False alert for the last comment, can't read, its only hiding the button for allies after seeing their units anyway.
In that case the simulation coulr or should in theory still refuse it for allies after having researched the tech, at least the simulation code usually does check strictly.
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Oct 10 2019
Another concern:
It is possible to use the spies feature without having researched LOS by enabling the button or sending the command via JS terminal (F9), since the GUI but not the simulation checks for it. (Edit: its possible to bribe spies of allies after having researched shared vision)
See IRC today, where the current configuration already allows for options, as one can press ALT+C or ALT+V to disable some overlays when in TAB mode.
See ticket and irclogs yesterday, I don't see why this should be an option when it could be a hotkey that allows for the same plus more combination (only persistently showing one of the two)..
Thanks a lot for working on this :)
In D2353#98805, @Stan wrote:@OptimusShepard will you update the patch ? :)
@OptimusShepard will you update the patch ? :)
Oct 9 2019
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
With {D2260: Support setting global hotkeys} committed this looks more plausible.
Oct 8 2019
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
- Forced garrisoned units change ownership when garrisonHolder does.
- Moved this.AutogarrisonTurrets() to OnOwnershipChanged to remove the need for a timer and allow showing the turret in Atlas.
- Removed variable redefinition.
- Reverted brit champion change.
- Fixed bug where entity killed due to ownership change was not removed from visible garrison point.
- this.Unloadable -> this.unloadable.
I suppose it came from this commit:
ERROR: art/animation/quadraped/camel_death.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: Could not load animation 'art/animation/quadraped/camel_death.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/camel_death.dae): Failed loading, marked file as bad
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.
Fix ifndef now that the file got back its name.
Successful build - Chance fights ever on the side of the prudent.
Include fix.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Rename Wrapper to fit the classes in that folder.
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.
Move declaration to constructor
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Add setup function
- use std::string and c_str()
Successful build - Chance fights ever on the side of the prudent.
Try to fix tests
Successful build - Chance fights ever on the side of the prudent.
Diff with original version
Build failure - The Moirai have given mortals hearts that can endure.
- Replace std::string by CStr8 (We need the length because the code casts Token to const char)
- Move * pointer to the left
- Move everything to graphics
- Move tests next to the new code
A few bugs, changing ownership in atlas (numpad keys) kills the turret instead of changing its ownership (Might be were the problem comes from)
Garrisoning a new unit doesn't put in a visible spot.
You edited the brit champion chariot but forgot to add a unit on top :)
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
- Array.filter().
- Array.some().
- Serialisation.
Oct 7 2019
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Oct 6 2019
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Rebase
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Fixes @Stan `s notes.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Adds if ( space and moves destructor to header.
Removed global functions:
-function openChat(command = "") -function closeChat() -function initChatWindow() -function resizeChatWindow() -function updateChatHistory() -function onToggleChatWindowExtended() -function updateChatAddressees() -function submitChatDirectly(text) -function submitChatInput() -function removeOldChatMessage() -function formatDefeatVictoryMessage(message, players) -function formatDiplomacyMessage(msg) -function formatTributeMessage(msg) -function formatBarterMessage(msg) -function formatAttackMessage(msg) -function formatPhaseMessage(msg) -function formatChatCommand(msg) -function parseChatAddressee(msg) -function matchUsername(text)
Added classes:
svn diff | grep "^+class\|= class" | sort +ChatMessageFormatNetwork.clientlist = class +ChatMessageFormatNetwork.connect = class +ChatMessageFormatNetwork.disconnect = class +ChatMessageFormatNetwork.kicked = class +ChatMessageFormatNetwork.rejoined = class +ChatMessageFormatSimulation.attack = class +ChatMessageFormatSimulation.barter = class +ChatMessageFormatSimulation.diplomacy = class +ChatMessageFormatSimulation.phase = class +ChatMessageFormatSimulation.playerstate = class +ChatMessageFormatSimulation.tribute = class +ChatMessageHandler.System = class +class Chat +class ChatAddressees +class ChatHistory +class ChatInput +class ChatMessageFormatNetwork +class ChatMessageFormatPlayer +class ChatMessageFormatSimulation +class ChatMessageHandler +class ChatOverlay +class ChatWindow
Published with permission of Lefo, following lobby discussion yesterday:
Date: Mon, 23 Sep 2019 19:09:11 +0200 From: Filip Moc To: Lee Salzman Subject: Re: IPv6 support for enet
In D2359#98656, @Freagarach wrote:Shouldn't we only round in the GUI?
When a target promotes, all units having that as a target will receive a msg.likelyFailure == true, mostly resulting in aborting orders where that is not expected. Can CCmpUnitMotion be informed of units renaming?
Successful build - Chance fights ever on the side of the prudent.
Shouldn't we only round in the GUI?
Successful build - Chance fights ever on the side of the prudent.
- Comments on top.
- Reverted accidental order change.
- One var to let.
- Fixed test.