It's indeed planned (but not effective yet so we should fix this or we won't have autobuild). The actual measure that I should take is to put into place patch testing on the Windows autobuilder. Will post a related message on the forums later today.
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Apr 23 2019
Apr 22 2019
Thanks for the quick comments!
I'm OK with the reasoning. Some comments.
If you want to be complete you can also (this is optionnal) add unit tests for the UnitAI methods, and the trample class. To see how to do that look in the test folder of the components.
Successful build - Chance fights ever on the side of the prudent.
Some comments for helping the reviewers ❤
I understand :)
Successful build - Chance fights ever on the side of the prudent.
Applied Stan's inline suggestions.
In rP22204#32955, @Stan wrote:No problem, I believe Itms will add it to the automatic scripts.
Rm, on second thought, I think we need to keep the original headers in most files. For one thing this would reduce the number of changes (which helps with rebasing old patches and is generally nicer) and for another thing I need to look at what you're actually putting in the precompiled headers. Some of them might increase build times from scratch but cause a bit of pain when modifying these files...
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Should run on top of rP22210.
Reupload after dependent commits have been merged.
No problem, I believe Itms will add it to the automatic scripts.
I don't think anyone will commit it before you :)
Successful build - Chance fights ever on the side of the prudent.
Mh, didn't think of running that script indeed. I'll fix it, thanks.
Missing file 'art/textures/ui/session/portraits/units/cart_siege_ballista.png' referenced by: 'public/simulation/templates/units/cart_siege_ballista_unpacked.xml' Missing file 'art/textures/ui/session/portraits/units/cart_siege_ballista_packed.png' referenced by: 'public/simulation/templates/units/cart_siege_ballista_packed.xml' Missing file 'art/textures/ui/session/portraits/units/cart_siege_oxybeles.png' referenced by: 'public/simulation/templates/units/cart_siege_oxybeles_unpacked.xml' Missing file 'art/textures/ui/session/portraits/units/celt_siege_ram.png' referenced by: 'public/simulation/templates/units/brit_siege_ram.xml', 'public/simulation/templates/units/gaul_siege_ram.xml' Missing file 'art/textures/ui/session/portraits/units/hele_siege_lithobolos.png' referenced by: 'public/simulation/templates/units/athen_siege_lithobolos_unpacked.xml', 'public/simulation/templates/units/mace_siege_lithobolos_unpacked.xml', 'public/simulation/templates/units/ptol_siege_lithobolos_unpacked.xml', 'public/simulation/templates/units/sele_siege_lithobolos_unpacked.xml', 'public/simulation/templates/units/theb_siege_fireraiser.xml' Missing file 'art/textures/ui/session/portraits/units/hele_siege_lithobolos_packed.png' referenced by: 'public/simulation/templates/units/athen_siege_lithobolos_packed.xml', 'public/simulation/templates/units/mace_siege_lithobolos_packed.xml', 'public/simulation/templates/units/ptol_siege_lithobolos_packed.xml', 'public/simulation/templates/units/sele_siege_lithobolos_packed.xml' Missing file 'art/textures/ui/session/portraits/units/hele_siege_oxybeles.png' referenced by: 'public/simulation/templates/units/athen_siege_oxybeles_unpacked.xml', 'public/simulation/templates/units/mace_siege_oxybeles_unpacked.xml', 'public/simulation/templates/units/ptol_siege_polybolos_unpacked.xml', 'public/simulation/templates/units/spart_siege_oxybeles_unpacked.xml' Missing file 'art/textures/ui/session/portraits/units/hele_siege_oxybeles_packed.png' referenced by: 'public/simulation/templates/units/athen_siege_oxybeles_packed.xml', 'public/simulation/templates/units/cart_siege_oxybeles_packed.xml', 'public/simulation/templates/units/mace_siege_oxybeles_packed.xml', 'public/simulation/templates/units/ptol_siege_polybolos_packed.xml', 'public/simulation/templates/units/spart_siege_oxybeles_packed.xml' Missing file 'art/textures/ui/session/portraits/units/hele_siege_tower.png' referenced by: 'public/simulation/templates/units/kush_siege_tower.xml', 'public/simulation/templates/units/mace_siege_tower.xml', 'public/simulation/templates/units/ptol_siege_tower.xml', 'public/simulation/templates/units/sele_siege_tower.xml'
The Icons of units concerned are no longer displayed.
You forgot to include the renaming pictures with the new names.
Eg: hele_mechanical_siege_lithobolos_packed.png -> hele_siege_lithobolos_packed.png
...Because of course I did...
m_SpeedMultiplier which is serialised and from which we compute the cached speed m_Speed
(Also wondering whether it's better to serialize the multiplier than the actual speed. Wondering if precision could be lost, leading to an OOS? I guess not, as I expect more stuff to blow up if that were the case.)
This is next on my commit list (once builds have passed for the rest) as it is needed for D1832 to cleanly apply, and I'll push new tests proving D1832 then, then commit that, which enables running D1834 on top of all these tests, which I then feel reasonably confident to commit soon (I'd like to run an MP replay with it to ensure hashes are consistent though).
There was... Thanks for noticing.
@wraitii wasnt there supposed to be a new file committed here?
In rP22206#32931, @Stan wrote:You fixed disabled tests but did not enable them ? :)
You fixed disabled tests but did not enable them ? :)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
I would suggest that C++ GUI lists are always "multi select", but we can enable/disable the actual multi-selection part. So change 'selected' to be a CIntList, which would return a one-sized array. Then JS code wouldn't have to awkwardly handle two cases.
That would imply modifying a lot of existing JS GUI code though. But it sounds greppable. So I'd say give it a shot, if it's too difficult I'll change my mind.
TBH this is too complex and too complicated for my tastes as it's written. I say 'remove stuff'.
Sure, we were just making sure nobody did the work elsewhere :)
Also updated siege and ship classes.
Following elexis' comments (I'll link this one but see the whole thread), adjust variable names for clarity:
In D1838#75619, @Stan wrote:Well it's on #995
Well it's on #995
@Itms Hm, so what's the status on this?
In D1752#70523, @elexis wrote:There will certainly be people with only 2 buttons (Wasn't that about every mac user?)
Nowadays mac users have no buttons at all and touch input, in fact ;)
Might also take a look at this.