Some capes still use animations with defined props.
This is removing them by or using variants without them or creating new variant files especially for that cause.
Details
- Reviewers
Stan - Commits
- rP23187: Remove cape redundant props.
Open scenario editor.
Select All actors
Filter capes.
Play gather, carry, build, slaughter, range attack animations and confirm there is no prop displayed.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Branch
- /ps/trunk
- Lint
Lint OK - Unit
No Unit Test Coverage - Build Status
Buildable 10073 Build 17056: Vulcan Build Jenkins Build 17055: Vulcan Build (Windows) Jenkins Build 17054: arc lint + arc unit
Event Timeline
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Successful build - Chance fights ever on the side of the prudent.
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I guess we should use cape variants everywhere. So that if capes are changed in the future from this armature to the next we only have a handful of stuff. Sorry if that's what you meant earlier...
binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_ready.xml | ||
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13 | Not sure but I guess it could deserve a cape template. | |
binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_relax_shield_reverse.xml | ||
18 | Any reason for the switch ? | |
binaries/data/mods/public/art/variants/biped/cape_attack_ranged_cavalry_javelin.xml | ||
2 | Missing XML header. |
binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_ready.xml | ||
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13 | It would end up with the file using this one as parent and nothing new, i am not sure, but if you insist, let me know i ll do it | |
binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_relax_shield_reverse.xml | ||
18 | attack_slaughter_shield_*.xml defines props using attack_slaughter_shield.xml as parent for animations, I wanted to avoid a lot of files just with attack_slaughter_shield as parents | |
binaries/data/mods/public/art/variants/biped/cape_attack_ranged_cavalry_javelin.xml | ||
2 | thnx |
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1127/display/redirect
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/611/display/redirect
Open questions:
- Should death_cape be renamed cape_death or conversely ? wiki:ArtFileNamingConventions
- Should we create variants for the remaining ones
- promotion_shield
- death_shield
- gather_praise
- attack_slaughter
- attack_capture
- formation_X
binaries/data/mods/public/art/actors/props/units/capes/rider/spearman_relax.xml | ||
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18 | Here. |
I would not create more files just to have special prefix for them
Same I would not mix this diff with file renaming for death_cape, or cape_gather_*
for cape_ vs _cape, prefix is easier to find when looking files in explorer,
Question here is if cape is taken as type or some variation, ideally what we should do is for example carry_meat_no_props and in carry_meat we use that one as parent and so we would use *no_props variants for capes but again i think that is for another diff, because it is more like a lot of files renaming.
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/613/display/redirect
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1129/display/redirect
ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/rider/cape_attack_slaughter.xml" ERROR: Could not open path biped/rider/cape_attack_slaughter.xml
Other than that I couldn't find any oversight easily, but I'll check again.
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/638/display/redirect
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1154/display/redirect