#4251 closed defect (fixed)
[PATCH] Paired techs don't work with the multiple commands handling
Reported by: | Itms | Owned by: | Imarok |
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Priority: | Release Blocker | Milestone: | Alpha 21 |
Component: | UI & Simulation | Keywords: | patch |
Cc: | Patch: |
Description (last modified by )
Reported here: https://wildfiregames.com/forum/index.php?/topic/21145-latest-commit-breaks-paired-techs/
In 0ad without mods, there is the paired techs for walls and Seleucids have also paired techs in fortress, if you want to test that.
Attachments (4)
Change History (14)
comment:1 by , 8 years ago
Priority: | Should Have → Must Have |
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comment:2 by , 8 years ago
Keywords: | patch review added |
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Summary: | Paired techs don't work with the multiple commands handling → [PATCH] Paired techs don't work with the multiple commands handling |
Fixed initial bug: http://pastebin.com/1TbwFYad (github mirror is not updated, and I'm not sure how to produce an svn patch)
comment:4 by , 8 years ago
fix paired techs appear multiple (see second post in forum thread): http://pastebin.com/nzVKLHBJ (this also contains the additional two fixes)
comment:5 by , 8 years ago
Description: | modified (diff) |
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Priority: | Must Have → Release Blocker |
by , 8 years ago
Attachment: | 4251_fix.2.patch added |
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Same as the paste, but replaced JSON.stringify with uneval and change warn
to error
comment:6 by , 8 years ago
With regards to the patch above, after the release we should add Object.Freeze
calls to the cache, to ensure we get an error if someone tries to modify those objects.
Lets not forget attachment:upgradev3.patch:ticket:3823 (since noone looks at closed tickets).
by , 8 years ago
Attachment: | 4251_fix_v4.patch added |
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Some newlines to keep it readable and group terms logically.
comment:9 by , 8 years ago
Keywords: | review removed |
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Thanks for picking up the bugreports and delivering the fixes :)
A second non-trivial bug found by fatherbushido: