This seems to be good now. @wraitii can you confirm this is the behaviour you requested? I'm okay with it now, it means indeed a little more thought needs to go in before activating autoqueue.
@Stan can you check out the icons and give us your opinion about them?
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Apr 26 2021
Apr 24 2021
You might want to add some hotkeys for this.
I suggest these ones I already use that I think work well:
Alt+q to enable auto queue
Alt+w to disable auto queue
New queue is added when production of current queue begins.
Change turn autoqueue on/off wording to activate/deactivate & autoqueuing.
Apr 20 2021
Apr 19 2021
I would like one change: add the items when production starts, so that there is always 2 items in the queue, the one being produced and the next one.
This is because otherwise Autoqueue is better than manual queuing, as it essentially performs "perfect" queuing, and doesn't incur a "working capital/in-flight" cost.
Apr 18 2021
In D3865#167041, @Freagarach wrote:Things I noticed:
- When one entry could not be completed due to a resource shortage, autoqueue is stopped. Is that intended? It feels strange to me ^^ Especially since the GUI still says it is on ^^
Updates addressing @Freagarach 's reviews.
Apr 17 2021
(Can we get a screenshot of the GUI setup? I'd possibly like to make the icon optional (as in hidden behind an option) / make it relatively non-intrusive)
Make sure to triple check serialisation, as this introduces GUI - simulation interaction (though at a glance things look setup correctly)
First of all, thanks for the patch! I really like this feature (as a casual player ^^ ).
I was able to apply your already uploaded patch, but I had problems with the .png files, they were not downloaded correctly. If I use the provided .png files from your GitHub repo, then the patch works for me.
Hey, thanks for taking the time to create this patch.
You would need to add context to your patch, try this:
Apr 6 2021
Mar 22 2021
Mar 12 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Some small improvements.
Now fixes the bug that the training is still blocked when the next item is a tech.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebased.
Mar 11 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebased.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebased.
Mar 3 2021
Feb 18 2021
Moved declaration of half vector out of conditional compile switch in model_common.vs; also swizzled lines 133 to 137 to correct dependencies.
Took the exporting of the half-vector out of any conditional switches in model_common.vs.
Minor code optimization in model_common.fs; saved one sqrt() call.
Change name of function "get_white_dimming_factor(tex)" to "get_needed_white_dimming_factor(tex)", in terrain_common.fs.
Fixed a few more comments not capitalized, or not ending with a period.
Removed leftover code from attempting to use skybox as enviromap.
More cosmetic fixes.
Carried on style fixes to the other shaders.
Figured out how to diff from root while skipping /sources.
Updated the patch again after fixing style 'mistakes' at Stan's request. What I was not able to do is diff from the root folder, as then svn diff wants to include all the stuff from sources, which amounts to more than two megabytes. I'm sure there must be a command to skip a folder, but I was a Tortoise user for many years; never learned the command line.
Feb 17 2021
Okay so here comes the frustrating and tough part :/ So bear with me cause we're in for a ride. Just know that it's not against you :)
Feb 16 2021
Jan 23 2021
Jan 17 2021
Jan 14 2021
Dec 20 2020
Successful build - Chance fights ever on the side of the prudent.
Inline cmpTimer.
Successful build - Chance fights ever on the side of the prudent.
Add test.
Dec 19 2020
Successful build - Chance fights ever on the side of the prudent.
- Rebased.
- Some minor changes.
- Removed some comments.
Dec 2 2020
Nov 28 2020
Nov 22 2020
Fixed by D613 Thanks for the test case @Teiresias
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Actually rebase --'' the header was removed
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Rebase, in order to check everything is okay so this can be abandoned.
Nov 21 2020
Oct 20 2020
Aug 12 2020
Aug 5 2020
Jul 26 2020
Jul 23 2020
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Forgot one time.
- Rebased.
- Slight adaptations.
Jul 1 2020
@Itms done.
Even as admin, I am blocked by the policy @borg- set! borg, you have to click "Edit Revision" at the top right of the diff description, then change "Editable By" to become "All Users".
I don't have the permissions to accept it :)
Jun 30 2020
@borg-, could you click “Add Action...” → “Close Revision”?
Jun 12 2020
See D613 for some code that removes UniqueRange altogether.
Jun 8 2020
In D2782#119389, @Nescio wrote:
Why not allow to attack fields? Killing fields doesn't make rams OP--no one does it on purpose.
Jun 6 2020
Oh sorry, my English is not that good, I didn't understand what you meant.
Whenever you don't understand something, please do ask. Most people are usually willing to help clarify things.
Up patch with correct indentation.
In D2782#118727, @Nescio wrote:As you can see the indentation is still wrong.
[EDIT] https://code.wildfiregames.com/differential/diff/12165/
Sorry, I thought that was another diff.