In D981#60827, @wraitii wrote:Addendum: well while the above still seems true, another problem is that makeGoalReachable does not use a rounded rectangle but a flat one.
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Jun 28 2018
Jun 28 2018
bb added a comment to D981: Make commutative behaviour in the IsInRange function family and migrate them to a better home.
Jun 25 2018
Jun 25 2018
Checking for completeness is equal to going through all strings manually, so only checked for the Town Phase, I and II cases:
Jun 20 2018
Jun 20 2018
For some reason (couldn't quickly find why) a formation moves extremely slow right after it is created, when reforming (as in setting another shape) the problem is solved.
Jun 18 2018
Jun 18 2018
binaries/data/mods/public/gui/session/unit_actions.js has one too
So in code it technically needs to be playerName, interesesting (out of scope comment)\
Seems to be a pleonasm between research and technologies, but with costs also there => meh => ok
certainly better
fine with me too
Jun 14 2018
Jun 14 2018
Jun 12 2018
Jun 12 2018
Seems to be the correct English spelling indeed for the strings, in code I presume it should be BackSlash however => patch complete
If it would crash for mods, the mods would receive an error in the current code, thus not caching the file wouldn't change much there.
In the code there are many more cases of colour which strictly speaking should be changed, but whatever
Jun 11 2018
Jun 11 2018
Looks like fixed
Jun 8 2018
Jun 8 2018
Jun 1 2018
Jun 1 2018
bb accepted D1539: <sentence> and <long sentence> and <long sentence> → <sentence> and <long sentence>. <long sentence>.
certainly (didn't check if more of these cases occur, presumably yes, but that requires reading through all strings => meh)
Have a look at these also: (AI comments can be left out in imo)
Technically speaking of code and animations, the field is just as "constructed" as any other building, but probably sounds better otherwise
(Don't we have some inline in another revision about this?)
I will thrust you, you just removed that one character in that string (wondering why phab isn't highlighting it properly)
Noticed them some times before, thx for fixing them
patch correct and complete, not sure these kind of patches require a review, but whatever
should be committed in A24 development (so wait for an official leave of commit freeze)
In D1469#60219, @temple wrote:Now you can lose with conquest structures even if you have structures left, or lose with conquest units even if you have units left. Non-conquest-critical ones (e.g. market + traders), but still.
Not sure about an alternative solution, other than to advise people not to choose conquest structures when playing nomad.
May 9 2018
May 9 2018
endless support readded in rP21474
May 7 2018
May 7 2018
resolved
Apr 27 2018
Apr 27 2018
bb abandoned D1180: Set a tooltip for switching tabs and generalize coloredHotkey to allow multiple hotkeys.
Got lesser and lesser convinced of this patch over time...
Apr 24 2018
Apr 24 2018
Apr 23 2018
Apr 23 2018
Hide the settingsPanel for non-controllers
Tidy up gamesetup initGUIObjects
bb committed rP21769: Split the sliding logic from the moving logic for the settingsPanel in gamesetup.
Split the sliding logic from the moving logic for the settingsPanel in gamesetup
default argument also brings some duplicate hardcodings (for the controller case), so thx for the stubbornness
Use esc to close the tabs in gamesetup
I misread in last comment, patch actually correct. A hotkey string should be added after the release
Apr 22 2018
Apr 22 2018
Don't see an answer to the bonus question
Apr 21 2018
Apr 21 2018
One should consider crowdyness for these stuff, maybe at some point we need to push the bars in the option menu.
Apr 17 2018
Apr 17 2018
bb added inline comments to rP21630: Fix UnitAI behaviour inconsistent with its stance for packed units and set….
Apr 16 2018
Apr 16 2018
bb raised a concern with rP21630: Fix UnitAI behaviour inconsistent with its stance for packed units and set….
Apr 14 2018
Apr 14 2018
Commitment of images has failed ;P
Ever since I upladed my first patch, the montra has been: "No rounding in sim, only in GUI."
Apr 13 2018
Apr 13 2018
New code looks much simpler and less error prone
Apr 8 2018
Apr 8 2018
works as expected
Cannot reproduce the error, but any looks good and correct and doesn't seems to break anything. Agree with the picked option to not depend on that keyword for gui settings.
Apr 6 2018
Apr 6 2018
(you can abandon revisions yourself, if it became deprecated)
Apr 3 2018
Apr 3 2018
Mar 23 2018
Mar 23 2018
bb updated the diff for D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
Make SDL_HOTKEYPRESS event, so also hotkeys defined in cpp can benefit
bb added inline comments to D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
bb added inline comments to D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
Mar 22 2018
Mar 22 2018
The function looks good and seems already useable in a couple of places in the public mod, (from the top of my mind: tab_buttons, options in options menu, settings in gamesetup). It would be great to let those places use the new function while adding the function to he codebase.
Agreeing on the change, testing says front doesn't fall => accept
(will commit after release as we move some translated strings around)
Mar 21 2018
Mar 21 2018
bb updated the diff for D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
Make a bool in SDL_HOTKEYDOWN
In D1324#57779, @Nescio wrote:The reason I'm proposing this patch is to improve mod support for myself and others who'd like to modify e.g. the resource bar like I did in my 0abc mod.
The "verticallySpaceObjects" function is basically a copy of the "horizontallySpaceObjects" function directly above, mutatis mutandis. I use it in my 0abc mod; including it in the main game would save me, and other modders who'd like to list objects vertically, the trouble of maintaining a full copy of the functions_utility.js file.
I understand that, and agree such a function could be useful and actually already is (see last comments). So I am only saying that the two proposed changes (function move and new function) should both get an own revision and that the function should be used in a few places already.
Also, I don't intend to change "updateTopPanel" the function; I can see it works, but I don't fully understand it in detail. This patch merely moves the function out of the hard-to-maintain session.js into a new file. This way modders don't have to keep a copy of session.js, they can simply tweak the small top_panel.js file instead.
Didn't ask for real changes (as in executing the code would result in the same), but only a small style fix.
bb added inline comments to D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
Mar 20 2018
Mar 20 2018
bb updated the diff for D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
Is this casting correct?
bb added inline comments to D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
bb added a comment to D1406: Fix infinite UnitAI loop when units are moved out of world (after promotion).
(Still thinking "moving out of range if killed" is a hack as noticed in that old revision meh)
Mar 19 2018
Mar 19 2018
shouldn't updateViewedPlayerDropdown be in the new file too? ( for getBuildString see D1348)
Patch looks almost done, will get in shortly after the release I guess (string freeze and stuff blocks me from committing)
Given that IMO this patch is a regression of the current state (those names can be longer: "Invasion Force" and vercingetorix_ are already of the same longer or equal), so abandoning the revisions, reopen is felt still required
(one could add a test here and there with units without health components)
bb added inline comments to D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
Mar 18 2018
Mar 18 2018
In D1397#57350, @elexis wrote:Error exists in a22 already, we only had it now because Hannibal insisted on using the relic-gaia exploit. So might not be a super-priority, but it should still be fixed of course.
a22 => yes, only gaia-relic exploit => nope: start a normal relic match with 13 relics and 8 players, give everyone a hero, kill a hero and respawn a hero => errors for the observers (notice this is what is done in the replay)
About the patch, wouldn't it be easier to only extend the global if there is enough space rather than adding a helper variable and reducing the size of the global if its too big?
Ah yes, was thinking the sim way were it only would be updated onOwnershipChanged, but we actually do it onTick
bb added a comment to D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
In D1398#57353, @elexis wrote:Were hotkeys on other GUI pages considered as well?
bb added a comment to D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
In D1398#57320, @Stan wrote:Maybe it could be called singlePress or uniquePress
Notice that a press message is also send when a firstpress is send, and at that moment we don't know which it is, so we need to respect that into naming. Taking the elexis' suggestion above
Mar 17 2018
Mar 17 2018
indeed now all relevant options are in default correctly, the other way around is another story for another revision...
In D1394#57180, @elexis wrote:(IMO should start using let, despite it being inconsistent. Perhaps we can find agreement to do one huge var->let commit in a24)
I will dig up some old unitAI cleanup while working on secondary attacks for a24, don't mind using lets here or waiting with it
Give all entities a looter component so building arrows bring in loot too
bb updated the diff for D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
only set repeat on KEYDOWN
bb updated the summary of D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
fix the case two input fields are present and the first is focussed
Mar 16 2018
Mar 16 2018
No problem, the important part is that it is fixed :)
mimo awarded rP21560: Set a relicCount from autostart, so the triggerscripts actually will spawn… a Like token.
bb committed rP21561: Add a ceasire autostart option, silences a javascript warning on autostart games.
Add a ceasire autostart option, silences a javascript warning on autostart games
Set a relicCount from autostart, so the triggerscripts actually will spawn…
reflect the rP21122 changes in the readme.txt
In rP21474#29602, @mimo wrote:I've not tried to check if this patch is really the faulty one, but i guess so. In autostart, the "-autostart-victory="capture_the_relic" does not anymore spawn any relics.
Wildfire Games · Phabricator