iber_sail_b.dds, kart_sail_1.dds, kart_sail_2.dds, kart_sail_3.dds.
Refs #6326
|
|
|
|
@26058
|
3 years |
Stan |
|
|
Remove duplicate celt_prop_1 texture.
Refs #6326
|
|
|
|
@26057
|
3 years |
Stan |
|
|
Remove duplicate textures.
Refs #6326
|
|
|
|
@26056
|
3 years |
Stan |
|
|
Fix Windows 11 Detection
Comments by: @vladislavbelov, @Freagarach
Differential Revision: https://code.wildfiregames.com/D4337
|
|
|
|
@26055
|
3 years |
Stan |
|
|
Fix Alt Tab on Windows for SDL > 2.0.12
Comments by: @vladislavbelov, @Freagarach
Differential Revision: https://code.wildfiregames.com/D4359
|
|
|
|
@26054
|
3 years |
Stan |
|
|
Remove duplicate texture hele_struct_b
- Use the correct material, as texture has no alpha, therefore no player color
- Add missing textures where necessary
- Use null_white for hele_blacksmith_bucket_water instead of loading useless textures.
Refs: #6326
|
|
|
|
@26053
|
3 years |
Silier |
|
|
Fix not used SIEGE_NO_TRAINER
In rP20260, the siege state for no trainer was not assigned to variable but used in condition.
Making use of that state actually.
Differential revision: D4367
Patch by: @JCWasmx86
|
|
|
|
@26052
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26051
|
3 years |
Vladislav Belov |
|
|
Resolves concerns from rP26031. Fixes #6395
Tested By: Langbart, nwtour
Differential Revision: https://code.wildfiregames.com/D4370
|
|
|
|
@26050
|
3 years |
Vladislav Belov |
|
|
Cleanups Font and FontManager a little.
|
|
|
|
@26049
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26048
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26047
|
3 years |
Vladislav Belov |
|
|
Fixes debug build after rP26040.
|
|
|
|
@26046
|
3 years |
Vladislav Belov |
|
|
Fixes unused m_Simulation after rP25993.
|
|
|
|
@26045
|
3 years |
Vladislav Belov |
|
|
Refactors WaterManager to remove duplication of the current texture index calculation. Removes unused m_WaterCurrentTex from rP2783.
|
|
|
|
@26044
|
3 years |
Freagarach |
|
|
Fix infinite loop when queuing a gather order after garrison.
There was an infinite loop:
Order.Gather -> MustKill (L497) -> PushOrderFront(Attack) (L526) -> NotInRange (L410) -> NotAbleToMove, thus finish order (L426/427) -> Restart from Order.Gather.
We do two things here:
- Assume we don't have vision when garrisoned, which is not a bad assumption.
- Check the range and if we are not able to move and not in range, finish the order.
Introduced in: r25030 / rP25030
Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4349
Fixes: #6377
Tested by: @Langbart
Comments by: @Silier, @Stan
|
|
|
|
@26043
|
3 years |
Freagarach |
|
|
Fix Trainer/Researcher without entities/techs.
It was explicitly allowed in r26000 / rP26000, but not all references to this.template were properly checked.
Noticed by: @nwtour
Differential revision: https://code.wildfiregames.com/D4357
Tested by: @nwtour
Comments by: @Stan
|
|
|
|
@26042
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26041
|
3 years |
Freagarach |
|
|
Fix PetraAI after r26029.
In r26029 / rP26029 there was a wrong substitution.
AttackManager -> AttackPlan for the attack types.
Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D4369
Reviewed by: @Silier
Tested by: @nwtour
|
|
|
|
@26040
|
3 years |
Vladislav Belov |
|
|
Adds FreeType support to the engine.
Tested By: Langbart, Imarok, Stan, s0600204, wraitii
Differential Revision: https://code.wildfiregames.com/D4108
|
|
|
|
@26039
|
3 years |
Vladislav Belov |
|
|
Normalizes AO textures according to rP26038 via P259.
Differential Revision: https://code.wildfiregames.com/D4361
|
|
|
|
@26038
|
3 years |
Vladislav Belov |
|
|
Removes AO multiplier as a duplicate way to adjust AO, makes it closer to PBR.
Differential Revision: https://code.wildfiregames.com/D4361
|
|
|
|
@26037
|
3 years |
wackyserious |
|
|
Update: Celtic Unit Actor File
-Sword sheath position switch
-Make heroes look more historically accurate
-New hero textures (Caradoc and Boudicca)
Reviewed by: Genava55, wowgetoffyourcellphone and other community members
|
|
|
|
@26036
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26035
|
3 years |
Vladislav Belov |
|
|
Adds console toggle hotkeys to the console welcome message.
Patch By: nwtour
Differential Revision: https://code.wildfiregames.com/D4347
|
|
|
|
@26034
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26033
|
3 years |
Freagarach |
|
|
Use correct tooltip stye for the civ icon.
Introduced in r16610 / rP16610.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4341
Fixes: #6378
Comment by: @vladislavbelov
|
|
|
|
@26032
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26031
|
3 years |
Vladislav Belov |
|
|
Forces GL 2.1 core context creation in VideoMode.
|
|
|
|
@26030
|
3 years |
Vladislav Belov |
|
|
Adds more flexible dependencies to options.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4354
|
|
|
|
@26029
|
3 years |
Freagarach |
|
|
[PetraAI] - Use enum-like variables instead of magic values. -- [1]
Improved readability. Easier find-and-replace.
This commit is focused on:
Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D4334
Refs. #6256
Comments by: @Silier, @Stan
|
|
|
|
@26028
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26027
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26026
|
3 years |
Vladislav Belov |
|
|
Fixes without PCH build after rP26023.
Reported By: Freagarach
|
|
|
|
@26025
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26024
|
3 years |
Vladislav Belov |
|
|
Removes unused/not implemented hooks from AppHooks. Refs rP13724.
|
|
|
|
@26023
|
3 years |
Vladislav Belov |
|
|
Drops custom utf16 string implementation (from rP684), uses C++11 one.
Patch By: sera
Differential Revision: https://code.wildfiregames.com/D4223
|
|
|
|
@26022
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26021
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26020
|
3 years |
Vladislav Belov |
|
|
Removes direct access to shaders, leaves only techniques.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4353
|
|
|
|
@26019
|
3 years |
Vladislav Belov |
|
|
Adds disabled sprites to slider.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4355
|
|
|
|
@26018
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26017
|
3 years |
Vladislav Belov |
|
|
Draws fancy water and its shore waves only for GLSL shaders.
|
|
|
|
@26016
|
3 years |
Freagarach |
|
|
Fix Researchers' GUI without a tech cost multiplier.
|
|
|
|
@26015
|
3 years |
Freagarach |
|
|
Some fixes after the ProductionQueue split.
r26000 / rP2600 introduced a serialisation error (#6391).
Also the templates and the code could be improved.
Differential revision: https://code.wildfiregames.com/D4352
Comments by: @Silier, @Stan
Fixes: #6391
|
|
|
|
@26014
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26013
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26012
|
3 years |
Vladislav Belov |
|
|
Removes rand function usage from tests to avoid non-uniform distributions.
|
|
|
|
@26011
|
3 years |
Vladislav Belov |
|
|
Reduces number of allocations during GPU profiler processing for Intel queries.
|
|
|
|
@26010
|
3 years |
Vladislav Belov |
|
|
Removes unused fnv_lc_hash, also file paths case sensitive so we can't use the function.
|
|
|
|
@26009
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26008
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26007
|
3 years |
Vladislav Belov |
|
|
Adds collision test for fnv_hash, removes unused include forgotten in rP11100.
|
|
|
|
@26006
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26005
|
3 years |
Freagarach |
|
|
Fix replay folders with special characters.
Implemented in r19824, broken in r24983.
Patch by: @Langbart
Help by: @elexis
Differential revision: https://code.wildfiregames.com/D4345
Fixes: #6373
Reviewed by: @vladislavbelov
Tested by: @Freagarach
|
|
|
|
@26004
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@26003
|
3 years |
Freagarach |
|
|
Missing tileclass in archipelago / fix fish on land.
This would cause fishes to be spawned on land under a specific set of conditions. Cases where the concerned land is not painted clPlayer for example (which fish also avoids).
Added by @marder: spacing of the forest and wood amount was corrected as the above pushed the wood away from the player.
Original patch by: @smiley
Additional changes by: @marder
Differential revision: https://code.wildfiregames.com/D1729
Comments by: @elexis
Tested by: @Freagarach
Fixes: #5797
Refs. #3746
|
|
|
|
@26002
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@26001
|
3 years |
Vladislav Belov |
|
|
Slightly improves minimap flares, makes animation more smooth via alpha fade in/out.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4351
|
|
|
|
@26000
|
3 years |
Freagarach |
|
|
Split tasks from ProductionQueue.
The task of the production queue should first and foremost be that; a queue for production items.
Hence, the specifics of training/researching are delegated to specific components.
As a side effect, this improves the test coverage and fixes:
- Resource not refunding when hitting the entity limit. Introduced in r25753 / rP25753.
- Autoqueue changing when unable to spawn. Introduced in r25779 / rP25779.
Modders can change their templates using https://code.wildfiregames.com/P256.
Differential revision: https://code.wildfiregames.com/D4333
Fixes: #6363
Comments by: @Silier
Refs. #6364
|
|
|
|
@25999
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25998
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25997
|
3 years |
Vladislav Belov |
|
|
Removes border pixels drawing of the minimap texture with scissors after rP25993. Fixes #6382
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4350
|
|
|
|
@25996
|
3 years |
Vladislav Belov |
|
|
Adds alpha and custom options to render debug modes.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4346
|
|
|
|
@25995
|
3 years |
Silier |
|
|
Show the correct message when exiting the multiplayer match as a client
Forgotten change in: rP25978
Reported by: @bb
Differential revision: D4330
Patch by: @Schweini
|
|
|
|
@25994
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25993
|
3 years |
Vladislav Belov |
|
|
Moves MiniMap texture rendering to a separate framebuffer to update it less frequently.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4331
|
|
|
|
@25992
|
3 years |
Vladislav Belov |
|
|
Adds render debug modes.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4311
|
|
|
|
@25991
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25990
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25989
|
3 years |
Silier |
|
|
Fix rP25374 and rP25413
Fix wrong renaming done in rP25374
Fix missed structure change in rP25467
Reported by: SciGuy42 on forum https://wildfiregames.com/forum/topic/62269-onrange-triggers-in-a25/
Tested by: SciGuy42
Differential revision: D4335
|
|
|
|
@25988
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25987
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25986
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25985
|
3 years |
bb |
|
|
Also do a postMove update when the average speed over last turn isn't zero
Reviewed By: Freagarach
Differential Revision: D4302
refs rP25953
|
|
|
|
@25984
|
3 years |
Freagarach |
|
|
Ceil the required XP in the GUI.
r24014 / rP24014 introduced a tech that percentually increased the required XP for archers, showing a decimal value.
This rounds that up, for 150/150 without being promoted looks bad as well.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4322
Reviewed by: @Angen
|
|
|
|
@25983
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25982
|
3 years |
Vladislav Belov |
|
|
Enables GL_TEXTURE_2D always since we don't support FPP anymore.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4327
|
|
|
|
@25981
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25980
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25979
|
3 years |
Silier |
|
|
Fix pathname not matching name incompatible mod detection
Differential revision: D4324
Broken in rP25546
|
|
|
|
@25978
|
3 years |
Freagarach |
|
|
Add an extra button to skip the summary page when quitting.
Allows devs (and players) to skip the summary page when they don't need them.
Patch by: @Schweini
Differential revision: https://code.wildfiregames.com/D3958
Reviewed by: @Langbart
Fixes: #4300
Comments by: @nwtour, @Stan
|
|
|
|
@25977
|
3 years |
Freagarach |
|
|
Fix typo in tutorial.
Triple click should have been an <Alt>+DoubleClick.
While at it, removed the unneeded brackets at the hotkey translations.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4314
Fixes: #5409
|
|
|
|
@25976
|
3 years |
Freagarach |
|
|
Some layout changes to the replay menu.
Cursor should not blink in read-only.
The path was too similar to the list and thus easy to miss, it has been changed to a 'golden' colour.
A tooltip was added to the path.
The border colour of input fields was changed from white to gold.
The buttons at the bottom of the page are spread evenly.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4296
Refs: #6350
|
|
|
|
@25975
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25974
|
3 years |
Silier |
|
|
Prevent division by 0 for experience bar
Required experience can be set to 0 initially and because entity is upgrated after simulation starts, there was division by 0 in atlas for such entities causing experience bar going to infinity.
Differential revision: D4317
Fixes: #6362
Patch by: @Langbart
Reviewed by: @Angen
|
|
|
|
@25973
|
3 years |
Vladislav Belov |
|
|
Removes lines drawing by direct GL calls from MiniMap.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4321
|
|
|
|
@25972
|
3 years |
Freagarach |
|
|
Fix AI attacking some bridges.
Our bridges are nothing more than actors, so using one is correct.
We also delete the template files to prevent others from making the same mistake (if someone encountered and fixed the bug in a mod they have modified templates anyway).
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4297
Reviewed by: @bb
Comments by: @Angen
Fixes #6352
|
|
|
|
@25971
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25970
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25969
|
3 years |
Vladislav Belov |
|
|
Sets SVN property to ignore test_tex.cpp after rP25884.
|
|
|
|
@25968
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25967
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25966
|
3 years |
Silier |
|
|
There have been quite a bit of number of questions how to change scale of the gui, because this option is hidden from the user.
Use dropdown with values. Implement confirmation box with countdown to revert scale change because buttons can get unable to click.
Differential revision: D3037
Comments by: @vladislavbelov, @Stan, @wraitii, @pieq, @sera
Tested by: @Langbart
|
|
|
|
@25965
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25964
|
3 years |
bb |
|
|
Center generic/specific name if just one is given and hide the other
Patch By: LangBart
Comments By: Freagarach
Differential Revision: D4290
fixes #6341
|
|
|
|
@25963
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25962
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25961
|
3 years |
Vladislav Belov |
|
|
Removes mentions of legacy and unused GL calls, unifies AsFloatArray.
|
|
|
|
@25960
|
3 years |
Vladislav Belov |
|
|
Removes direct GL calls from Atlas bandbox drawing.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4300
|
|
|
|
@25959
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25958
|
3 years |
Freagarach |
|
|
Allow to push items to the front of the ProductionQueue.
Refs. #6104
Differential revision: https://code.wildfiregames.com/D4241
Comments by: @bb, @Langbart, @Stan
|
|
|
|
@25957
|
3 years |
Silier |
|
|
[Petra] Remove global constant from queueplanBuilding.js
If someone would try to copy petra and use it as base of own ai, one would not be able to run both ais at the same time and had to fix that global constant anyway.
Differential revision: D4301
Reviewed by: @Freagarach
|
|
|
|
@25956
|
3 years |
Freagarach |
|
|
Add two missing hotkeys to the intro.txt.
Also change the text a bit and add the formation selection feature to the tips.
Refs. r25020 and r25939.
Differential revision: https://code.wildfiregames.com/D4284
Reviewed by: @bb
|
|
|
|
@25955
|
3 years |
Silier |
|
|
Fix mention of 'farm' instead of 'field' in tutorial
It was reported that the word farm in the Introductory Tutorial is incorrect and it should be replaced with Field.
Game refers to them as 'Field' so change is correct.
Differential revision: D4299
Patch by: @Langbart
Fixes: #6345
|
|
|
|
@25954
|
3 years |
Silier |
|
|
Fix missing sell buttons
Introduced by rP25927 / r25927.
Reported on forum: https://wildfiregames.com/forum/topic/56568-petra-having-problems-with-fishing-on-maps-with-water-available/?do=findComment&comment=454690
Differential revision: D4298
|
|
|
|
@25953
|
3 years |
bb |
|
|
Add accelerations in unit movement.
This helps preventing arrow dodging.
Differential Revision: D3200
Reviewed By: Freagarach
Comments By: wraitii, vladislav, Palaxin, Stan
refs: #5106
|
|
|
|
@25952
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25951
|
3 years |
bb |
|
|
Use only the Diplomacy Color of non-defeated players
Patch By: LangBart
Differential Revision: D4288
|
|
|
|
@25950
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25949
|
3 years |
Freagarach |
|
|
Use transform for changing a formation template.
As noted on the forums by @Ceres (https://wildfiregames.com/forum/topic/44848-proposals-for-formations/?do=findComment&comment=453840) formations change orientation when changing their template.
This uses the transform helper to change the template of the formation, which apparently also fixes the rotation issue.
With the notion that a different design of transform is preferential (P46).
Differential revision: https://code.wildfiregames.com/D4272
Comments by: @Angen, @bb, @Ceres, @wraitii
Tested by: @Ceres
|
|
|
|
@25948
|
3 years |
Freagarach |
|
|
Fix (de)selection functions.
Deselecting a part of a formation didn't deselect the whole formation, since the logic was done quite weirdly.
This clarifies and fixes that.
Reported by: @Langbart on D4282.
Differential revision: https://code.wildfiregames.com/D4285
Comments by: @Angen, @Langbart
Tested by: @Langbart
|
|
|
|
@25947
|
3 years |
Freagarach |
|
|
Don't stop gathering after starting by autocontinue when in a formation.
FinishOrder called SetWaitingOnController, although the order (constructing) had pushed another order (gather).
This is done now by telling we finished the order only when really idle.
This seems to boil down to the question: If we issued an order to a formation, and its members have wandered off (imagine attacking an entity and our members have finished the initial target but attack nearby ones) do we want the whole formation to continue attacking or execute the next order.
Also fixes reforming whilst attacking when an attack order was issued by the player.
Reported by: @Langbart at https://code.wildfiregames.com/D2175#182343
Differential revision: https://code.wildfiregames.com/D4282
Tested by: @Langbart
|
|
|
|
@25946
|
3 years |
Freagarach |
|
|
Check for visibility on finding treasures in UnitAI.
Fixes an infinite loop when the next treasure is outside LOS.
Differential revision: https://code.wildfiregames.com/D4286
Comments by: @Angen, @bb
Fixes: #6329
|
|
|
|
@25945
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25944
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25943
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25942
|
3 years |
Freagarach |
|
|
Rename misnamed lastGatheredType in ResourceGatherer.
Since it stores not the last gathered, but the last tasked type.
As discussed on IRC (http://irclogs.wildfiregames.com/%230ad-dev/2021-09-16-QuakeNet-%230ad-dev.log).
Differential revision: https://code.wildfiregames.com/D4277
Reviewed by: @bb
Comments by: @Angen, @Stan, @wraitii
|
|
|
|
@25941
|
3 years |
Freagarach |
|
|
Fix negative number of gatherers upon ownership changes.
Differential revision: https://code.wildfiregames.com/D4274
Reviewed by: @bb
Comments by: @Langbart, @Stan, @wraitii
Fixes: #6328
|
|
|
|
@25940
|
3 years |
Freagarach |
|
|
Let fish and fruit regenerate slightly.
This adds minor regeneration to fish (when not gathered) and fruit (always) as a nice extra for casual players.
The values are chosen to be low, as to not affect competitive play much.
Patch by: @Nescio
Differential revision: https://code.wildfiregames.com/D3868
Comments by: @chrstgtr, @marder, @Stan, @wraitii
|
|
|
|
@25939
|
3 years |
Freagarach |
|
|
Select formations as a whole by default.
One can override this behaviour by using a hotkey when (de)selecting entities.
The aim of this system is to reduce micromanagement a bit.
Differential revision: https://code.wildfiregames.com/D2175
Comments by: @Angen, @azayrahmad, @Langbart, @marder, @Stan, @submariner, @wowgetoffyourcellphone, @wraitii
Refs. #4545
|
|
|
|
@25938
|
3 years |
s0600204 |
|
|
Use pkg-config more extensively in build
We now make use of pkg-config on Linux, BSD, and macOS systems to find the headers and libs for the following dependencies, where we weren't previously:
enet
fmt (on macOS only)
gloox's dependencies on macOS:
libcurl
libogg
libsodium
miniupnpc (on macOS only)
openAL
openGL
vorbis
zlib
Please see revision (phab:D3611) for details.
NOTE: All those building on macOS will need to rebuild their libraries (build-osx-libs.sh --force-rebuild)
Tested by: Langbart (macOS), Freagarach (Ubuntu 18.04), Jenkins CI (Debian Buster)
Comments by: Stan, wraitii, Freagarach
Differential Revision: https://code.wildfiregames.com/D3611
|
|
|
|
@25937
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25936
|
3 years |
Vladislav Belov |
|
|
Moves cursor to VideoMode to draw it via SDL.
It removes the software implementation intentionally. Because it duplicates SDL functionality. But it might be added in future on demand.
Tested By: bb, Langbart
Differential Revision: https://code.wildfiregames.com/D4278
|
|
|
|
@25935
|
3 years |
Freagarach |
|
|
Fix some typos in the hotkey specs.
Fixes the concern raised at r25023 / rP25023.
Differential revision: https://code.wildfiregames.com/D4268
Reviewed by: @bb
|
|
|
|
@25934
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25933
|
3 years |
s0600204 |
|
|
Debundle Valgrind and make it optional
If a *nix user wishes to build pyrogenesis with support for Valgrind (such as
it is), then can do so by passing --with-valgrind to update-workspaces.sh.
(They will need Valgrind installed and locateable via pkg-config.)
Reviewed By: sera, Stan
Fixes: #2904
Differential Revision: https://code.wildfiregames.com/D3646
|
|
|
|
@25932
|
3 years |
Vladislav Belov |
|
|
Removes ogl_tex_find function, which duplicates cache-like logic in TextureManager.
|
|
|
|
@25931
|
3 years |
Vladislav Belov |
|
|
Removes duplication of terrain alpha map creation in Renderer.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4269
|
|
|
|
@25930
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25929
|
3 years |
bb |
|
|
Add tooltip to playerFilter in lobby
Missed in rP25873
|
|
|
|
@25928
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25927
|
3 years |
wraitii |
|
|
Fix black buttons as observer on a GAIA market.
Reported by: langbart
Reviewed By: bb
Fixes #6219
Differential Revision: https://code.wildfiregames.com/D4164
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|
|
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@25926
|
3 years |
wraitii |
|
|
Fix duplicate insertion error when detecting incompatible mods.
Since rP25410, mods are checked for compatibility. However, they can incorrectly be checked & added to inompatible mods several time, leading to a potential crash.
The new code can also be simplified slightly.
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D4276
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@25925
|
3 years |
bb |
|
|
Add tooltip to modmod explaining about loading order
Patch By: Ceres
Reviewed By: marder
Comments By: Stan
Differential Revision: D4252
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@25924
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
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|
|
@25923
|
3 years |
Freagarach |
|
|
[PetraAI] - Disable some useless techs.
Don't try to research some techs which are useless when we have no ally.
Ideally we don't put these techs in the config as well, but check the usefulness and/or dependencies.
Differential revision: https://code.wildfiregames.com/D4218
Reviewed by: @Angen
Comments by: @Stan
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|
|
|
@25922
|
3 years |
Freagarach |
|
|
Increase the spacing in the top panel and synchronize the colour in the tooltip for gatherers.
With the addition of the new resource icons for stone and metal, the text was too close to the icon so the distance between the text and the icon is increased.
Also, synchronises the colour of the number of gatherers in the top panel with the colour in the tooltip explanation.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4032
Comments by: @Stan, @wraitii
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@25921
|
3 years |
Silier |
|
|
[AI] Remove code duplication from map component
Differential revision: D4235
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@25920
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
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@25919
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25918
|
3 years |
Stan |
|
|
Improve desert_small's texture look using the new textures. Rename them to match the conventions
Fixes #6324
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|
|
@25917
|
3 years |
Freagarach |
|
|
Remove executable bit on some source files.
Reported by: Ralph Sennhauser
Fixes: #6325
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|
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@25916
|
3 years |
Silier |
|
|
Fix translation of "%(unit)s can't be controlled'
Message is translated correctly.
Issue was sprintf replaced %(unit)s before message was going to be translated so string was never found in dictionary.
Introduced in rP24148
Differential revision: D4254
Patch by: @Ceres
Based on code by: @nwtour
Reviewer: @Angen
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|
|
@25915
|
3 years |
Silier |
|
|
Fix typo in validatemods introduced in rP20637
Correct form is 'required' not 'require' causing to skip the check.
Differential revison: D4255
Patch by: @Langbart
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|
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@25914
|
3 years |
Freagarach |
|
|
Fix attacking miraged entities.
After r25368 / rP25368, where the mirage should be queried in the Start/StopAttacking functions.
Reported by: @bb
Differential revision: https://code.wildfiregames.com/D4267
Reviewed by: @bb
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|
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@25913
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
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|
|
@25912
|
3 years |
Freagarach |
|
|
Fix renaming fields losing the ability to be gathered.
Introduced in r24963 / rP24963.
The problem was trying to set the amount to Infinity by substracting Infinity from it.
Differential revision: https://code.wildfiregames.com/D4263
Tested by: @Langbart
Fixes: #6317
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|
@25911
|
3 years |
Freagarach |
|
|
Two fixes in PetraAI after the basesManager introduction.
Introduced in r25876 / rP25876.
The basesManager assumed at least one base (as was the case earlier).
this was used in a passed function, which therefore was undefined.
Differential revision: https://code.wildfiregames.com/D4253
Tested by: @marder
Comments by: @Langbart, @Stan
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|
|
|
@25910
|
3 years |
Freagarach |
|
|
More generalised testing in the PositionHelper.js.
Noted by: @vladislavbelov on D2940
Differential revision: https://code.wildfiregames.com/D3060
Reviewed by: @bb
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|
|
|
@25909
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25908
|
3 years |
Stan |
|
|
Fix false positive; undefined variable in NetworkClient.cpp
refs #6321 for further cleanups.
Discussed with: @wraitii
Differential Revision: https://code.wildfiregames.com/D4258
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|
|
|
@25907
|
3 years |
Stan |
|
|
Remove Custom implementation of wrename on windows. Phab:rP25854 removed the other occurences.
Reviewed by: @wraitii
Differential Revision: https://code.wildfiregames.com/D4225
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|
|
|
@25906
|
3 years |
Stan |
|
|
Disable the false positive "mod by 0" warning on Windows.
Differential Revision: https://code.wildfiregames.com/D4259
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|
|
|
@25905
|
3 years |
Vladislav Belov |
|
|
Adds header for forward declarations of CStr.
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@25904
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25903
|
3 years |
Vladislav Belov |
|
|
Removes unused forward declarations of class and struct.
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|
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|
@25902
|
3 years |
Freagarach |
|
|
Add pushFront logic to the entity collection of the AI.
Not done in r25020 / rP25020.
Also remove references to queued and pushFront in the setStance functions, since they (currently) have no meaning.
Reported by: @bb
Differential revision: https://code.wildfiregames.com/D4261
Reviewed by: @bb
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|
|
|
@25901
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25900
|
3 years |
Vladislav Belov |
|
|
Moves macro-defined methods of CStr to templates.
Differential Revision: https://code.wildfiregames.com/D4251
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|
|
|
@25899
|
3 years |
Freagarach |
|
|
Fix two inaccuracies in the tutorial text.
Grapes -> berries. r24747 / rP24747
South-West lake -> South.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4257
Reviewed by: @marder
Fixes: #6314
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|
|
|
@25898
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
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|
|
|
@25897
|
3 years |
Stan |
|
|
Make translation pulling parallel to reduce update time.
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@25896
|
3 years |
Stan |
|
|
Fixes an email that should be deleted by the i18n script but isn't because of checkdiff.py
Fixes: https://github.com/0ad/0ad/pull/38
Patch by: @pappasadrian
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|
|
|
@25895
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
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|
@25894
|
3 years |
bb |
|
|
Add quadratic scaling function in rmgen library and use it for decorations.
Patch By: FeldeFeld
Reviewed By: Stan, smiley
Differential Revision: D4212
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|
|
|
@25893
|
3 years |
Freagarach |
|
|
Move camera to holder when moving to grouped units.
Instead of doing nothing.
Differential revision: https://code.wildfiregames.com/D4242
Reviewed by: @bb
Fixes: #5863
Comment by: @Langbart
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|
|
@25892
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25891
|
3 years |
Vladislav Belov |
|
|
Removes unused macro from CStr, reduces macro dependency.
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D4245
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|
|
|
@25890
|
3 years |
Vladislav Belov |
|
|
Reduces the number of possible allocations for models with multiple UV sets during loading.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4247
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|
@25889
|
3 years |
Silier |
|
|
Update map size in description panel
Since r25077
Fixes: #6312
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|
|
@25888
|
3 years |
Freagarach |
|
|
Remove redundant z-value from MiniMap.xml.
Introduced in r25882 / rP25882.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4248
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|
@25887
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
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|
|
|
@25886
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25885
|
3 years |
Vladislav Belov |
|
|
Removes unused g_GameRestarted forgotten in rP25628.
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|
|
|
@25884
|
3 years |
Vladislav Belov |
|
|
Moves tex tests to the related folder, was forgotten to move in rP5518.
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|
|
|
@25883
|
3 years |
Silier |
|
|
Remove passability magic numbers from terrain-analysis
Put passability values to prototype variables.
Code looks more readable.
Differential revision: D4236
Refs: #6256
Comments by: @Freagarach, @Stan
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|
|
|
@25882
|
3 years |
Freagarach |
|
|
Display the number of idle workers in that respective button.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4217
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|
|
@25881
|
3 years |
Silier |
|
|
Fix mod calling function from public
public mod does not have to be activated, moving compatibilityColor to mod
Differential revision: D4237
Refs: #6294
Comments by: @bb
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|
|
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@25880
|
3 years |
Silier |
|
|
Update message for not supported commands
Tell user about help command, when requested command is not supported
Differential revision: D4229
Reviewed by: @Langbart, @Freagarach
Comments by: @bb
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|
@25879
|
3 years |
Freagarach |
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|
Actually implement the hotkey for the Call to Arms feature.
Refs. r25868 / rP25868.
Differential revision: https://code.wildfiregames.com/D4243
Reviewed by: @JCWasmx86
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|
|
|
@25878
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
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|
|
|
@25877
|
3 years |
bb |
|
|
Enlarge "Watch Replay" button in summary screen for long translations
Patch By: Langbart
Reviewed By: marder
Differential Revision: D4168
refs #6024
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|
|
|
@25876
|
3 years |
Freagarach |
|
|
[PetraAI] - Manage bases in a separate BasesManager.
The HQ should only care about high-level stuff, hence something like managing/looping individual bases is now done in a BasesManager, similar to the AttackManager.
Differential revision: https://code.wildfiregames.com/D4192
Comments by: @Angen
Fixes: #6185
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|
|
|
@25875
|
3 years |
Freagarach |
|
|
A bit more refactoring in the ProductionQueue's item logic.
Remove some duplication.
Split tech and entity data.
Differential revision: https://code.wildfiregames.com/D4227
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|
|
|
@25874
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25873
|
3 years |
bb |
|
|
Lobby player search input
Based on patch By: ffffffff
Comments By: vladislavbelov
Reviewed By: Angen
Differential Revision: D285
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|
|
|
@25872
|
3 years |
bb |
|
|
Give all tabs hotkeyTooltips
Removes the manual hotkey tooltips from summary and gamesetup in favor of the general one.
Based on patch By: ffffffff
Reviewed By: Freagarach
Comments By: elexis, Stan
Differential Revision: D1264
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|
|
|
@25871
|
3 years |
bb |
|
|
Remove generated test files, stub_impl_hack on cleanup
At some point make clean should take care of this.
Proposed By: elexis in D256
Approach suggested by: leper
Reviewed By: Freagarach
Differential Revision: D4219
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|
|
|
@25870
|
3 years |
bb |
|
|
Reset the dust color at red sea and egypt 3v3 maps
Reported By: elexis
Reviewed By: Stan
Differential Revision: D4228
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|
|
|
@25869
|
3 years |
Freagarach |
|
|
Allow to enable Cartography at the start of a match.
Adds a checkbox to the game setup to allow players to have Cartography autoresearched from the start of the match.
Refs. https://wildfiregames.com/forum/topic/27265-theres-any-mod-so-you-can-see-what-your-allies-see-from-the-start.
Patch by: @Jammyjamjamman
Differential revision: https://code.wildfiregames.com/D4191
Reviewed by: @Angen
Comments by: @andy5995, @Langbart
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|
|
|
@25868
|
3 years |
Freagarach |
|
|
Implement "Call to the Arms"-button.
This allows a player to task entities to drop off their resources and subsequently attack-move to a specified location with one button.
Patch by: @JCWasmx86
Icon by: @Stan
Differential revision: https://code.wildfiregames.com/D4149
Fixes: #1364
Comments by: @Langbart
Based on a patch by: @Freagarach (https://code.wildfiregames.com/D1868)
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|
|
|
@25867
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25866
|
3 years |
Silier |
|
|
Do not require restart when chaning Background pause option
Background pause does require a game restart to take effect.
Adding function to update it on runtime since only place where it is used is in main.cpp.
Differential revision: D4181
Fixes: #6236
Tested by: @Langbart
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|
|
|
@25865
|
3 years |
Silier |
|
|
[scripts]Update translation checks to check pluralised strings
Currently script checks only singular translations
Add branch to check plural strings as well
Differential revision: D4199
Refs: #4250
Comments by: @Stan
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|
|
|
@25864
|
3 years |
Silier |
|
|
[PetraAI] inline in DefenseManager
Differential revision: D4200
Reviewed by: @Freagarach
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|
|
|
@25863
|
3 years |
Silier |
|
|
Fix wrong number in tooltip for phase requirements
Introduced in rP25133
Reported https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/13/?tab=comments#comment-444019
Differential revision: D4202
Reviewed by: @Freagarach, @asterix
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|
|
|
@25862
|
3 years |
Silier |
|
|
[AI] Simplify getMetadata in sharedscript
Metadata are stored in an object {} making check for key in the object irrelevant, since not existing key will result in returning undefined value.
On top of that, merging metadata existance if condition into returning statement.
Differential revision: D4195
Reviewed by: @Freagarach
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|
|
|
@25861
|
3 years |
Stan |
|
|
Bump version to alpha 26.
Last alpha 25 commit was Phab:rP25860
Accepted by: @Freagarach, @asterix
Comments by: @wraitii
Differential Revision: https://code.wildfiregames.com/D4215
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|
|
@25860
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25859
|
3 years |
Stan |
|
|
Set matchID at the start of a new match. Fix ratings being broken.
Refs: Phab:rP25077
Patch by: @user1
Discussed with: @bb
Reviewed by: @wraitii
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|
|
|
@25858
|
3 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25857
|
3 years |
Stan |
|
|
Add seagulls on top of fish to make them easier to spot.
|
|
|
|
@25856
|
3 years |
Stan |
|
|
Make big grass 25% smaller to improve visibility a bit on some maps. Ideally Random maps like wildlake would not put some next to the CCs.
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|
|
|
@25855
|
3 years |
Stan |
|
|
Fix nopch build. broken in Phab:rP25854.
|
|
|
|
@25854
|
3 years |
Silier |
|
|
Fix updating existing mods
Replace wrename, that fails when mod exists already with RenameFile by @Stan
Check if mod was actually installed when downloading it
error if mod cannot be coppied into modTemp
Differential revision: D4222
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|
|
|
@25853
|
3 years |
Silier |
|
|
Fix downloanded mods not showing in list until restart
since rP25546
While at it, remove not used variable after rP25850
also fix non visual replay broken in rP25850
Differential revision: D4220
Tested by: @Stan, @Langbart
Fixes: #6288
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|
|
@25852
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25851
|
3 years |
Freagarach |
|
|
Fix game setup lobby player stats stanza.
Patch by: @nani
Differential revision: https://code.wildfiregames.com/D4213
Reviewed by: @Angen
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|
|
|
@25850
|
3 years |
Silier |
|
|
Update Available mods when installing them
Differential revision: D4211
Since rP25546 available mods where cached and not updated when new where installed.
Fixing above.
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|
|
|
@25849
|
3 years |
Silier |
|
|
Fix gui objects failing on undefined in modmod
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look for it, guiobjects require exact data type so casting does not work when it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.
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|
|
@25848
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25847
|
3 years |
Freagarach |
|
|
Fix walk and fight with formations.
Introduced in r25102 / rP25102, FindWalkAndFightTargets returns after the first UnitAI finds a target, instead of also querying the rest of the members.
Differential revision: https://code.wildfiregames.com/D4208
Comments by: @Stan, @wraitii
Fixes: #6260
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|
|
|
@25846
|
3 years |
Freagarach |
|
|
Fix fromations gathering treasures.
Introduced in r24989 / rP24989.
The formation ignored the order to collect a treasure, but got into a individual state (which should not happen).
Subsequent orders may fail due to unimplemented components/functions.
Reported by: @wowgetoffyourcellphone in https://wildfiregames.com/forum/topic/39973-a25-feedbacks-from-testing/page/15/?tab=comments#comment-444979.
Differential revision: https://code.wildfiregames.com/D4207
Tested by: @wowgetoffyourcellphone
Comments by: @Stan, @wraitii
Fixes: #6266
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|
|
|
@25845
|
3 years |
Silier |
|
|
Reject FormationWalk if entity is not part of formation anymore
Attack orders can be and looks like are pushed in front of formationwalk order.
That is generally also logic in single entity behaviour.
In case formation gets destroyed and then target dies, attacker is supposed to stop attacking target immediately.
That essentially leads to getting to old formationwalk command, what was not issue for packable units until rP24895, that introduced formationcompoennt into the order.
Hovewer abandoning this order without being in formation makes more sense. Probably this one and FormationLeave should be FORMATIONMEMBER specific commands and error out in INDIVIDUAL state, but thats too much refactoring and potential rabbit hole.
Differential revision: D4206
Reviewed by: @wraitii
Accepted by: @asterix
Fixes: #6263
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|
|
|
@25844
|
3 years |
wraitii |
|
|
Fix units changing appearance when switching animation.
Bug introduced in rP25210.
The previous CUnit code had logic to select random aesthetic variants once initially. The new code removed that, as I completely missed its purpose, assuming that the random selection, being based on a seed, would pick the same variants every time. This is incorrect because entity selections can change the RNG calls, thus the variants, and thus entity appearance can change when the animation changes (typically, a horse will change color when walking and running).
The solution is to re-introduce the choice of actor selections on CUnit creation. This makes sure that units don't change their purely-aesthetic selections when e.g. animations change.
Reported by: Wowgetoffyourcellphone
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4205
|
|
|
|
@25843
|
3 years |
wraitii |
|
|
Fix loading grayscale heightmaps for RM maps.
rP2113 introduced code to read Heightmap images into RM terrain data. However, the original diff contained a bug where it read Out-of-bounds array data for grayscale images. This bug was hidden by another issue until D1816 / rP22892, which changed the code and made the OOB read actually relevant. The effect was twofold:
- The height chosen was not the max of the 3 color channels, but the max of the 3 neighboring pixel (thus slightly lowering the quality of generated maps)
- The height for the bottom-right coordinates were random memory values, thus garbage.
This random height ended up resulting in non-deterministic map generation, which was reported on Ngorongoro.
The cause of this silent failure is that the transformation to BGRA is not applied for grayscale images, as the alpha transformation is processed first and exits. This is not per-se buggy, so it is not changed here.
The fixed behaviour is specialized for the common grayscale case, and retains the max-of-3-color-channel intended behaviour otherwise.
Fixes #6261.
Reported by: Feldfeld
Differential Revision: https://code.wildfiregames.com/D4203
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|
|
|
@25842
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25841
|
3 years |
Silier |
|
|
Prevent formation members to run when they should not
Reported on forum: https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/13/
Introduced in: r25708
Differential revision: D4201
Tested by: @Freagarach, @marder
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|
|
|
@25840
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25839
|
3 years |
Stan |
|
|
Update translation credits.
- Restore original language names, and keep an English fallback in case the font is missing for some languages.
Fixes: #6023
Fixes: #6255
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|
|
|
@25838
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25837
|
3 years |
Freagarach |
|
|
Check range extra while gathering to prevent animation changes when gathering from dropsite.
Introduced in r25206 / rP25206.
Reported by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4198
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|
|
|
@25836
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25835
|
3 years |
Freagarach |
|
|
Don't lose trade gain when ordering a trader.
Introduced in r25216 / rP25216 due to overeagerly stopping trade when leaving the trading-state.
Noticed in: https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/9/?tab=comments#comment-437888.
Differential revision: https://code.wildfiregames.com/D4197
Comment by: @Stan
|
|
|
|
@25834
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25833
|
3 years |
Stan |
|
|
Translate map name in game setup
Patch by: @s0600204
Tested by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4188
Fixes: #6241
|
|
|
|
@25832
|
3 years |
Stan |
|
|
Fix foundation and corpses phenotypes being different than the source entity.
Reported by: @wowgetoffyourcellphone
|
|
|
|
@25831
|
3 years |
Stan |
|
|
Fix actor being different after foundation has been built.
Reported by: @wowgetoffyourcellphone
Introduced in: Phab:rP25197
|
|
|
|
@25830
|
3 years |
Stan |
|
|
Fix rare crash on Linux when opening dropdowns.
Patch by: @wraitii
Accepted by: @Angen
Fixes #5598
Fixes #6225
Differential Revision: https://code.wildfiregames.com/D4183
|
|
|
|
@25829
|
3 years |
Stan |
|
|
Fix segfault with daytime option in gamesetup.
Based on patch by: @Angen, @wraitii
Fixes #6238
Differential Revision: https://code.wildfiregames.com/D4182
|
|
|
|
@25828
|
3 years |
Freagarach |
|
|
Fix PetraAI constructing ships as ordinary units.
Since r25584 / rP25584 PetraAI constructed many ships (and cavalry) because they have the "Ranged" class and we didn't check for "Infantry" anymore when training workers.
Basically a patch by: @Angen
Differential revision: https://code.wildfiregames.com/D4193
Reviewed by: @Angen
Refs. #6250 by fixing the ships case.
Fixes the concern on r25584 / rP25584.
|
|
|
|
@25827
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25826
|
3 years |
Freagarach |
|
|
(Partly) Fix PetraAI building a lot of siege and not using it.
Following r25584 / rP25584.
The used classes for adding siege were wrong.
Reported in https://wildfiregames.com/forum/topic/45178-a25-svn-version-25810-not-playable/.
Differential revision: https://code.wildfiregames.com/D4184
Refs. #6250 by (partly) fixing the siege case.
Reviewed by: @Angen
|
|
|
|
@25825
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25824
|
3 years |
Silier |
|
|
Fix treasure in statistics
Introduced in rP24989.
Wrong entity is passed when getting statistic tracker, so collected treasure is not updated correctly in statistics.
Reported on forum: https://wildfiregames.com/forum/topic/47585-a25-svn-treasures-collected-not-registering-under-resources-summary-playing-atlas-mountains/?tab=comments#comment-441383
|
|
|
|
@25823
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25822
|
3 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25821
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25820
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25819
|
3 years |
Freagarach |
|
|
Disable autoqueue when changing ownership.
PetraAI can't cope with that and it may be a suprise for other players as well, when a captures production entity has autoqueue enabled.
Differential revision: https://code.wildfiregames.com/D4185
Refs: #6213
|
|
|
|
@25818
|
3 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25817
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25816
|
4 years |
Stan |
|
|
Move wild lake biome specific entities to a json file like hellas.
Fix map not generating with nubia and steppe biomes (Missing farmsteads and mercenaries)
Fix an oak being placed no matter the biome and use a biome tree instead
Use the goat instead of a sheep for the alpine biome.
Refs: Phab:rP25765, #6180
|
|
|
|
@25815
|
4 years |
Stan |
|
|
Fix unicode build for Atlas on OpenSuse.
Based on a patch by: @MatSharrow
Reviewed by: @wraitii
Differential Revision: https://code.wildfiregames.com/D4178
|
|
|
|
@25814
|
4 years |
Freagarach |
|
|
Give picking up treasures back its sound.
Introduced in r24989 / rP24989.
Reported by: Gurken Khan in https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/?do=findComment&comment=437100.
Differential revision: https://code.wildfiregames.com/D4180
Tested by: @Langbart
Fixes: #6237
|
|
|
|
@25813
|
4 years |
Freagarach |
|
|
Don't show turreted entities as idle.
Introduced in: r25123 / rP25123
Reported by: @Palaiologos
Differential revision: https://code.wildfiregames.com/D4179
Tested by: @Langbart
Comments by: @Angen, @wraitii
Fixes: #6233
|
|
|
|
@25812
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25811
|
4 years |
wraitii |
|
|
Fix incorrect comment/default parameter introduced in rP25772
Reported by: Freagarach
Differential Revision: https://code.wildfiregames.com/D4176
|
|
|
|
@25810
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25809
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25808
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25807
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25806
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25805
|
4 years |
wraitii |
|
|
Fix hotloading making models disappear.
The actors were always hotloaded because of a bad logic change in rP25210.
Fixes #6228
Differential Revision: https://code.wildfiregames.com/D4175
|
|
|
|
@25804
|
4 years |
Freagarach |
|
|
Fix serialisation crash when patrolling.
r24360 / rP24360 introduced waiting at the patrol points, but it was possible that at such a point an enemy was noticed, thus quiting the "look around" state, deleting this.stopSurveying, which was later ++-ed.
That lead to an NaN property which got serialised. NaN serialisation crashes as of r25151 / rP25151.
Differential revision: https://code.wildfiregames.com/D4177
Reported in: https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/4/?tab=comments#comment-435709
Reviewed by: @wraitii
|
|
|
|
@25803
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25802
|
4 years |
wraitii |
|
|
Fix options occasionally thinking they've been modified when they haven't.
std::array leave the values in an undefined state which can very well be 'true'.
Tested By: Freagarach
Fixes #6205
Differential Revision: https://code.wildfiregames.com/D4170
|
|
|
|
@25801
|
4 years |
wraitii |
|
|
Reset the campaigns previews
I had used a debug image which I left in and which looks broken. Removing it defaults to the normal 'missing preview' 0 A.D. image which looks more correct.
Differential Revision: https://code.wildfiregames.com/D4172
|
|
|
|
@25800
|
4 years |
wraitii |
|
|
Fix bug with map-dependent random settings
Settings like Landscape, Daytime & team placement are map dependent. If "random" map is chosen, we first must select the map before selecting these.
This wasn't done correctly and so starting "random" map that picked e.g. Unknown could fail.
Biomes were already correctly handled.
Reported by: langbart
Fixes #6227
Differential Revision: https://code.wildfiregames.com/D4173
|
|
|
|
@25799
|
4 years |
wraitii |
|
|
Mirage unrepairable in cmpRepairable.
rP25393 introduced a repairable toggle, but did not mirage that function, meaning one could not repair an allied miraged structure.
Reported by: Langbart
Patch by: Freagarach
Refs #6226
Differential Revision: https://code.wildfiregames.com/D4171
|
|
|
|
@25798
|
4 years |
Itms |
|
|
New key for signing A25-compatible mods.
|
|
|
|
@25797
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25796
|
4 years |
Freagarach |
|
|
Provide Magadha description.
Text by: @wowgetoffyourcellphone
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4169
Comment by: @marder
Fixes: #6222
|
|
|
|
@25795
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25794
|
4 years |
Vladislav Belov |
|
|
Fixes big screenshots, implements CCamera::GetViewQuad properly for custom projections.
Differential Revision: https://code.wildfiregames.com/D4165
|
|
|
|
@25793
|
4 years |
wraitii |
|
|
Slight size increase for the parchment background of loading screen tips.
Prevents overflow in some translations, and aligns it better with the tip image.
Patch by: Langbart
Fixes #4754
Differential Revision: https://code.wildfiregames.com/D4167
|
|
|
|
@25792
|
4 years |
wraitii |
|
|
Alpha 25 Name: Yaunā
This is the old Persian variant of Ionian.
Differential Revision: https://code.wildfiregames.com/D4130
|
|
|
|
@25791
|
4 years |
wraitii |
|
|
Fixup rP25789
I momentarily forgot that arc patch only pretends it works with binary files on SVN.
|
|
|
|
@25790
|
4 years |
wraitii |
|
|
Add a tip about the default formation feature.
Differential Revision: https://code.wildfiregames.com/D4166
|
|
|
|
@25789
|
4 years |
wraitii |
|
|
Update some MR map previews.
Updates the map previews of all the Best for MP maps & Empire
This removes the fancy mainland biome switch because it was the only map to do that and we lack the tools to automate it.
Differential Revision: https://code.wildfiregames.com/D4159
|
|
|
|
@25788
|
4 years |
wraitii |
|
|
Fix issues with Introductory Tutorial
- Actually win at the end, thus advancing the campaign
- Count rams properly
- Show the ready button for the city-phase when cheating.
Reported by: langbart
Fixes #6188
Differential Revision: https://code.wildfiregames.com/D4161
|
|
|
|
@25787
|
4 years |
wraitii |
|
|
Remove African Plains from "best for Mp" maps
Too similar to either Nearestern Badlands or Mainland.
It seems better to remove it from the filter for this release.
Differential Revision: https://code.wildfiregames.com/D4160
|
|
|
|
@25786
|
4 years |
wraitii |
|
|
UnitMotion hack to fix units being stuck near corners.
I think there is a small mismatch between CheckMovement & the vertex pathfinder when computing passability because one is ray-based and the other just uses edges. However, it's out of my reach to fix it for now.
This can lead to units being stuck near building edges occasionally. This introduces an un-intrusive recovery strategy (aka a hack) in HandleObstructedMove that should get the units unstuck.
Should fix #6114 (to a sufficient extent anyways)
Differential Revision: https://code.wildfiregames.com/D4162
|
|
|
|
@25785
|
4 years |
wraitii |
|
|
Update the splash screen.
Link to the forums instead of solely the known issues. We have an FAQ button already, and there are fewer known issues than in the past.
Remove the bit about formations, which isn't really relevant anymore, and instead add a request for contributions.
Differential Revision: https://code.wildfiregames.com/D4156
|
|
|
|
@25784
|
4 years |
wraitii |
|
|
Floor turn rates to 4
The pathfinders are not aware about turn time, and pathing becomes quite poor with such low turn rates, leading to units that take much longer to move than they used to.
Until the pathfinders are updated, we should refrain from using very low turn rates on actual units.
Refs #6142
Differential Revision: https://code.wildfiregames.com/D4163
|
|
|
|
@25783
|
4 years |
Imarok |
|
|
Small tweak of map flare characteristics
Refs #3491
Differential Revision: https://code.wildfiregames.com/D4099
|
|
|
|
@25782
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25781
|
4 years |
wraitii |
|
|
Add a background to campaign load page
Differential Revision: https://code.wildfiregames.com/D4157
|
|
|
|
@25780
|
4 years |
wraitii |
|
|
Only show the full template run name + template name if they're different.
The campaign screen currently shows both the name of the run (selected by the user) and the name of the campaign. This is, by default, the same, and thus looks weird.
Reported by: langbart, marder
Tested by: marder
Differential Revision: https://code.wildfiregames.com/D4158
|
|
|
|
@25779
|
4 years |
wraitii |
|
|
Improvement to autoqueue usability
The graphical interface will show autoqueued units as 'ghost' units so the player gets immediate feedback on what's happening.
The autoqueue disengages if it runs out of resources or entity limits: this reflects that the autoqueue cannot resume on its own.
By changing the spot where the autoqueue pushes items, the autoqueue no longer 'buffers' one unit in advance, but remains very slightly less efficient than manual queuing. This also prevents cheats from leading to a ton of units accidentally being created.
Accepted By: Freagarach
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4144
|
|
|
|
@25778
|
4 years |
wraitii |
|
|
Fix lobby dgame details panel with incompatible mods.
There was an issue in rP25634 that made the game details mostly red with incompatible mods.
This fixes that: now only the 'Mods' title is red, and I added specific text to highlight why it's colored that way.
Based on a patch by: Langbart
Differential Revision: https://code.wildfiregames.com/D4153
|
|
|
|
@25777
|
4 years |
Freagarach |
|
|
Improve some options texts.
Differential revision: https://code.wildfiregames.com/D3741
Comments by: @Nescio, @wraitii
|
|
|
|
@25776
|
4 years |
Freagarach |
|
|
Look for resources nigh the order when forced.
When tasked to gather, entities looked for resources close to their current location when the target was invalid (e.g. full).
Now on forced orders the entities will look for resources close to that order's location, when possible.
Differential revision: https://code.wildfiregames.com/D4146
Fixes: #6085
Reviewed by: @Imarok
Tested by: @Langbart
Comments by: @marder, @Stan, @wraitii
|
|
|
|
@25775
|
4 years |
Imarok |
|
|
Add a setting for the minimap flare lifetime.
Tested by: marder, Langbart
Differential Revision: https://code.wildfiregames.com/D4135
|
|
|
|
@25774
|
4 years |
Imarok |
|
|
Remove duplicated loading tip images
In rP25767/r25767 I committed some duplicated images.
Noticed by: wowgetoffyourcellphone
|
|
|
|
@25773
|
4 years |
Stan |
|
|
Fix missing templates on wild_lake.js.
Broken in Phab:rP24657
Reported by: @Nobbi
|
|
|
|
@25772
|
4 years |
wraitii |
|
|
RM generation: improve metal mines generation
Introduces a new helper to place mines. use it on 'Best for MP' maps for stone and metal.
The amount of metal will scale with the # of players, and will place slightly more mines overall for fairer distribution.
This should make 1v1 and 4v4 more playable on these maps.
Differential Revision: https://code.wildfiregames.com/D4148
|
|
|
|
@25771
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25770
|
4 years |
wraitii |
|
|
Speed up Corinthian Isthmus / Lorraine Plain RM generation
Both maps were using extremely high smoothness setting, that did nothing but lag extremely.
Differential Revision: https://code.wildfiregames.com/D4150
|
|
|
|
@25769
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25768
|
4 years |
Imarok |
|
|
Loading tips: Dynamically adjust the title height and fix the width
Tested by: Langbart
Differential Revision: https://code.wildfiregames.com/D4152
|
|
|
|
@25767
|
4 years |
Imarok |
|
|
Brush up the loading tips
New loading screen tips. Update for the pictures and the text.
Patch by: marder
Reviewed by: Freagarach
Some based on work of: wowgetoffyourcellphone
Fix #6191
Differential Revision: https://code.wildfiregames.com/D4107
|
|
|
|
@25766
|
4 years |
Stan |
|
|
Fix game not closing when compiled with --without-nvtt.
Fixes: #6107
Differential Revision: https://code.wildfiregames.com/D4138
|
|
|
|
@25765
|
4 years |
wraitii |
|
|
Fixes for some random maps.
- Hellas_biome isn't a RM but as a JSON script it does load, and then silently fails on mapgen. Explicitly fail.
- Fix player.js when a valid position cannot exist.
- Fix unknown.js when landscape isn't set in the settings.
Reported by: vladislavbelov
Refs #6180
Differential Revision: https://code.wildfiregames.com/D4147
|
|
|
|
@25764
|
4 years |
wraitii |
|
|
Fix arctic biome with postrocessing and tweak for nubia and steppe
- Arctic biome was much too bright with postprocess (error in rP25757)
- Change sun angle in Nubia to make the grass less yellow at default camera angle
- Change sun angle in Steppe to make the game look less flat at default camera angle.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4145
|
|
|
|
@25763
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25762
|
4 years |
wraitii |
|
|
Fix 0 A.D. quitting 'too fast' when it gains focus after alt+F4
There appears to be an SDL issue with linux and X11 that causes Keydown events to be sent immediately when 0 A.D. gains focus. This can loead to Alt-F4 quitting 0 A.D. immediately upon focus gain, such as when another application was quit via Alt-F4.
The typical bug case was:
- Open 0 A.D.
- Open another app
- Alt-F4 other app
- 0 A.D. immediately receives alt-F4 as well and exits.
Since SLD handles this hotkey natively via SDL_QUIT, it seems easier to default to "no hotkey", as that fixes the problem.
Reported by: Imarok
Fixes #6092
Differential Revision: https://code.wildfiregames.com/D4132
|
|
|
|
@25761
|
4 years |
Imarok |
|
|
Disable the flare button for observers.
Use the new button that Stan committed in rP25728
Reviewed by: Freagarach
Differential Revision: https://code.wildfiregames.com/D4136
|
|
|
|
@25760
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25759
|
4 years |
wraitii |
|
|
Uncompress cached DDS in mouse event mask.
Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D4142
|
|
|
|
@25758
|
4 years |
wraitii |
|
|
Make grass greener in temperate biome
And slightly reduce the desaturation since it now looks better.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4139
|
|
|
|
@25757
|
4 years |
wraitii |
|
|
Further RM biome tweaks
- Make Savanna and Nubia have a .25 Forest probability.
- Remove brightness changes from HDR, this made postproc look too different, particularly on Savanna
- Lower postproc impact on constrast/saturation for the same reasons.
- Lighten up Aegean, Alpine, Savanna, Nubia, slightly darken Arctic
- Make Aegean water a bit bluer. Likewise lightwen Savanna water.
- Fix the sun elevation/rotation on Nubia, Sahara and Savanna
- Remove the HDR settings of Cantabrian Highlands
- Remove the water/HDR settings of Corinthian Isthmus RM
Comments by: marder
Differential Revision: https://code.wildfiregames.com/D4124
|
|
|
|
@25756
|
4 years |
wraitii |
|
|
Small tweak to the Roman Army Camp balance
- Max garrison reduced to 20, like fortresses (caps the capture regen rate)
- Can construct rams
- Cost an additional 100S/100M
The capture stats have been tweaked but there's no fundamental change.
See also D4080
Differential Revision: https://code.wildfiregames.com/D4109
|
|
|
|
@25755
|
4 years |
wraitii |
|
|
Make elephant archers cost 2 population.
This is intended to make a deathball of elephant archer less OP, as the units are difficult to mass but really strong once that is done.
See D3599 for larger changes.
|
|
|
|
@25754
|
4 years |
wraitii |
|
|
Fix caledonian meadows.
Broke in rP25622
Refs #6180
Differential Revision: https://code.wildfiregames.com/D4131
|
|
|
|
@25753
|
4 years |
wraitii |
|
|
Prevent ProductionQueue.AddItem for going over the entity limits / Fix autoqueue being able to train infinite heroes.
Autoqueue can ignore entity limits like Heroes, because AddItem does not check for them, only commands.js. This changes that, fixing the autoqueue.
Reported by: Player of 0AD
Tested by: langbart
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4133
|
|
|
|
@25752
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25751
|
4 years |
s0600204 |
|
|
Apply modifiers from civ/team bonus auras in Reference Suite
The Reference Suite (Structure Tree, Civ Info, Viewer) wasn't taking into
account civilization- or team-bonus auras when calculating entity stats.
This wasn't really a problem (for Vanilla 0AD) prior to phab:rP25399, as
civ-bonus auras don't exist in Vanilla 0AD, and our team-bonus auras didn't
apply to the owning civ before that change. Now they do, the Suite needs to
take them into consideration.
Differential Revision: https://code.wildfiregames.com/D4093
|
|
|
|
@25750
|
4 years |
s0600204 |
|
|
(Re)display phase idents in Structure Tree
They were all set to hidden-by-default as part of phab:rP25746, only there
wasn't anything to tell them to unhide when we actually want them. This commit
fixes that.
Differential Revision: https://code.wildfiregames.com/D4114
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|
|
|
@25749
|
4 years |
Vladislav Belov |
|
|
Draws all characters for a very long text of the same style.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4120
|
|
|
|
@25748
|
4 years |
wraitii |
|
|
Unit pushing: fix pairs of unit being allowed to overlap.
Following rP25708, the minimum pushing force is 0.2. This also happens to be the maximum pushing force any pair of units can exert on each other, so they can freely overlap instead of being pushed.
This tweaks settings slightly to fix that problem.
Reported by: marder
Differential Revision: https://code.wildfiregames.com/D4129
|
|
|
|
@25747
|
4 years |
wraitii |
|
|
Fix speed glitch
Introduced in rP25708
MoveToFormationOffset may be called after the formation controller is reset, leading to issues. It seems best to trust only SetMemberOfFormation.
This causes the speed glitch experienced by wow & Valihrant.
Differential Revision: https://code.wildfiregames.com/D4128
|
|
|
|
@25746
|
4 years |
wraitii |
|
|
Prevent OOM crash in Reference Tree on error
The structTree, in case of errors, could have enough items to draw to trigger an OOM failure in the Arena allocator.
This fixes that by hiding elements by default and some c++ memory optimisation (mostly, this should make all platforms take the same memory footprint for VisibleObject).
Discussed with vladislavbelov and s0600204
Differential Revision: https://code.wildfiregames.com/D4114
|
|
|
|
@25745
|
4 years |
Stan |
|
|
Add garrison flags for all wonders.
Fixes: #6160
Refs: #4581
|
|
|
|
@25744
|
4 years |
Stan |
|
|
Fix forge garison flag and add some missing death particles.
Refs: #4581
Refs: #6160
|
|
|
|
@25743
|
4 years |
Stan |
|
|
Slightly improved parchment.png texture.
Patch by: @marder
Refs: D4107
|
|
|
|
@25742
|
4 years |
Stan |
|
|
Change the mine selection sound and make it louder.
Patch by: @Langbart
Fixes #6184
Differential Revision: https://code.wildfiregames.com/D4102
|
|
|
|
@25741
|
4 years |
wraitii |
|
|
Fix gamesetup issues with map filters.
Redo rP25731.
When the host set te 'best for mp' mapfilter and a non-default maps, ordering issues bugged things out.
This handles things slightly better.
Fixes #6208
Differential Revision: https://code.wildfiregames.com/D4121
|
|
|
|
@25740
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25739
|
4 years |
wraitii |
|
|
Revert parts of rP25731
There is an issue when no matchsettings.json is present.
This keeps the network synchronisation fix, that worked.
|
|
|
|
@25738
|
4 years |
wraitii |
|
|
Fix MouseEventMask for bundles.
The .png get converted to .dds and they failed to load. Use a custom CacheLoader since that's lightweight enough and avoids having to hack into the texture manager.
Thanks Stan for testing
Differential Revision: https://code.wildfiregames.com/D4119
|
|
|
|
@25737
|
4 years |
wraitii |
|
|
Increase maximum size of mac bundle DMG
The game is slightly over 3G now.
This doesn't affect the actual DMG size, just the maximum size we can write into it.
Differential Revision: https://code.wildfiregames.com/D4118
|
|
|
|
@25736
|
4 years |
wraitii |
|
|
Fix atlas crash with RM capture the relic.
As no default values got set, some game settings became NaN, which triggered exceptions.
This sets sane default.
This also includes better debugging logic in case of exception, so it's easier to know what happens.
Fixes #6200
Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D4113
|
|
|
|
@25735
|
4 years |
Vladislav Belov |
|
|
Fixes an old bug with missed handle appeared in rP25709.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4115
|
|
|
|
@25734
|
4 years |
wraitii |
|
|
Add description for new hotkeys
Adds a proper description for flare & last attackfocus hotkeys.
Fixes rP25715 and rP25691
Reviewed By: Imarok
Differential Revision: https://code.wildfiregames.com/D4116
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|
|
|
@25733
|
4 years |
wraitii |
|
|
Disable TreasureCollector component in siege engines.
This is unexpected and does not seem particularly useful/sensical.
Patch by: pszemsza
Fixes #5214
Differential Revision: https://code.wildfiregames.com/D3929
|
|
|
|
@25732
|
4 years |
wraitii |
|
|
Only save MP match settings if the player is the controller
Broken in rP25101.
Differential Revision: https://code.wildfiregames.com/D4112
|
|
|
|
@25731
|
4 years |
wraitii |
|
|
Fix MP gamesetup issues with mapfilter
- Settings weren't sent to the server when mapfilters change.
- Because of ordering issues, the 'multiplayer' mapfilter would be activated at the wrong time and things would go haywire.
- Likewise, selecting a non-default map with a non-default filter wouldn't work well.
Fixes #6208
Differential Revision: https://code.wildfiregames.com/D4111
|
|
|
|
@25730
|
4 years |
wraitii |
|
|
Fix error on resign with formation
Formation controllers that were about to be destroyed could bug out. It's plausible this bug would also happen with regular units, but couldn't reproduce.
Differential Revision: https://code.wildfiregames.com/D4110
|
|
|
|
@25729
|
4 years |
Stan |
|
|
Fix incorrect animation for african elephants
Patch by: @wowgetoffyourcellphone
|
|
|
|
@25728
|
4 years |
Stan |
|
|
Add a disabled flare icon for observers.
|
|
|
|
@25727
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25726
|
4 years |
wraitii |
|
|
Lower Forge technology costs, introduce a 3rd level.
Follows rP24604 / rP24725.
Forge technologies are cheaper in A24, but still too expensive to use directly, making the forge not immediately useful.
This changes the technologies from 2 levels to 3, and further decreases costs.
Instead of 600/400 then 900/600, costs are 200/100, 350/250 then 500/400. This makes the Town Phase techs immediately accessible, and lengthens impact of City Phase with stronger late techs.
Iberians and Mauryas had a special "wootz steel" tech that gave swordsmen +20% damage, this is folded into the 3rd level. I have not changed the effect because the tech was cheap, but we shall see.
Patch by: Nescio
Comments by: borg-, Valihrant
Differential Revision: https://code.wildfiregames.com/D3679
|
|
|
|
@25725
|
4 years |
wraitii |
|
|
Expand Experience trickle to stables and elephant stables
Increases consistency, unlikely to be overpowered. Temple and Fortress were considered but found risky of being too strong.
Patch by: langbart
Differential Revision: https://code.wildfiregames.com/D3994
|
|
|
|
@25724
|
4 years |
wraitii |
|
|
Lower infantry crossbowmen walk speed.
Their lowered prepare time (since rP25655) makes them too good at hit-and-run, they should be slower since a crossbow is encumbering.
Accepted By: ValihrAnt
Differential Revision: https://code.wildfiregames.com/D4096
|
|
|
|
@25723
|
4 years |
wraitii |
|
|
Correctly reset teams when changing scenario.
When switching scenarios, teams should always be reset.
Do nothing in skirmish mode.
Reported by: Stan
Differential Revision: https://code.wildfiregames.com/D4104
|
|
|
|
@25722
|
4 years |
wraitii |
|
|
Ship the fontbuilder folder to distribute font licenses
Fixes #6198
Differential Revision: https://code.wildfiregames.com/D4090
|
|
|
|
@25721
|
4 years |
wraitii |
|
|
Lower Champion Elephant armor against Pierce.
Elephants go from 2150 real HP to 2100 against Hack and 1700 against Pierce.
The intention is to make them more vulnerable to range (and somewhat spearmen as well).
Suggested by: Valihrant
Differential Revision: https://code.wildfiregames.com/D4058
|
|
|
|
@25720
|
4 years |
wraitii |
|
|
Fixup tooltips after rP25697
Some civ-specific variants had specific tooltips.
Differential Revision: https://code.wildfiregames.com/D4095
|
|
|
|
@25719
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25718
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25717
|
4 years |
Vladislav Belov |
|
|
Removes FFP shader program. Fixes #5791
|
|
|
|
@25716
|
4 years |
Imarok |
|
|
Don't open the template viewer when in special input state
Fix #6041
Differential Revision: https://code.wildfiregames.com/D4105
|
|
|
|
@25715
|
4 years |
Imarok |
|
|
Add a hotkey to focus on the last attack alarm
Fix #5608
Differential Revision: https://code.wildfiregames.com/D4101
|
|
|
|
@25714
|
4 years |
Vladislav Belov |
|
|
Removes old gui_* materials, replaced by a single canvas2d material.
|
|
|
|
@25713
|
4 years |
Vladislav Belov |
|
|
Replaces gui material by solid material in water waves rendering.
|
|
|
|
@25712
|
4 years |
Vladislav Belov |
|
|
Switches ShadowMap debug rendering to canvas2d material.
|
|
|
|
@25711
|
4 years |
Vladislav Belov |
|
|
Implements configurable cascade shadows.
Tested By: Langbart, Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3972
|
|
|
|
@25710
|
4 years |
Imarok |
|
|
Don't store the camera pointer in the minimap
Reviewed by: vladislavbelov
Fix #5973
Differential Revision: https://code.wildfiregames.com/D4100
|
|
|
|
@25709
|
4 years |
Vladislav Belov |
|
|
Removes windows enumeration on Windows to retrieve HWND taking it from SDL and wxWidgets.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4064
|
|
|
|
@25708
|
4 years |
wraitii |
|
|
Further Pushing tweaks: more customisable, longer ranges.
This overall decreases the deathball effect from units walking to each other a bit.
- Fix formations - this cleans up a UnitMotion hack for formations, making it possible to increase pushing ranges without breaking closely knit formations like testudo.
- Make MINIMAL_PUSHING and the MOVE_EXTENSION configurable, and add a STATIC_EXTENSION as well.
- Increase the pushing range significantly, making units sparser.
Differential Revision: https://code.wildfiregames.com/D4098
|
|
|
|
@25707
|
4 years |
Stan |
|
|
New pikemen small shields.
Patch by: @wowgetoffyourcellphone,
|
|
|
|
@25706
|
4 years |
Stan |
|
|
Improve the UVMap of some old rocks. They were looking very weird with some of the new textures.
|
|
|
|
@25705
|
4 years |
Stan |
|
|
Fix some texture bug on tree_oak_new_c the uv was referencing some transparent parts of the texture. The texture was also a bit too transparent on the bark.
Reported by: @vladislavbelov
|
|
|
|
@25704
|
4 years |
Vladislav Belov |
|
|
Uses canvas2d material for line drawing instead of gui_solid.
|
|
|
|
@25703
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25702
|
4 years |
Vladislav Belov |
|
|
Cleanups rP25698 which fixes rP25695. Sprites can not be inserted twice.
|
|
|
|
@25701
|
4 years |
wraitii |
|
|
Tweaks to the alpine RM biome
- Rename to subalpine to fit the theme better & tweak tooltip
- improve the shore textures
- remove the snow dir texture which contrasted too heavily.
Differential Revision: https://code.wildfiregames.com/D4027
|
|
|
|
@25700
|
4 years |
wraitii |
|
|
Update for the Steppe RM biome
- Change the grass actor, which was too lighting dependent and heavy on performance
- Change the main terrain texture which was quite noisy
- Change shore textures to be more seamless.
Based on a patch by: marder
Differential Revision: https://code.wildfiregames.com/D4025
|
|
|
|
@25699
|
4 years |
wraitii |
|
|
Fix gamesetup player assignment issue when joining
Switch some logic from C++ to JS in PREGAME for player assignments. Refs #3049
Fixes #6204
Reported by: Imarok
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4092
|
|
|
|
@25698
|
4 years |
wraitii |
|
|
Hotfix rP25695
A GUI sprite can have e.g. "color:" and "stretched:", but 'sprite' was moved from after the first call.
Refs #6206
Differential Revision: https://code.wildfiregames.com/D4094
|
|
|
|
@25697
|
4 years |
wraitii |
|
|
Remove territory root from fortresses.
Reverts D1762 / rP24393.
Because any territory connected to a root does not decay, this made it possible to anchor CC territories by adding a fortress somewhere, thus making it much, much harder to push against an enemy territory.
This led to a much more turtley gameplay and overall made the game worse.
For now, I do not reintroduce the larger territory range (which was reduced in rP24393).
Differential Revision: https://code.wildfiregames.com/D3989
|
|
|
|
@25696
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25695
|
4 years |
Vladislav Belov |
|
|
Removes raw pointers management from sprites owned by CGUI.
|
|
|
|
@25694
|
4 years |
Vladislav Belov |
|
|
Removes raw pointers management from CGUISprite.
|
|
|
|
@25693
|
4 years |
Vladislav Belov |
|
|
Removes raw pointers management from GUIScrollBarOwner.
|
|
|
|
@25692
|
4 years |
Vladislav Belov |
|
|
Adds HiDPI mode for testing. HiDPI on Windows isn't supported in SDL yet. So we use a custom code.
Differential Revision: https://code.wildfiregames.com/D4076
|
|
|
|
@25691
|
4 years |
Imarok |
|
|
Map flares
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57
Differential Revision: https://code.wildfiregames.com/D1751
|
|
|
|
@25690
|
4 years |
s0600204 |
|
|
(Reference Suite) Support aura-based civilization bonuses
As a side effect of r25689/rP25689, this is now trivial to do.
We don't (currently) have any aura-based civ bonuses in Vanilla 0A.D.,
but hopefully modders will find it useful.
|
|
|
|
@25689
|
4 years |
s0600204 |
|
|
(Reference Suite) Fetch teambonus auras from player_{civ}.xml files
(The civ key (in the team bonus aura templates) was added in rP24492 for the
purpose of identifying which aura belongs to which civ. It's no longer used.)
Proposed by: @Nescio
Comments by: @Freagarach
Refs: r24492
Differential Revision: https://code.wildfiregames.com/D3864
|
|
|
|
@25688
|
4 years |
wraitii |
|
|
Fixup artic biome: add lillies replacement
Since lillies wouldn't make too much sense, add rocks.
Differential Revision: https://code.wildfiregames.com/D4087
|
|
|
|
@25687
|
4 years |
wraitii |
|
|
Default-init atomics in TaskManager::Impl
std::atomic<bool> does not value-initialise the boolean.
This caused windows tests to use way too much CPU and fail.
Differential Revision: https://code.wildfiregames.com/D4089
|
|
|
|
@25686
|
4 years |
wraitii |
|
|
Fix OOS in unit motion
Fixes rP25182
wasObstructed and wentStraight are not reset when Move() isn't called, but PostMove may still be called (if the unit was pushed). This will OOS.
Differential Revision: https://code.wildfiregames.com/D4088
|
|
|
|
@25685
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25684
|
4 years |
wraitii |
|
|
"New maps" demo campaign
This shows off the new maps, and shows off campaigns in a straighforward manner.
Differential Revision: https://code.wildfiregames.com/D4020
|
|
|
|
@25683
|
4 years |
wraitii |
|
|
Allow setting a custom page for the 'back' page in the gamesetup.
Forgotten in rP25636. This is useful for campaigns that would want to use the full gamesetup, and in general makes the gamesetup slightly more flexible.
Differential Revision: https://code.wildfiregames.com/D4082
|
|
|
|
@25682
|
4 years |
wraitii |
|
|
Rework metal/stone techs to cost Food and Stone.
Food/Wood techs now cost Wood and metal (with food techs being slightly less expensive as they provide less bonus). Metal/Stone techs now cost Food and Stone instead of Wood and Metal, reducing the load on those resources, and making Stone slightly more critical.
Initial work by: Nescio
Accepted By: chrstgtr, Valihrant
Differential Revision: https://code.wildfiregames.com/D3704
|
|
|
|
@25681
|
4 years |
wraitii |
|
|
Map touchup: Corinthian isthmus
- Support biomes
- Hills, forests, food & metal mines won't spawn on the isthmus anymore, to avoid obstructions and make things a little fairer
- Stone mines spawn only on the isthmus and players start only with small stones
- Tidier forests
- The central passageway is sometimes slightly offset left/right
- The central passageway is surrounded by a walkable shallow, which prevents effectively walling the actual passageway.
- Widen the river slightly.
Overall the intention is to make the map less of a turtle-fest, though it remains chokepointy by nature.
Differential Revision: https://code.wildfiregames.com/D4062
|
|
|
|
@25680
|
4 years |
wraitii |
|
|
Map touchup: gulf of bothnia
- Denser forests
- frozen lake biome gets some watery holes in there, just to make it slightly more mazey.
- Tweak the lighting of the specific biomes to avoid overexposing the ground textures.
Differential Revision: https://code.wildfiregames.com/D4073
|
|
|
|
@25679
|
4 years |
wraitii |
|
|
Map touchup: River/Lake/Mainland/Continent
- Slightly denser forests with the new helper
- good default biome for African Plains in Atlas.
Differential Revision: https://code.wildfiregames.com/D4072
|
|
|
|
@25678
|
4 years |
wraitii |
|
|
Map touchup: neareastern badlands
- Support African biomes
- Tidier forests
|
|
|
|
@25677
|
4 years |
wraitii |
|
|
Map touchup: Cantabrian Highlands
- Support biomes
- Tidier forests
|
|
|
|
@25676
|
4 years |
Imarok |
|
|
Fix borders of game description in gamesetup
Spotted by Langbart
Reviewed by Langbart
Refs rP25587
Differential Revision: https://code.wildfiregames.com/D4074
|
|
|
|
@25675
|
4 years |
wraitii |
|
|
Map touchup: hyrcanian shores
- Properly split mainland & highland forests
- slightly tidier forests
- support biomes
Differential Revision: https://code.wildfiregames.com/D4063
|
|
|
|
@25674
|
4 years |
wraitii |
|
|
Map touchup: Ardennes forest
- reuse settings from the temperate biome
- More wood / slightly denser
- replace the aleppo pine with the Fir, looks better
- Rework the terrain textures
Differential Revision: https://code.wildfiregames.com/D4061
|
|
|
|
@25673
|
4 years |
wraitii |
|
|
Map touchup: African plains
- Support the 3 african biomes.
- Bigger forests (same # of trees overall)
- More hills/watering holes, more animals there.
Differential Revision: https://code.wildfiregames.com/D4060
|
|
|
|
@25672
|
4 years |
wraitii |
|
|
Update the Savanna RM biome
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4067
|
|
|
|
@25671
|
4 years |
wraitii |
|
|
Fix water texture in aegean biome
The new texture is less visually intrusive thus a better general fit.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4026
|
|
|
|
@25670
|
4 years |
wraitii |
|
|
Increase the size of the Lobby Create match dialog
Based on a patch by: langbart
Fixes #6202
Differential Revision: https://code.wildfiregames.com/D4081
|
|
|
|
@25669
|
4 years |
wraitii |
|
|
Make Stable technologies more affordable
Patch by: ValihrAnt
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3919
|
|
|
|
@25668
|
4 years |
wraitii |
|
|
Add a 'createDefaultForests' wrapper around createForests
This new helper gives fewer but larger forests by default.
Follows rP25653
Differential Revision: https://code.wildfiregames.com/D4071
|
|
|
|
@25667
|
4 years |
wraitii |
|
|
Tweaks to TaskManager code
Reported by: Vladislav
Differential Revision: https://code.wildfiregames.com/D4077
|
|
|
|
@25666
|
4 years |
Stan |
|
|
Add a mahout for the Maurya support elephant. Re-enabling building should be done in a separate [gameplay] differential.
Fixes: #6091
Thread: https://wildfiregames.com/forum/topic/37023-task-add-mahout-to-mauryan-worker-elephant/
|
|
|
|
@25665
|
4 years |
Stan |
|
|
Improved Seleucid pikemen and Archers.
Patch by: @wowgetoffyourcellphone
|
|
|
|
@25664
|
4 years |
Stan |
|
|
Do not go to the nearest dropsite when full and asked to hunt/slaughter and attack instead. This is fine as long as units don't decay.
Comments by: @wraitii, @Freagarach
Reported by: @FeldFeld
Fixes: #5954
Refs: Phab:rP24172
Differential Revision: https://code.wildfiregames.com/D3444
|
|
|
|
@25663
|
4 years |
wraitii |
|
|
Update "autumn" biome
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4065
|
|
|
|
@25662
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25661
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25660
|
4 years |
user1 |
|
|
Lobbybots: Send IQ result containing the IP address to a client starting a new hosted match and remove the IP from gamelist stanza.
Refs: D3490, D3184
|
|
|
|
@25659
|
4 years |
Vladislav Belov |
|
|
Disallow hardware without VBO support to simplify vertex buffer usages.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4054
|
|
|
|
@25658
|
4 years |
Stan |
|
|
Revert the UI change.
It looks bad on the summary graph, and might need further adjustments in general.
Discussed with: @Langbart, @Imarok, @wraitii
cc @wowgetoffyourcellphone
|
|
|
|
@25657
|
4 years |
wraitii |
|
|
Thread the pathfinder computations using the task manager.
The pathfinder computations are run asynchronously (and potentially on the main thread) in-between simulation turns, thus reducing pathfinder-related lag considerably in common cases.
To make this most efficient, the number of paths computed during a turn via MaxSameTurnMoves is reduced from 64 to 20.
This has a hard dependency on the obstruction manager (via the vertex pathfinder) not being modified in-between simulation turn (or to put it more generally on the simulation state not changing outside of turn computation), otherwise results will be non-deterministic and go OOS. This is currently entirely safe (as in, it indeed does not happen that the simulation state changes in-between turn), but future work towards improving simulation sandboxing would be good.
Thanks to Kuba386 for maintaining & improving the patch in 2020
Thanks to everyone who tested the various iterations of this patch.
Fixes #4324
Differential Revision: https://code.wildfiregames.com/D14
|
|
|
|
@25656
|
4 years |
wraitii |
|
|
Implement a global task manager using a pool of worker threads
Tasks are simple callables (e.g. lambdas), and can be pushed with 2 priority levels. Pushing a task returns a future.
Futures can be waited on, can return results, and can be cancelled deterministically. Futures can also not be waited on.
This gives 'hardware concurrency - 1' threads to maximize CPU usage in a work-stealing workflow.
Reviewed by: vladislavbelov
Refs #5874
Differential Revision: https://code.wildfiregames.com/D3848
|
|
|
|
@25655
|
4 years |
wraitii |
|
|
Standardize prepare time for ranged units.
Prepare time is the time between an attack order and the arrows actually flying.
Archers go from 500ms to 800ms standard, making them slower to fire than other ranged units, and making them slightly harder to micro against e.g. raids.
Javelineers go from 750ms to 400ms, for the opposite effect.
Crossbowmen, as a 'special' feature, get 200ms, meaning they fire their first volley really fast despite their long repeat rate.
This also standardizes all javelineer units to have 1250ms repeat time.
Differential Revision: https://code.wildfiregames.com/D4050
|
|
|
|
@25654
|
4 years |
wraitii |
|
|
Fix new biomes: small mines are again small
The terrain update introduced large actors for both small and large stone and metal actors. This replaces the small ones by the appropriate small actors.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4057
|
|
|
|
@25653
|
4 years |
wraitii |
|
|
Allow specifying forest size in createForests
This makes it easier to have more forests with fewer trees, or fewer larger forests.
Differential Revision: https://code.wildfiregames.com/D4059
|
|
|
|
@25652
|
4 years |
wraitii |
|
|
Fix wrong textures in nubia/savanna biome
Differential Revision: https://code.wildfiregames.com/D4068
|
|
|
|
@25651
|
4 years |
wraitii |
|
|
Fix error in HasSameMods with old matchsettings.
Add some retro-compatibility to avoid issues.
First reported by: gameboy
Differential Revision: https://code.wildfiregames.com/D4066
|
|
|
|
@25650
|
4 years |
Stan |
|
|
Some more fixes for miletus.
Patch by @wowgetoffyourcellphone.
|
|
|
|
@25649
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25648
|
4 years |
Vladislav Belov |
|
|
Removes complex transform from TextRenderer.
|
|
|
|
@25647
|
4 years |
Imarok |
|
|
Fix ignoring arrays as supported biomes in gamesetup
Fix regression of rP25077.
Spotted by: marder
Reviewed by: wraitii
Differential Revision: https://code.wildfiregames.com/D4044
|
|
|
|
@25646
|
4 years |
Imarok |
|
|
Delete test .zip file after running tests
Issue spotted by kalimaps
Reviewed by: wraitii
Code parts by: wraitii
Differential Revision: https://code.wildfiregames.com/D4043
|
|
|
|
@25645
|
4 years |
Vladislav Belov |
|
|
Removes Z value from TextRenderer translate, renames TextRenderer methods to more explicit ones.
|
|
|
|
@25644
|
4 years |
Stan |
|
|
Use new small shields for mace archers too.
|
|
|
|
@25643
|
4 years |
Stan |
|
|
Differentiate Ptolemaic archers from Seleucid ones. Use a fancier shield mesh.
Patch by: @wowgetoffyourcellphone, @Alexandermb, @Stan
Reported by @Hidan
|
|
|
|
@25642
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25641
|
4 years |
Stan |
|
|
New UI background
Patch by: @wowgetoffyourcellphone
|
|
|
|
@25640
|
4 years |
Stan |
|
|
Some map tweaks
Patch by: @wowgetoffyourcellphone
|
|
|
|
@25639
|
4 years |
Silier |
|
|
[Mod] Fix list and filter in mod selection breaking page when mod is missing some attribute
In case mod is missing some required field, for example label or version for some reason, mod page would stop functioning.
Adding default to empty string in list and filter.
Differential revision: D4028
|
|
|
|
@25638
|
4 years |
Silier |
|
|
Fix areFilters
Removed in rP25601.
Differential revision: D4041
Tested by: @marder
Reviewed by: @wraitii
|
|
|
|
@25637
|
4 years |
Stan |
|
|
New savanna textures based on cc0 textures
Patch by: @marder
|
|
|
|
@25636
|
4 years |
wraitii |
|
|
Allow switching to the gamesetup from the campaign screen
This allows switching to the gamesetup, with a harcoded map, from the campaign screen. Lets player sets up a few things (e.g. their civ & favorite AI), which can be convenient for some simple campaigns that lack options.
Differential Revision: https://code.wildfiregames.com/D4039
|
|
|
|
@25635
|
4 years |
wraitii |
|
|
Moddability for pushing: radius in XML, allow deactivating globally/some templates.
Differential Revision: https://code.wildfiregames.com/D4040
|
|
|
|
@25634
|
4 years |
wraitii |
|
|
Allow mods to say they should be ignored in replay/MP compatibility checks
Since it is very non-trivial to determine which mods change checksums and which don't, this relies on modder goodwill (and on verification on our end for signed mods).
The declaration is an optional "ignoreInCompatibilityChecks" boolean in mod.json
Also rework slightly the MP lobby mod display to always show the host mods in a clear manner.
Differential Revision: https://code.wildfiregames.com/D3968
|
|
|
|
@25633
|
4 years |
wraitii |
|
|
Improve 'incompatible mods' splash screen
Fix some language elements, add some details, and update to SVN specs.
Make the window wider to have the first phrase take a single line in English/most languages hopefully.
Differential Revision: https://code.wildfiregames.com/D4049
|
|
|
|
@25632
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25631
|
4 years |
Vladislav Belov |
|
|
Removes ShaderProgram from MiniMap header, removes unnecessary members, removes useless scissoring.
|
|
|
|
@25630
|
4 years |
Vladislav Belov |
|
|
Cleanups MiniMapTexture a bit.
|
|
|
|
@25629
|
4 years |
Vladislav Belov |
|
|
Fixes removed terrain missed in rP25628.
|
|
|
|
@25628
|
4 years |
Vladislav Belov |
|
|
Moves partially MiniMap texture rendering into a separate object.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4045
|
|
|
|
@25627
|
4 years |
wraitii |
|
|
Remove build limits of structures that train champions.
The champions these structures built were not very usable in practice because of their limited build rate.
Apadanas are a special case since they grant resources, their limit is increased to 2 and their resource rate divided by two (this reduces their economic impact early on, but increases their potential military impact).
The preferred solution would be giving apadanas a pop count, but that does not work very well right now given that they grant resources and can still be built.
Patch by: Valihrant
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3897
|
|
|
|
@25626
|
4 years |
wraitii |
|
|
Speed up citizen rotation & differentiate ranged infantry unit move speed
Refs rP24415, rP24533, refs #5106
The introduction of "turn time" in A24 has been pointed out as a gameplay change that made rushing less viable, and made the game more turtley overall. Combined with other changes in the same direction, this was seen by several top MP players as a step back.
Increasing turn times to 14 for infantry makes them somewhat irrelevant, and a value of 10 for cavalry makes them noticeably more reactive while keeping a little speed debuff.
Champions have a lower value, and heroes keep their lower values still to prevent a reintroduction of 'dancing'.
Patch by: Valihrant
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3971
|
|
|
|
@25625
|
4 years |
wraitii |
|
|
Improve Cart tech 'colonization'
It was underpowered and too costly.
Patch by: borg`
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3698
|
|
|
|
@25624
|
4 years |
wraitii |
|
|
Tweak mercenaries: no food cost, advanced rank, faster training
The intention is that while mercenaries are still difficult and costly to train, they are more effective in their particular niche.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3699
|
|
|
|
@25623
|
4 years |
wraitii |
|
|
Revert citizen train times to A23 values
The significant slowdown in train times, particularly for infantry resulted in an increase in the # of barracks and overall contributed to shifting towards a defensive, turtley gameplay.
Cavalry was already reverted in rP25129.
Reverts parts of D2866/rP24226.
Patch by: ValihrAnt
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D4033
|
|
|
|
@25622
|
4 years |
wraitii |
|
|
Speed up and simplify TileClass implementation
Use a more memory-efficient layout, reducing memory usage and speeding things up considerably.
Patch by: smiley
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D4021
|
|
|
|
@25621
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25620
|
4 years |
Vladislav Belov |
|
|
Adds header safeguards to LOSTexture forgotten in rP8882.
|
|
|
|
@25619
|
4 years |
Vladislav Belov |
|
|
Adds shader technique caching to Canvas2D.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4034
|
|
|
|
@25618
|
4 years |
wraitii |
|
|
Fix broken SP persisted settings
The MP ones were always used instead.
Differential Revision: https://code.wildfiregames.com/D4038
|
|
|
|
@25617
|
4 years |
wraitii |
|
|
Add a "Best for MP" filter for random maps
This allows picking 'random' on a bunch of maps known to be playable in MP, with the hope of increasing variety in actual maps played.
Discussed with players on the balancing forums.
Differential Revision: https://code.wildfiregames.com/D4012
|
|
|
|
@25616
|
4 years |
wraitii |
|
|
Fix crash when pushing a page while pushing a page.
Because the page stack is a vector, if during PushPage, a new page is pushed, the vector may re-allocate. This 'pulls the rug out' from underneath the code stack that originally pushed, which then crashes.
To fix this, use a deque, since push/pop won't invalidate references.
Reported by: Imarok.
Based on a patch by: Imarok (tests are his)
Differential Revision: https://code.wildfiregames.com/D4037
|
|
|
|
@25615
|
4 years |
Stan |
|
|
Allow setting texture quality in the config file. Fixes a todo.
Differential Revision: https://code.wildfiregames.com/D3020
|
|
|
|
@25614
|
4 years |
Stan |
|
|
Use the new "Lod" Feature for aprons
- Disable "aprons" on low quality
- Disable cast shadows on medium quality
|
|
|
|
@25613
|
4 years |
wraitii |
|
|
Add an option to reduce the diversity of actor variants
Variants can now have limited or no diversity. This can occasionally speed rendering slightly (5-10% FPS increase was reported on Combat Demo Huge, which is very variant-heavy).
Reported by: bb
Based on a patch by: bb
Fixes #5831
Differential Revision: https://code.wildfiregames.com/D3035
|
|
|
|
@25612
|
4 years |
Stan |
|
|
Use the new "Lod" Feature for celt barrels
- Disable "castshadow" on low quality
- Adds new low quality versions for medium and low quality.
|
|
|
|
@25611
|
4 years |
wraitii |
|
|
Fix random biome not working.
As the available biome was a Set, pickRandom didn't work.
Reported by: Langbart
Refs #6190
Differential Revision: https://code.wildfiregames.com/D4036
|
|
|
|
@25610
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25609
|
4 years |
wraitii |
|
|
Remove unuseful 'siege bolt accuracy' from Kushites arsenal
Kushites should not have a bolt accuracy upgrade in arsenal, as they do not have the ability to produce bolts.
Fixes #6167
Differential Revision: https://code.wildfiregames.com/D4035
|
|
|
|
@25608
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25607
|
4 years |
Vladislav Belov |
|
|
Makes 2D text drawing via Canvas2D.
|
|
|
|
@25606
|
4 years |
Vladislav Belov |
|
|
Moves TextRenderer shader to a more relevant place, into the rendering function argument.
|
|
|
|
@25605
|
4 years |
Vladislav Belov |
|
|
Removes gui_solid material usage from CChart.
|
|
|
|
@25604
|
4 years |
Vladislav Belov |
|
|
Removes gui_solid material usage from ProfileViewer.
|
|
|
|
@25603
|
4 years |
Vladislav Belov |
|
|
Removes low level GL code from GUI sprite rendering and switches to Canvas2D.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4031
|
|
|
|
@25602
|
4 years |
Silier |
|
|
Add missing credits in rP25600
|
|
|
|
@25601
|
4 years |
Silier |
|
|
Fix and simplify areFilters functions
Workaround is not needed anymore since rP24433
|
|
|
|
@25600
|
4 years |
Silier |
|
|
[PetraAI] - Make easy difficulties of AI weaker
This patch decreases the popScaling so that the easy AI difficulties have lower targeted population.
And it also decreases the size & priority of the attacks from the easy an very easy AI.
Refs: #6149
Differential revision: D3997
Patch by: @marder
Tested by: @Langbart
Comments by: @wraitii, @Freagarach
|
|
|
|
@25599
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25598
|
4 years |
Vladislav Belov |
|
|
Uses Canvas2D for str_gui_add material in GUIRenderer.
|
|
|
|
@25597
|
4 years |
Vladislav Belov |
|
|
Uses Canvas2D for str_gui_solid_mask material in GUIRenderer.
|
|
|
|
@25596
|
4 years |
Vladislav Belov |
|
|
Uses Canvas2D for gui_basic material in GUIRenderer.
|
|
|
|
@25595
|
4 years |
Vladislav Belov |
|
|
Restores GL check for tests in TextureManager forgotten in rP25590.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4030
|
|
|
|
@25594
|
4 years |
Vladislav Belov |
|
|
Removes unnecessary blend state changes from GUIRenderer.
|
|
|
|
@25593
|
4 years |
Vladislav Belov |
|
|
Implements DrawTexture in Canvas2D.
|
|
|
|
@25592
|
4 years |
Vladislav Belov |
|
|
Fixes a mistype introduced in rP25590. A smaller size might cause a write to an allocated memory.
|
|
|
|
@25591
|
4 years |
Vladislav Belov |
|
|
Provides Canvas2D for sprite rendering.
Differential Revision: https://code.wildfiregames.com/D4029
|
|
|
|
@25590
|
4 years |
Vladislav Belov |
|
|
Implements DrawRect in Canvas2D, removes CConsole background drawing with low level GL calls.
|
|
|
|
@25589
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25588
|
4 years |
Vladislav Belov |
|
|
Adds Canvas2D to encapsulate low level GL calls for 2D rendering.
Implements DrawLine for charts.
Differential Revision: https://code.wildfiregames.com/D4024
|
|
|
|
@25587
|
4 years |
Imarok |
|
|
CList, COList, CDropdown, CText, CInput: Draw borders above the rest and improve scrollbar drawing order
Fixes: #6055
Differential Revision: https://code.wildfiregames.com/D4004
|
|
|
|
@25586
|
4 years |
Stan |
|
|
Slight tweak to the grass texture.
Patch by: @marder
|
|
|
|
@25585
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25584
|
4 years |
Freagarach |
|
|
Improve support for classes in PetraAI.
Let PetraAI use MatchesClassList more.
Differential revision: https://code.wildfiregames.com/D2150
Reviewed by: Angen
Comments by: Stan
|
|
|
|
@25583
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25582
|
4 years |
Vladislav Belov |
|
|
Removes gui_solid material shader usages from scene rendering.
|
|
|
|
@25581
|
4 years |
wraitii |
|
|
Split graphics options in two tabs
To allow incorporating more options, this splits the graphics settings into two tabs, one containing general options (such as silhouettes/windowed), and one with more advanced settings.
Accepted by: asterix
Differential Revision: https://code.wildfiregames.com/D3985
|
|
|
|
@25580
|
4 years |
Stan |
|
|
Fix map names
Noticed by @wraitii
|
|
|
|
@25579
|
4 years |
wraitii |
|
|
Fix GetLoadedModsWIthVersions following r25546
Accidentally broke it in rP25546 and didn't notice because D3968 fixes it again.
|
|
|
|
@25578
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25577
|
4 years |
Vladislav Belov |
|
|
Removes global g_xres and g_yres dependency from GUI objects.
Differential Revision: https://code.wildfiregames.com/D4014
|
|
|
|
@25576
|
4 years |
Stan |
|
|
Fix two issues noticed by @marder.
Disable AO on quarried objects as its arguably broken.
Adds a second uv in case it's enabled again to prevent crashes in Atlas.
Use normal instead of parallax for the texture that do not have height information.
|
|
|
|
@25575
|
4 years |
wraitii |
|
|
Campaign menu: reuse default map preview if available.
Differential Revision: https://code.wildfiregames.com/D4019
|
|
|
|
@25574
|
4 years |
wraitii |
|
|
Fix potential undefined conversion.
Summary: Ran into this when testing things in the lobby - I'm not sure it can happen if everything is working correctly, but I've had it repeatedly when testing broken stuff. Feels safer.
Test Plan:
Differential Revision: https://code.wildfiregames.com/D4018
|
|
|
|
@25573
|
4 years |
wraitii |
|
|
Mod selector: "start mods" saves the configuration.
Differential Revision: https://code.wildfiregames.com/D3992
|
|
|
|
@25572
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25571
|
4 years |
Vladislav Belov |
|
|
Removes GL1 constants deprecated in GL3+ from HWDetect since they are not useful anymore.
|
|
|
|
@25570
|
4 years |
Imarok |
|
|
Fix some error in rmgen.
Reviewed by: kalimaps
Refs: #6180
Differential Revision: https://code.wildfiregames.com/D4017
|
|
|
|
@25569
|
4 years |
Vladislav Belov |
|
|
Removes unused BitBuf added in rP216.
Bit operations can be done via std::bitset. The current implementation
is too specific to have it just for a future. Refs rP2121, rP9364.
|
|
|
|
@25568
|
4 years |
Vladislav Belov |
|
|
Removes unused base32 encoding added in rP9.
For modern standards base64 costs a bit less space and might be
implemented on demand. base32 usage was introduced in rP3912 and
removed in r14102.
Refs rP5050, rP5475.
|
|
|
|
@25567
|
4 years |
Vladislav Belov |
|
|
Removes unused wutil command line arguments parsing added in rP5336.
We already have a single place to access arguments, so we don't need
a platform dependent place for that.
Refs rP5337, rP7717.
|
|
|
|
@25566
|
4 years |
Vladislav Belov |
|
|
Removes outdated user32.dll preload hack added in rP2488 and became useless in rP23364.
Refs rP2593, rP3204, rP5364.
Tested By: Angen
Differential Revision: https://code.wildfiregames.com/D4007
|
|
|
|
@25565
|
4 years |
Stan |
|
|
Replace missing biomes by the closest we now have.
Reported by: @Freagarach
|
|
|
|
@25564
|
4 years |
Freagarach |
|
|
Fix city phase requirements in PetraAI HQ.
Defence towers were removed from the requirements in r25133 / rP25133, but PetraAI was not made aware of this.
Differential revision: https://code.wildfiregames.com/D4015
Reviewed by: @Angen, @wraitii
Comment by: @Imarok
|
|
|
|
@25563
|
4 years |
Stan |
|
|
Update mainland icons
|
|
|
|
@25562
|
4 years |
Stan |
|
|
Use new biomes for random maps,
Patch by: @wowgetoffyourcellphone
|
|
|
|
@25561
|
4 years |
Stan |
|
|
New maps using the new biomes.
Patch by: @wowgetoffyourcellphone
- cisalpine_winter_2p
- crocodilopolis_4p
- gallic_highlands_2p
- hindu_kush_2p
- hydaspes_river_4p
- magadha_2p
- miletus_peninsula_2p
- nubian_frontier_2p
- saharan_oases_2p
- scythia_4p
- white_cliffs_of_dover_5p
|
|
|
|
@25560
|
4 years |
Stan |
|
|
Update some maps with new terrains
Patch by: @wowgetoffyourcellphone
- syria_2p
- sporades_islands_2p
- saharan_oases_4p
- butana_steppe_2p
- bactria_2p
- alpine_valleys_2p
- belgian_bog_2p
|
|
|
|
@25559
|
4 years |
Stan |
|
|
Add trading posts and shrines as map props
Add a placement obstructor (idea by @Grapjas) to prevent construction but not movement
|
|
|
|
@25558
|
4 years |
Stan |
|
|
Add more ruin objects
Add a new metal type of ruins
Update templates accordingly.
Patch by @wowgetoffyourcellphone
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|
|
|
@25557
|
4 years |
Stan |
|
|
Add templates for the new rock and stone mines
|
|
|
|
@25556
|
4 years |
Stan |
|
|
Add more prop actors for maps
- Update the stone and metal mine meshes and textures/skins/gaia/decal_quarry_sahara_a.png
- Slight tweak to the steppe grass
- Add some ptol eyecandy
Templates will come in a following commit.
|
|
|
|
@25555
|
4 years |
Stan |
|
|
More grass types for biomes
Patch by @wowgetoffyourcellphone
|
|
|
|
@25554
|
4 years |
Stan |
|
|
Some tweaks to the grass fields.
|
|
|
|
@25553
|
4 years |
Stan |
|
|
Update the resource icons.
Patch by @wowgetoffyourcellphone.
|
|
|
|
@25552
|
4 years |
Stan |
|
|
Slight tweaks to particles.
|
|
|
|
@25551
|
4 years |
Stan |
|
|
Use correct projectiles for artillery.
Patch by @wowgetoffyourcellphone
|
|
|
|
@25550
|
4 years |
Stan |
|
|
New shark and whale icons. update the berry an tree and artic wolf icons.
|
|
|
|
@25549
|
4 years |
Stan |
|
|
New autoqueue icons.
|
|
|
|
@25548
|
4 years |
wraitii |
|
|
Fix rP25546 - re-add special-casing of mod & user mods
These do not have a mod.json, triggering spurious errors.
|
|
|
|
@25547
|
4 years |
wraitii |
|
|
Tweak sound distance attenuation & add configurability
Following D3108 / rP24382, sounds are attenuated by their actual distance. However, as noted by players on A24, the dropoff is stark and, when zoomed out, can easily result in not hearing things that are happening in the middle of the screen.
The new default settings almost double the max-range, change the minimum range to have greater dynamic range, and reduce the stereo depth slightly to better match the default camera FOV.
These are stored per sound-grounp, possibly allowing future tweaks on a per-soundgroup basis, and are configurable.
Tested by: Imarok
Discussed over mail with: Samulis, Porru
Differential Revision: https://code.wildfiregames.com/D3612
|
|
|
|
@25546
|
4 years |
wraitii |
|
|
Mod data parsing rework
Parses mod.json data not only in temporary JS values, but in a proper C++ struct.
This will ultimately make it more convenient to pass more than just the version to JS in D3968, and it enforces the schema a bit more.
Differential Revision: https://code.wildfiregames.com/D3988
|
|
|
|
@25545
|
4 years |
wraitii |
|
|
Prevent hotkeys from firing for disabled buttons
Reported by: Angen
Accepted By: Angen
Refs #6042
Differential Revision: https://code.wildfiregames.com/D4013
|
|
|
|
@25544
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25543
|
4 years |
Vladislav Belov |
|
|
Reorders GL error checks during a frame to ask only when needed, combines depth test switches.
|
|
|
|
@25542
|
4 years |
Imarok |
|
|
Adjust position of replay filters
Differential Revision: https://code.wildfiregames.com/D4010
|
|
|
|
@25541
|
4 years |
Vladislav Belov |
|
|
Removes hardcoded 1px width borders from GUI sprites.
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4008
|
|
|
|
@25540
|
4 years |
wraitii |
|
|
Mouse event mask for the diplomacy colors button
Differential Revision: https://code.wildfiregames.com/D4011
|
|
|
|
@25539
|
4 years |
wraitii |
|
|
Remove differences in territory decay rates.
Structures now decay in the same time span, including walls/palisades. This buffs houses/storehouses against capture slightly.
Exceptions:
- Fortresses decay 4 times slower (but, as of now, they are also territory roots).
- Wonders decay 4 times slower.
Differential Revision: https://code.wildfiregames.com/D3993
|
|
|
|
@25538
|
4 years |
wraitii |
|
|
Check translations for spam, broken font tags and sprintf errors.
Supersedes D1674 and D3520.
This still generates some false positives (particularly the singular-plural check), but in general it will suffice to better check bundled languages.
Refs #4250
Differential Revision: https://code.wildfiregames.com/D3926
|
|
|
|
@25537
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25536
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25535
|
4 years |
Vladislav Belov |
|
|
Adds Vulkan check to HWDetect reports.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3429
|
|
|
|
@25534
|
4 years |
Imarok |
|
|
Clip rendered text correctly
General idea acked by: vladislavbelov
Tested by: Langbart
Differential Revision: https://code.wildfiregames.com/D4006
|
|
|
|
@25533
|
4 years |
Vladislav Belov |
|
|
Removes using shared_ptr to make STL usages consistent.
Differential Revision: https://code.wildfiregames.com/D4005
|
|
|
|
@25532
|
4 years |
Silier |
|
|
Add Filter placeholder text to modio filter field
Differential revision: D4000
Reviewed by: @Imarok
|
|
|
|
@25531
|
4 years |
Vladislav Belov |
|
|
Reverts binaries incorrectly committed in rP25528.
|
|
|
|
@25530
|
4 years |
Vladislav Belov |
|
|
Adds std namespace to shared_ptr usages in lib/tex.
|
|
|
|
@25529
|
4 years |
Vladislav Belov |
|
|
Adds std namespace to shared_ptr usages in lib.
|
|
|
|
@25528
|
4 years |
Vladislav Belov |
|
|
Adds std namespace to shared_ptr usages in scriptinterface and simulation.
|
|
|
|
@25527
|
4 years |
Vladislav Belov |
|
|
Adds std namespace to shared_ptr usages in network and engine.
|
|
|
|
@25526
|
4 years |
Vladislav Belov |
|
|
Adds std namespace to shared_ptr usages in gui and sound.
|
|
|
|
@25525
|
4 years |
Vladislav Belov |
|
|
Adds std namespace to shared_ptr usages in graphics.
|
|
|
|
@25524
|
4 years |
Vladislav Belov |
|
|
Removes unnecessary z-level from GUI sprite rendering.
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4003
|
|
|
|
@25523
|
4 years |
Vladislav Belov |
|
|
Removes dehydra build scripts following rPrP25521. Fixes #4446
Refs rP7175.
|
|
|
|
@25522
|
4 years |
Vladislav Belov |
|
|
Removes unused CONFIG2_CACHE_READ_ONLY config macro forgotten in rP9350.
Refs rP5443, rP5563.
|
|
|
|
@25521
|
4 years |
Vladislav Belov |
|
|
Removes Dehydra config macro. Introduced in rP7176.
Dehydra was abandoned in 2010s.
|
|
|
|
@25520
|
4 years |
Vladislav Belov |
|
|
Removes unused CONFIG_OMIT_FP config macro forgotten in rP9871.
|
|
|
|
@25519
|
4 years |
Vladislav Belov |
|
|
Removes unused DynHashTbl. Last usage was removed in rP9361.
STL or Boost provides containers with DynHashTbl's functionality (and not worse performance). Refs rP2122, rP9364.
|
|
|
|
@25518
|
4 years |
Vladislav Belov |
|
|
Removes OpenMP from external libraries. It's better to avoid its usage with a custom thread management.
|
|
|
|
@25517
|
4 years |
wraitii |
|
|
Fix CanAttack for mirages following rP25465
CanAttack queries the miraged Resistance which did not exist, thus failing.
This mirages Resistance explicitly (fixing parts of #5883)
Fixes rP25465, reverts the mirage.xml change in rP25368
Refs #5883
Reported by: Asger_Spear
Differential Revision: https://code.wildfiregames.com/D4001
|
|
|
|
@25516
|
4 years |
wraitii |
|
|
Rename ModsLoaded to EnabledMods
Differential Revision: https://code.wildfiregames.com/D3987
|
|
|
|
@25515
|
4 years |
wraitii |
|
|
Try to punch a hole through local firewalls, and fallback to localhost.
Fixes (probably rare) regression in rP25448.
Differential Revision: https://code.wildfiregames.com/D3999
|
|
|
|
@25514
|
4 years |
Freagarach |
|
|
Let PetraAI check for different templates when finding the best dropsite.
Loops buildable templates to find the best.
Differential revision: https://code.wildfiregames.com/D3876
Comments by: @Angen, @Stan, @wraitii
|
|
|
|
@25513
|
4 years |
Freagarach |
|
|
Let PetraAI check for droppable resources when finding the best dropsite location.
Instead of hardcoding resources.
Differential revision: https://code.wildfiregames.com/D3874
Comments by: @Angen, @Stan
|
|
|
|
@25512
|
4 years |
Freagarach |
|
|
Add rated game information to the objectives dialog.
So an joined observer can see that information.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D3964
Comment by: @wraitii
Idea accepted by: @asterix
|
|
|
|
@25511
|
4 years |
Freagarach |
|
|
Deduplicate add/remove entity to/from AIs resource map.
Also moves the function to the shared_script, since that is the prototype it uses and the function doesn't use anything of the terrain_analysis (as per @Angen's request).
Differential revision: https://code.wildfiregames.com/D3906
Comments by: @Angen, @wraitii
|
|
|
|
@25510
|
4 years |
wraitii |
|
|
Fix incompatible mods start: show both incompatible and enabled mods;
As noted by Angen in rP25475, refs 25474
When starting with incompatible mods, the non-incompatible mods were no longer shown. This fixes that.
I think the code looks cleaner from this new control flow that explicitly only mounts "mod".
Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
|
|
|
|
@25509
|
4 years |
Freagarach |
|
|
Fix entities receiving double hunt order only attacking.
Caused by: r25100 / rP25100.
Noticed by @Asger and @Kate.
Special case hunting.
Differential revision: https://code.wildfiregames.com/D3986
Comment by: @wraitii
|
|
|
|
@25508
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25507
|
4 years |
Vladislav Belov |
|
|
Reduces CConsole interface and simplifies the initialization step.
|
|
|
|
@25506
|
4 years |
Vladislav Belov |
|
|
Removes macOS system version include added in rP14540 and forgotten in rP17470.
|
|
|
|
@25505
|
4 years |
Imarok |
|
|
Partly revert rP23996.
The underlying cause was fixed by rP25229.
Reviewed by: wraitii
Differential Revision: https://code.wildfiregames.com/D3836
|
|
|
|
@25504
|
4 years |
Vladislav Belov |
|
|
Replaces global g_VSync state by VideoMode property.
|
|
|
|
@25503
|
4 years |
Vladislav Belov |
|
|
Adds a warning in case ShaderManager is trying to load an ARB shader with enabled GLSL.
|
|
|
|
@25502
|
4 years |
Vladislav Belov |
|
|
Removes inclusionPath forgotten in rP15353.
|
|
|
|
@25501
|
4 years |
Vladislav Belov |
|
|
Removes unused declarations of g_xres and g_yres.
|
|
|
|
@25500
|
4 years |
Vladislav Belov |
|
|
Removes g_ShowPathfindingOverlay forgotten in rP10903.
|
|
|
|
@25499
|
4 years |
Vladislav Belov |
|
|
Removes g_AutostartMap forgotten in rP7551.
|
|
|
|
@25498
|
4 years |
Vladislav Belov |
|
|
Removes g_TriPathfind forgotten in rP7609.
|
|
|
|
@25497
|
4 years |
Vladislav Belov |
|
|
Removes outdated archive trace code forgotten in rP5518.
|
|
|
|
@25496
|
4 years |
Stan |
|
|
Improved particles by @wowgetoffyourcellphone
|
|
|
|
@25495
|
4 years |
Stan |
|
|
Darker AO for the stone quary
|
|
|
|
@25494
|
4 years |
Stan |
|
|
More consistent animal portraits by @wowgetoffyourcellphone
|
|
|
|
@25493
|
4 years |
Stan |
|
|
Add a round 9x9 decal
|
|
|
|
@25492
|
4 years |
Stan |
|
|
Improved farm decals by @wowgetoffyourcellphone
|
|
|
|
@25491
|
4 years |
Stan |
|
|
Remove the floating property from shipwrecks.
Patch by: @wowgetoffyourcellphone
EOL native.
|
|
|
|
@25490
|
4 years |
Stan |
|
|
Add new cliff textures
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25489
|
4 years |
Stan |
|
|
Add new indian biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25488
|
4 years |
Stan |
|
|
Add new nuba biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25487
|
4 years |
Stan |
|
|
Add new saharan biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25486
|
4 years |
Stan |
|
|
Add new steppe biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25485
|
4 years |
Stan |
|
|
Add new sudd biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25484
|
4 years |
Stan |
|
|
Add new temperate europe biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25483
|
4 years |
Stan |
|
|
Add new aegean alpine arctic biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25482
|
4 years |
Stan |
|
|
Add new aegean anatolian biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/
|
|
|
|
@25481
|
4 years |
wraitii |
|
|
Remove Gate/Defensive from ram preferred classes
This leaves them with 'Structure', undifferentiated. This avoids the issue reported in #6096 that rams can try to hit unreachable buildings indefinitely.
Based on a patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3684
|
|
|
|
@25480
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25479
|
4 years |
wraitii |
|
|
Increase pushing range by 60%
Reduces the 'clumpiness' of units, particularly when ordered to move to a single point. The minimum pushing force was increased to compensate.
Differential Revision: https://code.wildfiregames.com/D3978
|
|
|
|
@25478
|
4 years |
Freagarach |
|
|
Allow right-clicking to show template panel on queued items.
Request at: https://wildfiregames.com/forum/topic/40311-a24a23-context-information/.
Differential revision: https://code.wildfiregames.com/D3983
|
|
|
|
@25477
|
4 years |
Freagarach |
|
|
Fix alpine biome in Wild Lake RM.
After r24657 / rP24657.
Differential revision: https://code.wildfiregames.com/D3984
|
|
|
|
@25476
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25475
|
4 years |
wraitii |
|
|
Fix mistake in rP25474 which stopped the incompatible mods page from showing.
I didn't quite understand what was supposed to happen here. This makes things work as before.
While at it, fix a conversion bug & do some more tweaks.
Differential Revision: https://code.wildfiregames.com/D3990
|
|
|
|
@25474
|
4 years |
wraitii |
|
|
Mod and mod-mounting cleanup and improvements.
- Non-visual replays now automatically try to load the replay mods. This removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant, only incompatible mods is kept.
- Interface cleanup:
AreModsCompatiblebecomes CheckForIncompatibleMods, which becomes a private pure function, simplifying the control flow somewhat.
- Interface cleanup:
CheckAndEnableMods is just EnableMods, which explicitly updates loaded & incompatible mods.
CacheEnabledModVersions becomes private and is called on behalf of the user, removing the need to be careful about updating that (fixes my concern at rP21823)
Overall, the logic around mounting & enabled mods should be easier to understand.
Differential Revision: https://code.wildfiregames.com/D3982
|
|
|
|
@25473
|
4 years |
Vladislav Belov |
|
|
Fixes PCH after rP25459.
|
|
|
|
@25472
|
4 years |
Stan |
|
|
Better quality acacia trees by @Sundiata. Needed for the map overhaul.
|
|
|
|
@25471
|
4 years |
wraitii |
|
|
Translate the default campaign name in NewCampaignModal
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3977
|
|
|
|
@25470
|
4 years |
Freagarach |
|
|
Change the visuals of the counters in the top panel.
- Abbreviate large numbers (fixes #6063).
- Added popMax to the population counter.
- Also show
0 gatherers, highlights and changes the font.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D3911
Reviewed by: @Angen, @Freagarach
Comments by: @asterix, @nwtour, @s0600204, @wraitii
|
|
|
|
@25469
|
4 years |
wraitii |
|
|
Rework Mod into a class.
Mod currently modifies 4 global arrays, including some that are 'public'.
The logic flow is easier to understand if this becomes a real class with const-correctness and public/private methods.
Differential Revision: https://code.wildfiregames.com/D3981
|
|
|
|
@25468
|
4 years |
Freagarach |
|
|
Fix UnitAI states in PetraAI.
Sometimes PetraAI relies on UnitAI state of an entity, but those were not changed after modifying UnitAI.
Introduced in r24989 / rP24989 and r25345 / rP25345.
Differential revision: https://code.wildfiregames.com/D3976
|
|
|
|
@25467
|
4 years |
wraitii |
|
|
Triggers: prevent event names from conflicting with added methods
Refs rP25373 / D3913 which removed the 'actions' suffix. The reason for this suffix was probably avoiding this type of conflict, but this new solution does a better job.
Fixes (at least) Survival of the Fittest, which used an OnOnwershipChanged trigger.
Differential Revision: https://code.wildfiregames.com/D3979
|
|
|
|
@25466
|
4 years |
Vladislav Belov |
|
|
Removes unused uniforms and attributes from water shader.
|
|
|
|
@25465
|
4 years |
wraitii |
|
|
Require 'Resistance' in CanAttack
This was already effectively the case, so this change increases coherence.
Accepted By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3980
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|
|
|
@25464
|
4 years |
wraitii |
|
|
Differentiate movement speeds of ranged cavalry
Ranged cavalry goes from a base 0.89 walkspeed multiplier to:
- 0.8 for crossbowmen
- 0.85 for archers
- 0.9 for javelineers
The intention is to nerf archers slightly.
Patch By: Nescio
Accepted By: ValihrAnt, chrstgtr
Differential Revision: https://code.wildfiregames.com/D3758
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|
|
|
@25463
|
4 years |
wraitii |
|
|
Outposts have vision without garrisoning again.
Reverts D2986 / rP24021.
Outposts have 90 base vision, increasing to 120 with the 'Carrier pigeon' technology.
Outposts no longer decay in neutral territory, thus not needing garrisoning. To compensate, they decay 10x faster in enemy territory.
Differential Revision: https://code.wildfiregames.com/D3898
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|
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@25462
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25461
|
4 years |
Freagarach |
|
|
TreasureCollecter -> TreasureCollector.
Noticed by @Stan on r24989 / rP24989.
Differential revision: https://code.wildfiregames.com/D3949
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|
|
|
@25460
|
4 years |
Freagarach |
|
|
Use a set for the selection internals.
Avoids recreating an object and frequent casting.
Allows some optimisations.
Simplifies some calls.
Differential revision: https://code.wildfiregames.com/D3934
Comment by: @Stan
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|
|
|
@25459
|
4 years |
wraitii |
|
|
Additional entropy when hashing match passwords.
The purpose of our client-side hashing for lobby game passwords is to prevent malicious hosts from getting valuable passwords from clients (e.g. accidentally typing their lobby password instead of the game, or even their email password, etc).
However, the hashing was deterministic (and rather simple), making it possible to compute rainbow tables and recover user passwords anyways.
By adding more variation, including some that cannot so easily be controlled by the host (the client name), this becomes impractical. The password hashing function used is rather fast, but given the base low probability of mistypes, this seems fine.
Differential Revision: https://code.wildfiregames.com/D3459
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@25458
|
4 years |
wraitii |
|
|
Allow decaying only in enemy territory.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3969
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@25457
|
4 years |
wraitii |
|
|
Include CStrInternStatic where necessary only.
This makes incremental recompilation faster when changing static interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
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@25456
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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@25455
|
4 years |
Freagarach |
|
|
Fix autostart without default difficulty.
If a default difficulty is given by the map, use that. Else use the default of the game.
Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D3951
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@25454
|
4 years |
Freagarach |
|
|
CodingConventions: Prefer using const on immutable values.
Using const for values that should not be changed is considered a good practice (https://eslint.org/docs/rules/prefer-const).
Forum poll: https://wildfiregames.com/forum/topic/38347-codingconventions-use-const-instead-of-let-for-immutable-values-in-functions/
Differential revision: https://code.wildfiregames.com/D3950
Comments by: @bb, @Stan, @wraitii
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@25453
|
4 years |
wraitii |
|
|
StunClient code cleanup: use enet functions, endianness
Instead of using platform-specific sockets, use enet_socket* functions (which ends up doing the same).
Clean up some confusing APIs, removing the distinction between finding the public IP for the host/join.
Fix endianness support & use simpler code.
Refs D364 / rP19703 (and some subsequent fixing diffs).
Differential Revision: https://code.wildfiregames.com/D3970
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|
@25452
|
4 years |
wraitii |
|
|
Make pathfinder debug rendering thread-safe.
Also cleans up the jump point cache const-correctness.
Differential Revision: https://code.wildfiregames.com/D3966
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@25451
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25450
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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|
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|
@25449
|
4 years |
Vladislav Belov |
|
|
Disables by default Intel Mesa workaround to save video memory.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/DD3967
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@25448
|
4 years |
wraitii |
|
|
Implement a workaround for routers without NAT loopback.
This allows joining a lobby game hosted on the same network (behind the same NAT gateway).
This is relatively primitive to keep things simple: if the server and the client have the same public IP, it is assumed that they are on the same network and the client instead requests the local IP.
Differential Revision: https://code.wildfiregames.com/D3944
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@25447
|
4 years |
wraitii |
|
|
Don't include ComponentManager.h in ScriptComponent
ScriptComponent does not use ComponentManager, and its derived classes (most ICMP*.cpp files) do not either. Therefore, we can skip a lot of transitive inclusions and speed up recompiling by not including it there.
Differential Revision: https://code.wildfiregames.com/D3962
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@25446
|
4 years |
wraitii |
|
|
Speed up GetAvailableMods for archives.
Refs rP15677 and rP21823
When a .zip file is encountered by the VFS population, it reads the info for all files in the archives. This is quite slow for the public archive (400-500ms on my computer), which means calling GetEngineInfo() repeatedly is impossible.
By only opening the external mod.json, we skip most of the work. The archive can still be opened if needed as fallback.
Differential Revision: https://code.wildfiregames.com/D3216
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@25445
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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@25444
|
4 years |
Vladislav Belov |
|
|
Removes unused and outdated includes, replaces some includes by forward declarations.
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@25443
|
4 years |
Vladislav Belov |
|
|
Fixes broken PCH after wraitii commits (rP25434, rP25430) and Itms (rP21759).
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@25442
|
4 years |
wraitii |
|
|
Remove all external usage of CmptPrivate. Header cleanup.
This removes usage of CmptPrivate outside of ScriptInterface.
ScriptRequest can now be used to safely recover the scriptInterface from a JSContext instead of going through ScriptInterface, which allows more code cleanup.
Follows rP25366
Differential Revision: https://code.wildfiregames.com/D3963
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|
@25441
|
4 years |
Vladislav Belov |
|
|
Adds view bounds test for an ortho camera and removes commented code after rP25440.
|
|
|
|
@25440
|
4 years |
Vladislav Belov |
|
|
Fixes a bounding box projection to an incorrect camera causes the red water bug.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D3905
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|
|
@25439
|
4 years |
Freagarach |
|
|
Fix duplicating promoting entities in XP trickling structures.
The entity received a value modif. message while promoting, triggering a second promotion.
Differential revision: https://code.wildfiregames.com/D3918
Fixes: #6162
Comments by: @Angen, @Stan
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@25438
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25437
|
4 years |
Stan |
|
|
Fix broken non pot texture by @m7600
Reported by: @nwtour
Fixes: #6177 and Phab:rP25237
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|
@25436
|
4 years |
Stan |
|
|
Make fruit (berries and some fruit trees)'s obstructions smaller.
Patch by: @nani
Liked by: @ffffffff
Tested by: me and @Langbart
Differential Revision: https://code.wildfiregames.com/D3957
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|
@25435
|
4 years |
wraitii |
|
|
Fix rP25434
Shouldn't make last-minute changes without recompiling...
|
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@25434
|
4 years |
wraitii |
|
|
Split off JSON-related function from ScriptInterface, clean up headers.
Follows rP25366.
JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to clean up scriptInterface usage.
With these functions split off, we can finally clean out headers and remove ScriptInterface.h from most of them, in favour of smaller and more precise headers.
Take the opportunity to clarify some comments regarding Mutability.
Differential Revision: https://code.wildfiregames.com/D3961
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@25433
|
4 years |
wraitii |
|
|
Remove unused m_rng member from ScriptInterface.
The one in ScriptInterface_Impl is actually used.
Introduced in rP14877 and from what I can tell never actually used.
Differential Revision: https://code.wildfiregames.com/D3960
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|
@25432
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25431
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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|
|
|
@25430
|
4 years |
wraitii |
|
|
Split off Object-related functions from ScriptInterface
Follows rP25366.
This splits off the object-related functions, such as [Set/Get/Has]Property, CreateObject, CreateArray, FreezeObject.
It also puts the definitions in the header itself, which might end up with faster code here & there, though perhaps slower compilation time (somewhat doubtful since we already included most things anyways).
Differential Revision: https://code.wildfiregames.com/D3956
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|
|
|
@25429
|
4 years |
Stan |
|
|
Add a decal to the berry bushes to make them more visible and make the fruits bigger
Suggestions by: @m7600, @wraitii, @JCWasmx86
Reported by: @Yekaterina
Thread: https://wildfiregames.com/forum/topic/39973-a25-feedbacks-from-testing/
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|
|
|
@25428
|
4 years |
wraitii |
|
|
Split JS conversions from ScriptInterface.
All ToJSVal/FromJSVal definitions are put in a separate header.
Remove AssignOr[To/From]JSVal duplication.
The functions were already static so this is rather straightforward.
Follows rP25366 and rP19115
Differential Revision: https://code.wildfiregames.com/D3953
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|
|
@25427
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
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|
@25426
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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@25425
|
4 years |
wraitii |
|
|
Fix crash in Atlas.
Fixes rP25419
Reported by: Stan
Differential Revision: https://code.wildfiregames.com/D3954
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|
|
|
@25424
|
4 years |
user1 |
|
|
Major improvements to the lobby bots XpartaMuPP and EcheLOn.
Reviewers: elexis, Dunedan
Fixes: #5914
Differential Revision: https://code.wildfiregames.com/D2630
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|
|
@25423
|
4 years |
Stan |
|
|
Fix no-pch build. Potentially fixes Phab:rP25360, Phab:rP25377, Phab:rP25366, Phab:rP25392 Phab:rP25401, Phab:rP25408, Phab:rP25415, Phab:rP25419.
Comments by: @vladislavbelov, @wraitii.
Differential Revision: https://code.wildfiregames.com/D3948
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|
|
|
@25422
|
4 years |
bb |
|
|
Add defeat condition on civil centre loss
Somewhat obsoleting rP24624.
Reviewed By: Freagarach
Comments By: Stan, Nescio and wowgetoffyourcellphone
Differential Revision: D3530
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|
|
@25421
|
4 years |
Freagarach |
|
|
Fix collecting treasures near position.
Also refactors the order a bit to be more equal to other orders.
Removes the autocontinue because it was not useful (since that is more about doing other tasks than the one ordered).
Follows r24989 r24999.
Differential revision: https://code.wildfiregames.com/D3942
Tested by: @Langbart
Fixes: #6175
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|
|
|
@25420
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25419
|
4 years |
wraitii |
|
|
Split off StructuredClone from ScriptInterface
Follows rP25366.
This separates StructuredClone & DeepCopy logic into its own header, reducing the size of the monolithic ScriptInterface header.
Differential Revision: https://code.wildfiregames.com/D3922
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|
|
|
@25418
|
4 years |
wraitii |
|
|
Ensure rated game and cheat won't be enabled at the same time.
Reported by: Freagarach
Differential Revision: https://code.wildfiregames.com/D3943
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|
|
|
@25417
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25416
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25415
|
4 years |
wraitii |
|
|
Fix rP25408 - incorrect texture path on Windows.
sizeof(const char*) returns the pointer size and not the string size, and 'texture:' happend to be 8 characters long, which is the same as a 64-bit pointer but not a 32-bit pointer.
Reported by: Stan
Differential Revision: https://code.wildfiregames.com/D3947
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|
|
|
@25414
|
4 years |
Silier |
|
|
Fix warnings and missing break from rP25410
make linter happy
add missing break to loop if correct comparator has been found, reported by @Langbart
Differential revision: D3945
Tested by: @Langbart
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|
|
|
@25413
|
4 years |
wraitii |
|
|
Allow registering custom data for triggers
This allows easier handling of e.g. range triggers calling into the same function.
The original trigger data is also forwarded for convenience.
Differential Revision: https://code.wildfiregames.com/D3904
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|
|
|
@25412
|
4 years |
wraitii |
|
|
Fix warnings in rP25408
Differential Revision: https://code.wildfiregames.com/D3946
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|
|
|
@25411
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25410
|
4 years |
Silier |
|
|
Do not allow to start pyrogenesis with incompatible mods
Fixing following problems:
Issue number one:
Enable mod with a23 compatibility in a23b.
Save configuration.
Start a24.
Better result:
Mod will be enabled and invisible in mod selection screen producing various errors.
Worse result:
Game will crash and refuse to start.
Issue number two:
Mods can silently set loaded mods without restarting the engine, so mods can unlist themselves from compatibility detection.
Solution:
Enable necessary mods instead if running with gui and open mod page.
Open information window on top of mod page to infom why mod page is showing up.
On mod page show mods which failed in compatibility check and color the resposnible ones.
Disable start button without enabled mods.
Show non existed mods if they failed in compatibility check.
Else just log to mainlog and close.
Another fixes:
Display in enabled mods really enabled mods as current logic confuses players about which mods they have enabled and is not helpful (ref #4881)
Note:
this will not solve issue with mods claiming being compatible with engine version while in fact being incompatible.
Comments by: @vladislavbelov, @Stan, @Imarok
Tested by: @wraitii
Differential revision: D3592
Fixes: #6044 #4881
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|
|
|
@25409
|
4 years |
Silier |
|
|
Hide icon for matches without password
This should help with better visual experience.
Icon introduced in rP24795.
Differential revision: D3939
Fixes: #6153
|
|
|
|
@25408
|
4 years |
wraitii |
|
|
Allow GUI elements to define custom mouse event mask shapes.
This allows GUI elements to use a texture as their "mouse event mask", making it possible to have arbitrarily-shaped GUI elements with regards to mouse interactions.
Used for the minimap idle worker button as a proof-of-concept.
Differential Revision: https://code.wildfiregames.com/D3814
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|
|
|
@25407
|
4 years |
wraitii |
|
|
Don't hardcode the "0ad" resource into lobby XMPP & hosting
XMPP JID has a concept of 'resources', which can be used to differentiate multiple clients of the same account.
We currently hardcode this 'resource' to '0ad' in two places:
- The 0 A.D. client always uses '0ad'
- The network code expects a host resource to be '0ad' when connecting.
As noted in https://code.wildfiregames.com/rP21520#31215, it is less effort to store the JI
D directly. This patch does that. It also makes 0 A.D. use a different resource each time.
Note that resources ought not contain particular information, as the XMPP server is free to
clobber it. I keep '0ad-' here for debug purposes.
This allows:
- multiple 0 A.D. instances to log on the lobby at the same time (not massively useful, but good for debugging sometimes)
- hosting a game with a custom resource, which will potentially make it easier to have dedi
cated servers on one account.
Note that hosting multiple games on one account is currently not supported and will have weird behaviour on the lobbybots side. They should be upgraded independently of this.
Refs #3556
Differential Revision: https://code.wildfiregames.com/D3500
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|
@25406
|
4 years |
wraitii |
|
|
Make it explicit that technology specific names expect an object.
Simple strings would trigger errors.
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3921
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|
|
|
@25405
|
4 years |
wraitii |
|
|
Fix cpuid call with -fPIC on i386 architectures.
GCC < 5 used to reserve the ebx register for PIC (position-independent code) metadata. This meant that we needed to save the state of ebx before calling cpuid (fixed in #2675)
However, the original patch from r15886 did not force a particular register to store this value in. Following the GCC 5 upgrade, GCC stopped reserving ebx, and that register silently got used instead. The code became non-sensical, and our ASM cpuidex started returning random garbage in edx.
Since we now only support GCC7 and above, the PIC-specific branch is no longer necessary and is removed.
Fixes #6028. The assertion was a result of random data in ebx.
Refs #2675 / reverts rP15890 and reverts rP15886.
Patch by: nwtour
Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3575
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|
|
|
@25404
|
4 years |
wraitii |
|
|
Separate campaign replays in replay page & fix for i18n
The 'map name' dropdown filter did not work in localised interfaces.
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3883
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|
|
|
@25403
|
4 years |
s0600204 |
|
|
Fix auto-complete chat entries for Biome names in GameSetup
The line altered here was returning an Array of Objects. This array would
eventually passed to code that expected it to be an Array of Strings. This was
causing an error to thrown that could be replicated by going to the Multiplayer
GameSetup, entering text (e.g. "Winter", "Dry", "lol") into the chat field, and
pressing Tab to trigger the auto-complete.
This line now returns an Array containing the user-facing names of the Biomes
available to the selected map (if it has them), which is what this method was
returning prior to r25077.
Related: phab:rP25077, r25077
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|
|
|
@25402
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25401
|
4 years |
wraitii |
|
|
Fix rP25392 - CGUIColor setting
Reported by: langbart
Fixes #6173
Differential Revision: https://code.wildfiregames.com/D3937
|
|
|
|
@25400
|
4 years |
Freagarach |
|
|
Fx low resource supply tricking AI.
Strength was floored, resulting in possibility for 0, which was not handled gracefully by the map.
Since the strength is multiplied by something that can be non-integer in the map, the floor is not needed.
Differential revision: https://code.wildfiregames.com/D3884
Comments by: @Angen, @smiley
|
|
|
|
@25399
|
4 years |
Freagarach |
|
|
Let team bonuses also apply to own player.
Requested in D3810 (and other places).
It was weird that e.g. the Romans gave their allies a training bonus but lacked that themselves.
Differential revision: https://code.wildfiregames.com/D3899
Reviewed by: @ValihrAnt
Comment by: @darkcity
Idea approved by: @wraitii
|
|
|
|
@25398
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25397
|
4 years |
Freagarach |
|
|
Fix returning resources by formation members.
Noticed by @mysticjim.
Introduced in r25243 / rP25243.
Differential revision: https://code.wildfiregames.com/D3931
Differential revision: D3838
Fixes: #6170
Reviewed by: @wraitii
|
|
|
|
@25396
|
4 years |
Freagarach |
|
|
Some small fixes for the AutoQueue feature.
r25381 / rP25381
Fix using the hotkey on entities that don't have a Production Queue.
Fix showing the icon on entities that don't produce entities.
Differential revision: https://code.wildfiregames.com/D3932
Fixes: #6172
Comment by: @wraitii
Tested by: @Langbart
|
|
|
|
@25395
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25394
|
4 years |
wraitii |
|
|
Fix Profiler1 "time per turn".
Actually call Turn() when a turn is processed.
Fixes #6144
Differential Revision: https://code.wildfiregames.com/D3885
|
|
|
|
@25393
|
4 years |
wraitii |
|
|
Allow toggling repairability.
Useful for trigger maps.
Differential Revision: https://code.wildfiregames.com/D3901
|
|
|
|
@25392
|
4 years |
wraitii |
|
|
Change GUI settings to explicitly be member variables.
Completes work starting in D2313 / rP23005:
- Make C++ mistakes where values can be changed without messages being sent easier to notice / harder to do.
- Make the IGUISetting interface more flexible, allowing custom settings implementing their own logic. This is used to clean up hotkey code introduced in rP22845.
Side effects:
- FromJSVal_Vector clears the vector being passed in. I have some vague memory of not doing that in D24 / rP19115 as an optimisation, but it seems more like a footgun to me.
- Most usage of SetSettingFromString is replaced by direct method calls, as we can generally cast to the proper GUI object type. Where we can't, it is kept as a poor's man virtual dispatch.
- It moves a few member variables elsewhere, e.g. TextOwner now gets its own member variable settings.
Differential Revision: https://code.wildfiregames.com/D3892
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|
|
|
@25391
|
4 years |
wraitii |
|
|
Fix mistake in rP25387
I last-minuted a "X = X * Y" into a "X *= Y" but that turns out to map to "X = Y * X" with our matrix overloads.
Reported by: langbart
|
|
|
|
@25390
|
4 years |
Stan |
|
|
Differentiate a bit the spart and athen rams.
- Use Athenian Shields
- Reduce Duplication
- Add default material
Patch by: @wowgetoffyourcellphone & @Stan`
|
|
|
|
@25389
|
4 years |
Stan |
|
|
Revert to SDL 2.0.12
They have a bug with Alt+Tab / Windows + D https://github.com/libsdl-org/SDL/issues/4039
Fix Phab:rP25385
Noticed by: Asger_Spear
Still, D3429 works.
|
|
|
|
@25388
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25387
|
4 years |
wraitii |
|
|
Fix bounding boxes after rP25306
Skinning calculations must happen in bone-space.
Fixes rP25306
Reported by: langbart
Fixes #6168
Differential Revision: https://code.wildfiregames.com/D3927
|
|
|
|
@25386
|
4 years |
wraitii |
|
|
More broken implicit conversions.
Differential Revision: https://code.wildfiregames.com/D3928
|
|
|
|
@25385
|
4 years |
Stan |
|
|
Update SDL2 on Windows to 2.0.14.
Make it possible for Phab:D3429 to work.
Refs:#3004
Changelog here: https://www.libsdl.org/tmp/SDL/WhatsNew.txt
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|
|
|
@25384
|
4 years |
wraitii |
|
|
Ignore test .cpp files in ps/XMB
|
|
|
|
@25383
|
4 years |
wraitii |
|
|
Fix macOS boost compilation
Bintray has moved. Also upgrade to 1_76 while at it.
Differential Revision: https://code.wildfiregames.com/D3925
|
|
|
|
@25382
|
4 years |
Freagarach |
|
|
Fix mime-types on images introduced in r25381 / rP25381.
|
|
|
|
@25381
|
4 years |
Freagarach |
|
|
Enable production entities to autoqueue.
This adds a new command button that enables training of units automatically.
Use:
- Enable auto-queue.
- Train an entity.
This adds a new item to the queue whenever the previous item starts, such that good micro is more resource-efficient.
Patch by: @azayrahmad
Differential revision: https://code.wildfiregames.com/D3865
Comments by: @Langbart, @nani, @Stan, @wraitii
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|
|
|
@25380
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25379
|
4 years |
wraitii |
|
|
Map browser fixes and improvements
- 'Random' map is filtered correctly
- When in 'fallback to all' mode, selecting something works (#6165).
- Fix hotkeys being broken (fixes map browser following rP25365)
- Clear filters when reopening the map browser (seems natural).
Based on a patch by: nani
Refs #6045.
Fixes #6165.
Differential Revision: https://code.wildfiregames.com/D3833
|
|
|
|
@25378
|
4 years |
wraitii |
|
|
GUI cleanup: XML & child handling.
- We only need an XMBFile, not a CXeromyces to parse GUI objects/scripts/... This makes the interface more consistent with other usage, notably ParamNode.
- Rename IGUIObject::AddChild to RegisterChild and flesh out the interface a little.
Differential Revision: https://code.wildfiregames.com/D3908
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|
|
|
@25377
|
4 years |
wraitii |
|
|
Fix warning in rP25375
GCC complained, even if the path cannot be taken.
|
|
|
|
@25376
|
4 years |
wraitii |
|
|
Gamesetup: make sure GameSpeed is a number
The dropdown converted the numbers to string, and the code expected numbers.
Differential Revision: https://code.wildfiregames.com/D3924
|
|
|
|
@25375
|
4 years |
wraitii |
|
|
XMB Improvements, parse JS into XMB, make strings more efficient.
XMB format is bumped to 4, invalidating all cached files. The differences are:
- element/attribute names are stored after the elements themselves, and not before. This allows writing XMB data in one pass instead of two.
- names themselves becomes offsets (instead of arbitrary integers), making getting the string from the int name much more efficient.
XMBFile is renamed to XMBData to clarify that it does not, in fact, refer to a file on disk.
XMBData::GetElementString is also changed to return a const char*, thus not creating an std::string. A string_view version is added where convenient.
The XML->XMB and JS->XMB conversion functions and the corresponding storage are moved to ps/XMB, since that format doesn't particularly relate to XML. CXeromyces becomes lighter and more focused as a result.
The XML->XMB conversion also benefits from the above streamlining.
Note that in a few cases, string_view gets printed to CLogger via data(), which is generally not legal, but we know that the strings are null-terminated here. Our libfmt (version 4) doesn't support string_view, that would be v5.
Differential Revision: https://code.wildfiregames.com/D3909
|
|
|
|
@25374
|
4 years |
wraitii |
|
|
Enable specifying the trigger action independently of the trigger name.
Trigger functions/actions were tied to the trigger 'identifier'. This is inconvenient if several triggers should call the same function, e.g. for range triggers.
By setting an 'action' in the trigger data, one can now specify the function to call independently of the trigger name.
For clarity, the 'action' parameter in RegisterTrigger is changed to 'name'. By default, the action still matches the trigger name for compatibility and convenience.
Differential Revision: https://code.wildfiregames.com/D3903
|
|
|
|
@25373
|
4 years |
wraitii |
|
|
Simplify trigger event naming scheme.
Reduces confusion and string manipulation.
Refs #52.
Differential Revision: https://code.wildfiregames.com/D3913
|
|
|
|
@25372
|
4 years |
Stan |
|
|
Remove castshadow from decals.
|
|
|
|
@25371
|
4 years |
Stan |
|
|
Disable shadows for blood. Since they are decals it doesn't seem to make much difference.
|
|
|
|
@25370
|
4 years |
Stan |
|
|
Update the Actor Editor, it hadn't been in long while
|
|
|
|
@25369
|
4 years |
wraitii |
|
|
Fix error when hosting lobby game.
Revealed by rP25365. The fix also avoids sending a redundant lobbyregistration message.
Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D3923
|
|
|
|
@25368
|
4 years |
Freagarach |
|
|
Let entity react on target death directly.
Don't let entities waste a repeat time when they've killed their target.
Done by storing a list of attackers in cmpResistance (since that cmp is obligatory anyway).
Differential revision: https://code.wildfiregames.com/D2129
Comments by: @Angen, @wraitii
|
|
|
|
@25367
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25366
|
4 years |
wraitii |
|
|
Split ScriptRequest in its own header.
We often only need to include ScriptRequest.h and not the full ScriptInterface.h
Differential Revision: https://code.wildfiregames.com/D3920
|
|
|
|
@25365
|
4 years |
wraitii |
|
|
Throw errors instead of warnings on wrong implicit conversions.
This prints out a stack trace, which is quite helpful when debugging.
Also fixes an issue with stack trace not always being reported.
Differential Revision: https://code.wildfiregames.com/D3210
|
|
|
|
@25364
|
4 years |
Freagarach |
|
|
Add some missing credits.
@mysticjim and @Sundiata manage the community, but were not named in those credits yet.
@Langbart does a lot of valuable work (amongst which is writing patches) and was not credited at their first patch (my fault).
Differential revision: https://code.wildfiregames.com/D3880
|
|
|
|
@25363
|
4 years |
Freagarach |
|
|
Allow triggers to spawn turreted entities.
After r25123 / rP25123.
Differential revision: https://code.wildfiregames.com/D3872
Comments by: @Angen
|
|
|
|
@25362
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25361
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25360
|
4 years |
wraitii |
|
|
Further reduce usage of TERRAIN_TILE_SIZE in non-terrain components
TERRAIN_TILE_SIZE is now only used in relevant places in the simulation.
This also makes it mostly possible to use CFixed in constexpr contexts.
Refs #5566
Differential Revision: https://code.wildfiregames.com/D3078
|
|
|
|
@25359
|
4 years |
wraitii |
|
|
Fix some warnings.
- rP24553 added 'override' to a method in ShaderProgram.cpp. This adds it to the rest.
- BinarySerializer.cpp had custom JS includes, because putting those in ScriptExtraHeaders failed. The cause is that gloox leaves "#define lookup" up. This has been reported upstream, and fixed here.
- VS17 complains about an uninitialised variable, though the usage is safe.
Differential Revision: https://code.wildfiregames.com/D3916
|
|
|
|
@25358
|
4 years |
wraitii |
|
|
Allow implicit JS boolean -> string conversions.
false becomes "false", true becomes "true".
Differential Revision: https://code.wildfiregames.com/D3917
|
|
|
|
@25357
|
4 years |
wraitii |
|
|
Remove debug code left in rP25353
Reported by: Freagarach
|
|
|
|
@25356
|
4 years |
Silier |
|
|
Do not transfer xp twice on Promotion
ChangeEntityTemplate used by Promotion is transfering xp from old unit to new one, but also Promotion component itself does the same thing.
Introduced in rP22753
Differential revision: D3915
|
|
|
|
@25355
|
4 years |
Vladislav Belov |
|
|
Moves terrain independent code for viewport bounds calculations to camera.
|
|
|
|
@25354
|
4 years |
wraitii |
|
|
Replace ScriptInterface::Call* with new ScriptFunction functions
Finishes work started in rP24969.
This removes the boost-CPP function wrappers entirely, in favour of pure templated code in FunctionWrapper.h
The Call* functions were already heavily templated, so there is nothing really new here. I just use tag dispatch to reduce the number of overloads slightly.
The new functions do not need the script interface, only the script request.
Differential Revision: https://code.wildfiregames.com/D3912
|
|
|
|
@25353
|
4 years |
wraitii |
|
|
Generalize icon-specific tooltips to a tag, streamline code.
We can currently specify a custom tooltip for an icon. This extends that to a generic tag [tooltip='something']...[/tooltip] for any particular piece of text, and removes the iconTooltip hardcoding by instead using a virtual GetTooltipText call since all IGUIObject descendants have a tooltip. This is both cleaner & more efficient.
Removes the ability to set a custom tooltip style (that doesn't seem particularly useful), it'll reuse the style of the CText itself.
Differential Revision: https://code.wildfiregames.com/D3895
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|
|
|
@25352
|
4 years |
Vladislav Belov |
|
|
Fixes unused CCamera argument in debug rendering in SilhouetteRenderer.
|
|
|
|
@25351
|
4 years |
wraitii |
|
|
TriggerPoint - default required component is '0'.
Differential Revision: https://code.wildfiregames.com/D3902
|
|
|
|
@25350
|
4 years |
wraitii |
|
|
Migrate DEFINE_INTERFACE_METHOD_* to the ScriptFunction wrappers.
The main benefits are more convenient code in the component interfaces TU and no limit on the # of arguments that can be passed.
Differential Revision: https://code.wildfiregames.com/D3910
|
|
|
|
@25349
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25348
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25347
|
4 years |
wraitii |
|
|
Implement FromJSVal<IObject*> safely
By making all GUI proxy objects share the same class, we can easily confirm if a given JS object is one, and from there convert to the appropriate types.
Differential Revision: https://code.wildfiregames.com/D3907
|
|
|
|
@25346
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25345
|
4 years |
Freagarach |
|
|
Count resource gatherers also when returning their resources.
Followup on r24357 / rP24357.
This gives a better image of the amount of units which are gathering.
By decision, entities are _not_ accounted from when the player tasks them to return their resources.
Refs. #643
Differential revision: https://code.wildfiregames.com/D3226
Comments by: @wraitii
|
|
|
|
@25344
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25343
|
4 years |
wraitii |
|
|
Fix large slowdown in rendering on some configurations.
Usage of GL_VERTEX_ARRAY client state apparently prevented OpenGL from using hardware acceleration on my computer (Macos 10.14 with an Intel GPU).
It is unclear how many people would be affected by this issue, but on my end it makes GLSL performance competitive with ARB again.
Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3900
|
|
|
|
@25342
|
4 years |
wraitii |
|
|
Unify pierce resistance of defensive structures.
Defensive buildings now have 25H/35P/3C resistance.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3757
|
|
|
|
@25341
|
4 years |
wraitii |
|
|
Buff stone throwers: increased range and HP.
Patch by: borg-
Differential Revision: https://code.wildfiregames.com/D3781
|
|
|
|
@25340
|
4 years |
wraitii |
|
|
Introduce a specific limit to domestic animals pop.
- Prevents lag
- Prevents abuse by using animals to break pathfinding.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3777
|
|
|
|
@25339
|
4 years |
wraitii |
|
|
Unify resistances of non-buildable structures.
Resistance is unified to 1H/10P/1C.
Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3756
|
|
|
|
@25338
|
4 years |
wraitii |
|
|
Introduce an Hoplite tradition tech for Athens/Sparta.
Similar to the archer tradition tech.
Intended to boost usage of melee units.
Patch by: borg-
Differential Revision: https://code.wildfiregames.com/D3688
|
|
|
|
@25337
|
4 years |
wraitii |
|
|
Increase archer spread slightly, introducing a compensating technology.
This new value was last changed in rP24709. The new value sits halfway.
The technology is available at the forge for all civilizations with archers and independent of the already existing “Archery Tradition” technology.
Patch by: Nescio
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3736
|
|
|
|
@25336
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25335
|
4 years |
wraitii |
|
|
Revert rP25318, fix correctly.
|
|
|
|
@25334
|
4 years |
Stan |
|
|
Fix enabling / disabling shadows in the actor viewer.
Differential Revision: https://code.wildfiregames.com/D3896
|
|
|
|
@25333
|
4 years |
Stan |
|
|
Fix horses props going OOS when gathering.
- EOL native and xml mime type
- Add player_trans_norm_spec.xml
- Disable cast shadow for manes.
- Use norm instead of parallax
Reported by @Freagarach
|
|
|
|
@25332
|
4 years |
wraitii |
|
|
Translation fixes.
- Fix in tooltip context for healing 'Health'
- Fix in tooltip for splash shape.
- Translate locale_advanced
- Translate specific name in the structure truee
- Translate player name in gamesetup.
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3889
|
|
|
|
@25331
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25330
|
4 years |
Vladislav Belov |
|
|
Removes glColor* calls from scene rendering, colors are set explicitly by uniforms.
|
|
|
|
@25329
|
4 years |
Vladislav Belov |
|
|
Removes ShaderProgramPtr argument from DebugRenderer methods.
|
|
|
|
@25328
|
4 years |
Vladislav Belov |
|
|
Removes GL matrix stack usages from scene rendering.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3894
|
|
|
|
@25327
|
4 years |
Stan |
|
|
Fix ugly water color in polynesia.xml
|
|
|
|
@25326
|
4 years |
wraitii |
|
|
De-singletonify CConfigDB, make hooks RAII.
CConfigDB is no longer a singleton, and its members are no longer static.
This makes it possible to have several instances of it, useful for testing of if we ever want to have different config profiles.
Also updates hooks to delete themselves on destruction, to fit a more natural RAII pattern. Long-lived objects must take care to destroy hooks before ConfigDB is reset.
Differential Revision: https://code.wildfiregames.com/D3866
|
|
|
|
@25325
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25324
|
4 years |
Vladislav Belov |
|
|
Fixes missing DrawCameraFrustum argument after rP25323.
|
|
|
|
@25323
|
4 years |
Vladislav Belov |
|
|
Removes glBegin from scene rendering, removes GL matrix stack dependency from scene rendering.
|
|
|
|
@25322
|
4 years |
Stan |
|
|
Fix flag position for barracks.
Refs: #6160
|
|
|
|
@25321
|
4 years |
wraitii |
|
|
Improve error message for broken quality levels in Actor files.
Differential Revision: https://code.wildfiregames.com/D3887
|
|
|
|
@25320
|
4 years |
wraitii |
|
|
More actor file validation, preventing crashes.
It's currently possible to trigger ENSUREs in the code if loading empty groups, which is easy enough with LOD and shouldn't happen.
Recover gracefully from these errors instead.
Differential Revision: https://code.wildfiregames.com/D3888
|
|
|
|
@25319
|
4 years |
Stan |
|
|
Fix broken garrison flag on the athenian temple.xml
Refs: #6160
|
|
|
|
@25318
|
4 years |
wraitii |
|
|
Fix unused variable warning in rP25308
|
|
|
|
@25317
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25316
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25315
|
4 years |
Vladislav Belov |
|
|
Adds circle drawing to DebugRenderer.
|
|
|
|
@25314
|
4 years |
Vladislav Belov |
|
|
Adds line drawing to DebugRenderer.
|
|
|
|
@25313
|
4 years |
Silier |
|
|
Revert rP25312
|
|
|
|
@25312
|
4 years |
Silier |
|
|
Make player entities more visible on minimap
This patch is increasing contrast of player colours used on minimap in minimap component instead of changing player colours themselves to not mess with other cases, when they are used.
Differential revision: D3242
Comments by: @vladislavbelov, @ValihrAnt, @Freagarach
|
|
|
|
@25311
|
4 years |
Silier |
|
|
Use better colour in multiplayer lobby for away status
Colour for away status, makes it hard to spot among busy statuses.
Setting more orange colour for this.
Differential revision: D3856
Ref: #6055
Accepted by: @asterix
Comments by: @Langbart
|
|
|
|
@25310
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25309
|
4 years |
wraitii |
|
|
Unify damage of arrow-shooting structures
- Arrow shooting structures (towers, CC, fortress, camps...) now deal 10 pierce data per arrow, one arrow every 2 second (i.e. 5 pierce DPS).
- Adjust the count of arrows per building accordingly.
This makes these buildings easier to compare.
Accepted By: #balancing, borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D3668
|
|
|
|
@25308
|
4 years |
wraitii |
|
|
Hotloading fix after rP25210
Emplace does not replace existing element, insert_or_assign does.
While at it:
- Clean up the 'outdated' logic and reuse it for actors
- When an actor fails to load, return a placeholder. This improves hotloading of broken actors, and makes Cunit behaviour more predictable.
- Some minor cleanup
Reported by: Stan
Fixes #6157
Differential Revision: https://code.wildfiregames.com/D3882
|
|
|
|
@25307
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25306
|
4 years |
wraitii |
|
|
Cache the model-animation bounds more efficiently.
To render models, we need to know the maximum bounds it takes over the course of an animation. This depends only on the ModelDef and the AnimationDef (and thus the SkeletonDef).
Currently, we recompute this data for each model, which is inefficient.
Caching it in ModelDef is faster, particularly avoiding lag spikes at game start on some maps.
The animations are referred by a unique ID to avoid pointer-related issues. I would have preferred weak_ptr, but that cannot be stably hashed for now.
While at it, switch to unique_ptr/vectors.
Differential Revision: https://code.wildfiregames.com/D2967
|
|
|
|
@25305
|
4 years |
Stan |
|
|
Use the new "Lod" Feature for reins
- Disable "castshadow" on medium quality
- Disable them on low for performance.
- EOL & Mime Type
|
|
|
|
@25304
|
4 years |
autobuild |
|
|
[i18n] Updated POT and PO files.
|
|
|
|
@25303
|
4 years |
Vladislav Belov |
|
|
Draws scrollbar above list to have a correct order for Z sorting after rP25231.
Reported By: nwtour
Tested By: nwtour
Differential Revision: https://code.wildfiregames.com/D3881
|
|
|
|
@25302
|
4 years |
autobuild |
|
|
[Windows] Automated build.
|
|
|
|
@25301
|
4 years |
Freagarach |
|
|
Some translation fixes.
Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D3875
Comment by: @vladislavbelov
|
|
|
|
@25300
|
4 years |
Vladislav Belov |
|
|
Reduces number of allocations during error message formatting.
Differential Revision: https://code.wildfiregames.com/D3871
|
|
|
|
@25299
|
4 years |
Freagarach |
|
|
Store build time modifier in template.
Instead of hardcoding it in the component.
Allows modders to easily change the value.
Differential revision: https://code.wildfiregames.com/D3792
Comments by: @Angen, @Nescio, @Stan
|
|
|
|
@25298
|
4 years |
Freagarach |
|
|
Add note about patience on the chat-button and add FAQ-button.
We have a FAQ, that is now pretty up-to-date, so use it.
Also add note that people may want to be more patient when chatting with us on IRC.
Patch by: @Langbart
Differential revision: D3499
Comment by: @Stan
|
|
|
|
@25297
|
4 years |
Stan |
|
|
Use the new "Lod" Feature for handgrips
- Disable "castshadow" as they are never much larger than the shields
- Disable them on medium because they are part of the texture
- Disable them on low for performance.
- EOL & Mime Type
- Add a new materials/basic_trans_norm_spec.xml to disable parallax (while keeping normal and transparency) when not needed and use it for the handgrips with transparency.
|
|
|
|
@25296
|
4 years |
Stan |
|
|
Use the new "Lod" Feature for greaves
- Disable "castshadow" as they are never much larger than the legs
- Disable them on medium because they are part of the texture
- Disable them on low for performance.
- Add a missing mesh reported by @wowgetoffyourcellphone the r variant was used for the l actor
- EOL & Mime Type
- Add a new materials/no_trans_norm_spec.xml to disable parallax (while keeping normal) when not needed and use it for the greaves.
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@25295
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4 years |
Stan |
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Update wxwidgets README.txt
Patch by: @pszemsza
Differential Revision: https://code.wildfiregames.com/D3878
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@25294
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4 years |
Stan |
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Fix no idle alarm sound;
Noticed & Tested by: @Langbart
Tweaks by: @Samulis
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@25293
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4 years |
wraitii |
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Fix triggerhelper for rP24480
rP24480 made formation take "formation", not "name". This broke TriggerHelper.
Reported by: Angen
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D3873
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@25292
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4 years |
autobuild |
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[i18n] Updated POT and PO files.
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@25291
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4 years |
Freagarach |
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Fix typo in PetraAI's extended entity.
Called the member instead of the function.
Introduced in r24989 / rP24989. Noticed by @Angen.
Differential revision: https://code.wildfiregames.com/D3870
Reviewed by: @Angen
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@25290
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4 years |
autobuild |
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[Windows] Automated build.
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@25289
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4 years |
Vladislav Belov |
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Moves cinematic overlay to GUI.
Differential Revision: https://code.wildfiregames.com/D3869
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@25288
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4 years |
Freagarach |
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Move custom JS data structures to globalscripts.
These don't depend on the simulation and can be useful for e.g. the GUI (the FSM) or map scripts.
Confer also the vector implementation.
Differential revision: D3863
Comment by: @wraitii (agreed with concept)
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@25287
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4 years |
Freagarach |
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Play a sound when there are no idle entities.
If there are no idle units and the idle-unit hotkey is pressed there is now a sound played.
Beneficial when there are already units selected since selection doesn't change.
Sound courtesy of @Samualis.
Refs. #5360
Based on a patch by: @cpc
Differential revision: https://code.wildfiregames.com/D1692
Comments by: @asterix, @smiley, @Stan, @vladislavbelov
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@25286
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4 years |
autobuild |
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[Windows] Automated build.
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@25285
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4 years |
Vladislav Belov |
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Removes old ARB state.matrix usages.
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@25284
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4 years |
Vladislav Belov |
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Removes unused debug render from ShadowMap.
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@25283
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4 years |
Vladislav Belov |
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Removes fixed shader technique from effects.
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@25282
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4 years |
Freagarach |
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Fix some translations.
- Idle builder hotkey r25174 / rP25174.
- "Other hotkey"-catagory.
- Tooltipless hotkeys.
Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D3862
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@25281
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4 years |
autobuild |
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[Windows] Automated build.
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@25280
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4 years |
wraitii |
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Set a stack quota for JS scripts to prevent crashes from infinite loops.
Infinite loop will instead trigger JS exceptions, which will make error reports much nicer.
Differential Revision: https://code.wildfiregames.com/D3851
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@25279
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4 years |
wraitii |
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Improvements on rP25210
See rP25210. Follows comments by @vladislavbelov.
Differential Revision: https://code.wildfiregames.com/D3852
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@25278
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4 years |
wraitii |
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Rework rP25266
Following comments by @vladislavbelov.
Differential Revision: https://code.wildfiregames.com/D3860
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@25277
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4 years |
autobuild |
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[i18n] Updated POT and PO files.
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@25276
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4 years |
Freagarach |
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Use a map for the weighted list.
Less object creations at addition time, more intuitive handling.
Differential revision: https://code.wildfiregames.com/D3854
Comments by: @Stan, @wraitii
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@25275
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4 years |
Freagarach |
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Rename Attacking.js-helper to Attack.js and its global to AttackHelper.
https://code.wildfiregames.com/rP22754#inline-4026
Differential revision: https://code.wildfiregames.com/D3858
Comment by: @wraitii
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@25274
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4 years |
Freagarach |
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Add stable to fortress random map.
Replaces a house by a stable.
Since r24470 / rP24470 cavalry cannot be trained at the barracks anymore.
Patch by: @Nescio
Differential revision: D3691
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@25273
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4 years |
Freagarach |
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Correct Arthashshastra quotes.
Chanakya was the teacher and minister of Chandragupta Maurya, whereas Kautilya is the author of the Arthashshastra. While the two are often equated (out of ignorance or for ideological reasons), they are different persons, and the first versions of the Arthashshastra were composed only a few centuries after the Mauryas were gone. See https://wildfiregames.com/forum/topic/27113-bibliography-and-references-about-ancient-times-book-reviews/?tab=comments#comment-402302 for a more detailed explanation.
This patch therefore:
- changes the author from Chanakya to Kautilya;
- lists the quotes at the correct location in the file (under K instead of C);
- removes the chapter titles (which depend on the text edition or translation) and give a more precise location, to make it easier for people to look up.
For those interested, the Sanskrit is:
KAZ01.4.07 na-iti kauṭilyaḥ | 7 |
KAZ01.4.08 tīkṣṇa.daṇḍo hi bhūtānām udvejanīyo bhavati | 8 |
KAZ01.4.09 mṛdu.daṇḍaḥ paribhūyate | 9 |
KAZ01.4.10 yathā.arha.daṇḍaḥ pūjyate | 10 |
and:
KAZ01.19.01 rājānam utthitam anūttiṣṭhante bhṛtyāḥ | 1 |
KAZ01.19.02 pramādyantam anupramādyanti | 2 |
And the translations in Patrick Olivelle King, Governance, and Law in
Ancient India / Kauṭilya’s Arthaśāstra / A New Annotated Translation (Oxford 2013) are on p. 69:
7 “No,” says Kauṭilya;
8 “for one who punishes severely terrifies the people,
9 and one who punishes lightly is treated with contempt,
10 whereas one who dispenses appropriate punishment is treated with respect.
and on p. 92:
1 When the king is energetic, people in his service, in turn, become energetic;
2 and when he is lethargic, they, in turn, become lethargic.
Patch (and description above) by: @Nescio
Differential revision: https://code.wildfiregames.com/D3598
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@25272
|
4 years |
autobuild |
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[Windows] Automated build.
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@25271
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4 years |
Vladislav Belov |
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Adds line drawing to DebugRenderer.
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@25270
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4 years |
Silier |
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Fix wrongly placed parameter in rP25095
Correctly colour url of invalid mod.
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@25269
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4 years |
Vladislav Belov |
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Removes low-level GL calls from graphics and geometrics primitives and adds DebugRenderer.
Tested By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3857
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@25268
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4 years |
Silier |
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Check for replay compatibility when opening summary screen
Summary screen and mainly its statistics can be influenced by mod as much as replay itself with mod removing or adding classes and trackers to the game.
Summary screen allows to replay the match without checking compatibility, that is fine I think if it is prevented to see summary of incompatible replay in a first place.
Therefore this is adding compatibility check for opening summary of replay.
Differential revision: D3799
Fixes: #6119
Tested by: @Langbart
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@25267
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4 years |
Silier |
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Fix EstimateFuturePosition in UnitMotionFlying
Introduced in rP24701
Differential revision: D3855
Fixes: #6141
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@25266
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4 years |
wraitii |
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Use type_identity to simplify Clamp usage.
Differential Revision: https://code.wildfiregames.com/D3859
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@25265
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4 years |
Freagarach |
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Fix translation of damage types.
Broken in r24509 / rP24509.
Due to not checking for template_helpers in the game's files.
Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D3850
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@25264
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4 years |
Freagarach |
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Fix entities able to attack allied structures in rare cases (take 2).
Caused by not checking the attack type whilst performing an attack.
Fixes: #5511
Differential revision: D3845
Refs. #3484
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@25263
|
4 years |
autobuild |
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[Windows] Automated build.
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@25262
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4 years |
Vladislav Belov |
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|
Removes unused header dependencies from CTimeManager.
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@25261
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4 years |
Vladislav Belov |
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Removes unused shadow settings forgotten in rP13877, removes direct SkipSubmit access.
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@25260
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4 years |
s0600204 |
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Show correct cost/phase of template-variants in structree whilst maintaining correct build lists in viewer
("Variant" in this case means a template that is functionally the same as its
base template - but is a different promotion level, requires a technology to
unlock (that the base template doesn't), is an upgrade of its base, or is a
trainable version.)
Should fix concern raised on phab:rP23808.
Accepted by: Angen
Differential Revision: https://code.wildfiregames.com/D3347
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@25259
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4 years |
Stan |
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Fix selection height for the apple, banana, date, fig, olive and palm trees. Use the biggest variation as reference. Forgotten in Phab:24043 (Height was 10 initially)
Reported by: @nani
Fixes: #6075
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@25258
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4 years |
wraitii |
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Delete "Compact RelaxNG" / .rnc files
(Follows rP25210 where I deleted actor.rnc)
This deletes the .rnc validation files, upgrading the .rng files to being the source of truth.
- The engine uses, via LibXML2, .rng files to validate XML schemas, to the .rnc files are redundant.
- The RelaxNG "Compact" format is a DSL for the RelaxNG XML format. Its syntax is unique, unlike .rng files which are XML.
- Some errors are likely - I'm not sure anyone has converted the compact files in years.
- The tool to generate .rng from .rnc files is trang (https://github.com/relaxng/jing-trang), which runs on the JVM and is quite annoying to install compared to "your usual text editor".
- The JS components use the full .rng format in XML, so editing this format is already familiar to most people that mod the game.
The .rnc files were added in rP15377 along the .rng files.
Refs #413, #245
Differential Revision: https://code.wildfiregames.com/D3824
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@25257
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4 years |
wraitii |
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Fix 4 small gamesetup issues
- Random lanscape option now works properly.
- Non-host clients now see the game attributes correctly in the loading screen, including in particular the map name.
- AI bots are again translated.
- 'Cheat' setting is persisted correctly in MP gamesetup.
Reported by: myself, Freagarach, nwtour
Differential Revision: https://code.wildfiregames.com/D3841
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@25256
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4 years |
wraitii |
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Rework the pathfinder path computation setup for threading.
Essentially reverts D1918 / rP22902.
Instead of copying path requests to workers, setup the result vector, then setup an index, and compute 'in-place'.
To send messages, the result vectors are read in order. This makes the order trivially constant no matter how many workers there are, and the architecture overall makes it much easier to efficiently paralellise.
Tested by: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D3849
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@25255
|
4 years |
autobuild |
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|
[Windows] Automated build.
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@25254
|
4 years |
Vladislav Belov |
|
|
Fixes warnings after minimap changes in rP25241.
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@25253
|
4 years |
Stan |
|
|
Fix --without-pch build. Phab:rP25225 was missing an include.
Reported by: @vladislavbelov
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@25252
|
4 years |
Stan |
|
|
Scale down turret icons so that they don't overflow.
Reported by: @nwtour
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@25251
|
4 years |
wraitii |
|
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Destroy components in reverse order of construction.
Components have some initialisation-order dependency. They could also have destroy-order dependency, and from a RAII-like point of view, it makes sense to do this.
Differential Revision: https://code.wildfiregames.com/D3843
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@25250
|
4 years |
wraitii |
|
|
Use unique_ptr for secondary sim data.
Differential Revision: https://code.wildfiregames.com/D3842
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@25249
|
4 years |
Freagarach |
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|
Fix mismatching range checks in finding a new target when gathering.
While gathering resources entities may be tasked to gather near a position. The range check for that is 10 m. However, the relaxed range check for the walking state is this.DefaultRelaxedMaxRange, which is 12 meter, currently. Meaning it would lead to a slow infinite loop.
Differential revision: D3839
Comments by: @wraitii
Tested by: @gameboy (https://wildfiregames.com/forum/topic/38131-tutorial-bug/)
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@25248
|
4 years |
autobuild |
|
|
[Windows] Automated build.
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@25247
|
4 years |
wraitii |
|
|
Implement mul_round in checkrefs.
Missed in rP22003. In use since rP25245.
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@25246
|
4 years |
wraitii |
|
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Revert rP25242 - infinite loop in UnitAI when slaughtering.
Reverting to get some time to investigate.
Reported by: langbart
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@25245
|
4 years |
wraitii |
|
|
Fix issue with r25238
Cost cannot be non-integer, and rounding issues happened.
Reported by: gameboy
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@25244
|
4 years |
wraitii |
|
|
Fix undefined values in barter tooltip.
Patch by: nwtour
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3829
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@25243
|
4 years |
Freagarach |
|
|
Minor fixes after Gathering refactoring.
initPos was used wrong.
- There were two
CanGather functions in cmpResourceGatherer.
- Reduced some duplication in the ReturnResource order.
Differential revision: D3838.
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@25242
|
4 years |
Freagarach |
|
|
Fix entities being able to attack allied structures in rare cases.
Caused by not checking the attack type while performing an attack.
Closes: #5511
Differential revision: D3840
References #3484
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@25241
|
4 years |
Vladislav Belov |
|
|
Crops minimap view bounds to map size.
Differential Revision: https://code.wildfiregames.com/D3837
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@25240
|
4 years |
Freagarach |
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Split hotkeys of turrets.
Following r25123 / rP25123.
Also support leaving a turret by using a hotkey.
Currently the hotkeys are by default bound to the same ones as garrisoning.
Differential revision: D3773
Icons by: @wowgetoffyourcellphone and @Stan.
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@25239
|
4 years |
wraitii |
|
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Mixins: deduplicate Athen-specific data.
Puts the athen-specific data in the mixin civ/athen. Deduplicates.
Differential Revision: https://code.wildfiregames.com/D3831
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@25238
|
4 years |
wraitii |
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Mixins: Remove the special mercenary technology, apply template changes directly.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3832
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