Successful build - Chance fights ever on the side of the prudent.
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Wed, Apr 17
I never saw Template Literals in this codepase. I don't object it. :)
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Reduce "test_RecoverableError.js"
It should pass the tests now.
Tue, Apr 16
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
revert
It's not a big problem :)
Mon, Apr 15
- docs: Improve Doxygen Visuals and Build process.
- ci: Update CI to use the new Doxygen Build process.
Thx, was already trying that. Again, very sory that i updated the wrong diff :(.
Upload the earlier patch (that would be 11164) again. I could do that tomorow.
Oh Shit, i switched the numbers. That wasn't intentional. How can i fix this @asterix ? My intention was to update 5252.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
by any chance have you @Cayleb-Ordo updated wrong patch?
Sun, Apr 14
- docs: Improve Doxygen Visuals and Build process.
- ci: Update CI to use the new Doxygen Build process.
Sat, Apr 13
In D4770#223734, @phosit wrote:In D4770#223669, @phosit wrote:It should be visible by non-host-clients if it's a savegame.
Does anybody have an idea where this could be shown?
An idea was to put it near the "cheats enabled" or "rated game" warnings but there is litle space.
In D4770#223669, @phosit wrote:It should be visible by non-host-clients if it's a savegame.
Does anybody have an idea where this could be shown?
An idea was to put it near the "cheats enabled" or "rated game" warnings but there is litle space.
I think i'll commit it with the deprecated path. We can decide later in the release cycle if we want to keep it. Propably dependant on how long it takes. And propably the will be breaking rmgen changens.
MakeExportable hasn't to be called from js
Remove #undef FLOODFILL
In D5189#221449, @vladislavbelov wrote:Have you measured performance for those changes?
Fri, Apr 12
Revert embarrassing things.
Use promises for GUIpages (see summary)
Remove things related to multithreading.
Use std::queue instead of std::vector because of iterator invalidation.
Ah makes sense.
Wed, Apr 10
In D5257#223695, @Stan wrote:Any reason the renderer and the postproc manager would have different sizes ?
Yeah, because we have multiple render targets with different resolutions depending on a pass: window resolution (UI and post effects), scene resolution (scaled by postprocmanager), reflection/refraction resolution, shadow map resolution.
Don't look at it it's embarrassing ^^
Hide the button in single player
Don't unlock civ-selection when changing assigement
Any reason the renderer and the postproc manager would have different sizes ?
Tue, Apr 9
Probably related https://github.com/0ad/0ad/pull/44
Mon, Apr 8
The Mauryan emperors were sorted chronologically. I put them in alphabetical order too.
In D5256#223673, @Vantha wrote:When the AINames are empty or don't exist, the game already throws errors before the step of choosing the names.
When the AINames are empty or don't exist, the game already throws errors before the step of choosing the names.
changing three let to const
Sun, Apr 7
We noticed bugs while testing:
When loading a game and changing starting position sometimes the civ column get's unlocked. (It should stay looked)
It should be visible by non-host-clients if it's a savegame. (It's not)
Loaded game should not be ranket. (We didn't acctually test that. I don't know the current behavior)
Guess some of those let could be const instead.
Fri, Apr 5
In D4770#223655, @phosit wrote:Thank you for testing.
I testet "2 humans" localy with two clients.
I could use your help to test it using the lobby. I'll have time on sunday morning (untill 12:00 UTC+2) or evening (from 17:00 UTC+2)I found a defect myself ^^. When you continue a savegame from the singleplayer gamesetup page, it will start a new one.
I tried to allow to continue a game from the singleplayer gamesetup page but it's not that trivial. I think I'll remove the "load game" button from the singleplayer gamesetup page.
Thank you for testing.
I testet "2 humans" localy with two clients.
I could use your help to test it using the lobby. I'll have time on sunday morning (untill 12:00 UTC+2) or evening (from 17:00 UTC+2)
Apr 5 2024
I started testing it tonight, so far no issues. lmk if you want to test the "2 humans" sometime.
Apr 1 2024
Rebase
Mar 31 2024
Mar 30 2024
Mar 29 2024
See also #6905 for a build failure of sm91 on macOS 14 w. XCode 15 that will also prevent building sm102 on such systems as well.
Mar 28 2024
In rP27996#61951, @phosit wrote:How does this relate to #305?
How does this relate to #305?
Mar 27 2024
In D5254#223622, @Stan wrote:
Dunno, could be a glitchy UI in some cases, the menu being available in SP while it shouldn't (or showing the wrong text) or for observers / defeated players which would be weird or could cause side effects
In D4770#223608, @Stan wrote:Well, can you break it? (Corrupted savegames, forged ones, spamming buttons, accessing it from somewhere you shouldn't) ? Possible bugs with AIs, rejoin check etc
In D5195#223604, @Stan wrote:Well I would assume this changes the generated assembly which could be for the worst compared to macros. But I suppose it could / should be profiled.
Well, can you break it? (Corrupted savegames, forged ones, spamming buttons, accessing it from somewhere you shouldn't) ? Possible bugs with AIs, rejoin check etc
Fine by me. :)
Mar 26 2024
Well I would assume this changes the generated assembly which could be for the worst compared to macros. But I suppose it could / should be profiled.
Can somebody take another look. pls.
@Freagarach are you ok with this wording?
Use std::any_of
In D5195#223594, @Stan wrote:Dumb question, but doesn't that make the code slower?
Dumb question, but doesn't that make the code slower?
Mar 25 2024
Copyright year