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Nov 25 2021
Sep 3 2021
Jun 26 2021
Jun 13 2021
Jun 12 2021
In D4156#177338, @Langbart wrote:
Jun 11 2021
Update wrt D4135 and fix comment wording
In D4099#177045, @marder wrote:When the max is 120 sec as in D4135 implemented, I wouldn't lower the cooldown (or at least not so much). It can get quite crowded otherwise. Maybe 4?
Jun 10 2021
In rP25767#53025, @Langbart wrote:Created a diff: D4151
Make the bot happy with const
CMiniMap: Use floats for flareLifetime and animationSpeed.
js: use a slider.
Better fix at D4152
Looks fine.
The search radius seems to be a bit big for my test in general, but I guess that's not in the scope of this diff.
In D4146#177004, @wraitii wrote:In D4146#177000, @Langbart wrote:I got a group of 26 ladies and ordered them to chop those trees trees, two ladies would go the other way.
In A23b the 2 ladies would have gone with the other 24 ladies and then returned to the CC without wood, I guess this problem arose as a result of the solution to the problem I mentioned earlier?I think that's heavily distance dependent. I don't think it's completely broken for the 2 women to go on the left tbh.
Jun 9 2021
Maybe add some comment that the exit hotkey is a bit broken on Linux?
Works.
Successfully hides the issue.
introduced #6092
Jun 8 2021
doesn't fix the issue
Jun 7 2021
Thx, for the patch.
Wording is good.
With @s0600204's proposed changes and running apt install libfreetype6-dev it compiles on Ubuntu 20.04 and reports:
"freetype": "2.10.1",
That is the correct version.
Jun 6 2021
Constify
Play the animation a bit faster
In D4091#175448, @marder wrote:<Environment>
<SkySet>stratus</SkySet> <SunColor r="0.996863" g="0.971569" b="0.853922"/> <SunElevation angle="0.74756"/> <SunRotation angle="-1.18019"/> <AmbientColor r="0.364706" g="0.376471" b="0.419608"/> <Fog> <FogFactor>0.000253906</FogFactor> <FogThickness>0</FogThickness> <FogColor r="0.8" g="0.847059" b="0.929412"/> </Fog> <Water> <WaterBody> <Type>lake</Type> <Color r="0" g="0.247059" b="0"/> <Tint r="0" g="0.501961" b="0"/> <Height>19.9</Height> <Waviness>1.16211</Waviness> <Murkiness>0.876953</Murkiness> <WindAngle>-0.13499</WindAngle> </WaterBody> </Water> <Postproc> <Brightness>0.0263438</Brightness> <Contrast>1.095516</Contrast> <Saturation>0.847875</Saturation> <Bloom>0.16</Bloom> <PostEffect>hdr</PostEffect> </Postproc></Environment>
Jun 5 2021
In D4091#175443, @wraitii wrote:I somewhat agree, maybe there's a middle ground to find?
Can't find any bugs with that.
adjust other minimap buttons.
Don't crash for negative flare count.
Just for documentation (already discussed on irc):
- Host a game
- choose rmgen map with 4 players
- unassign all slots
- join with second client
- assign second client to slot 3
- leave with second client
- set map to 1 player
- join again with second client
Don't show flare cursors for observers.
In D1751#175282, @Langbart wrote:The map flare as an observer can be done via the minimap button but it does not work via hotkey. Map flares was not possible with diffID 17960 at all.
Seems inconsistent that it only works via the button but not the hotkey. I would like to have this map flare for observers, discussing player strategies would help locate the place of interest more easily instead of writing text.
Will commit that today.
(If no major issues appear)
Jun 4 2021
Add hotkey to activate flare mode.
Always flare on left click but also flare on rightclick when using the direct hotkey.
Apply inlines by Vladislav and wraitii.
In D1751#174852, @Langbart wrote:PS: I still think the icon needs to be redesigned, maybe the creator of DE could create one for you. The icon is so thin and tall, it should be wide and short.
Our artist designed it and who am I to disagree with that ;P (Honestly: You might be right. I like the current one.)
Also, when I press the "MapFlare" icon above the minimap I have to do a "left click" with the mouse, when I press the "K" key I have to do a "right click", seems inconsistent, shouldn't it be the same "left or right click"?
I copied the behaviour of the unit command buttons.
There it is also right click when using the hotkey and left click when preselecting an action with a gui button.
(Though as you are not the first who complains, I might need to change the flare behaviour...)
Jun 3 2021
Jun 2 2021
(Easier to get a first grasp of the diff it contains an example picture)
Jun 1 2021
In D4044#173989, @wraitii wrote:I think I missed this being part of the spec, TBH.
May 31 2021
May 30 2021
In D1751#173487, @asterix wrote:Is it waiting for something in order to be committed?
May 28 2021
In D4016#173474, @vladislavbelov wrote:In D4016#173466, @Imarok wrote:Do you have an alternative idea?
Make all message boxes provide counters and add the mentioned events x)
In D4016#173465, @vladislavbelov wrote:In D4016#173464, @Imarok wrote:In what way?
In it's implementation. A lot of g_OverlayCounterManager.hide(true); are spreaded all over the code (including many onPress events totally unrelated to the overlays) and related strictly to PushPage. Which means you also duplicate a logic without a strict check. Since anyone can miss adding the call.
pushPage popPage
Add PageRegainedFocus event and tests for some cases. (Currently crashing)
May 26 2021
In D4016#173146, @wraitii wrote:In D4016#173110, @Imarok wrote:It seems like that won't really work.
E.g. messageboxes also use PushGuiPage but they don't provide their own Overlay Counters.Hm, indeed, quite annoying.
Though you could still use it for "un-hiding" the overlay. That way you don't have to pollute the callbacks. You still need to explicitly hide, but that's easier done IMO.
In rP25570#52201, @vladislavbelov wrote:The fix looks like a
workaroundunrelated code since there is no usages of ‘getPoints’ in the near scope, maybe move it closer to its usage.
May 25 2021
In D4017#173127, @kalimaps wrote:This fix looks good to me and solves the issue of the map not loading for certain seed values.
In D4016#173093, @Imarok wrote:In D4016#173091, @wraitii wrote:It's a bit annoying that you have to pass callbacks every time...
I think I'd prefer if you modified CGUI.cpp (or something) to send an event on:
- page gets focus
- page loses focus
And then the overlay could react on its own.
I think it might even be easier to implement.Yeah, that also annoyed me. I looked for this kind of event but couldn't find it...
I didn't thought about implementing it myself xD
I'll look into it.