- Fix broken code, somehow diff messed up and broke the feature.
- Tested with Arcadia (A square map it works fine)
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Sep 27 2019
Fix some comments now it crashes
- Use bones relative position when available.
Sep 26 2019
The reason it wasn't done it's because it requires a big number of icons and nobody had the will to do it. Also needs mercenary color (currently green because of DE)
This was fixed differently by D944
Just for the record that fixes the first bug for him (he has no sound but that's unrelated)
Sep 25 2019
In D2327#97264, @elexis wrote:(The one committing should verify that the case of 0 gain is handled correctly)
Fixed in https://code.wildfiregames.com/D2327
Fixed in rP22990
Sep 24 2019
@Teiresias Will you finish the patch ?
See D2326
- Add the other conversion required by the macro.
- Fix build
- Remove failed attempt at copy ellision.
Sep 23 2019
- Use vector macro
- Use CreateObject
- Use emplace back
- Hopefully fix copy elision
- Add null check
Looks crowded. Shouldn't there be an icon in the unit icon ? One could then hover over it to get information.
Sep 22 2019
Remove some post message calls.
Move the check higher
Had a look today, the problem lies in the fact that old houses do not have a garrisoned prop. They should all be updated, or the flag disabled.
What about modifier ?
Sep 21 2019
@Freagarach feel free to update the diff :)
Sep 20 2019
I feel like the const change could be taken out.
@bb anything preventing you from committing this ?
@Angen some recent commit changed the way message are sent, so I'm not sure whether I'm not sending messages in double here, can you help me ?
Sep 19 2019
- Add missing wxUnused(evt) to fix the warning reported by @Angen
- Add a missing include to fix "There is an unknown macro here somewhere. Configuration is required. If BEGIN_EVENT_TABLE is a macro then please configure it." from CPPCHECK
Fix broken indent on brace.
Add missing final newlines.
Rebase + Context
Can any of this includes be replaced by a forward include ?
Sep 18 2019
Needs to be fixed because of SM45.
It looks like there is only one entity with obstruction component processing in these lines, no?
If you are looking for more things regarding obstructions that could be moved to cpp Have a look at (ping @wraitii):
Sep 17 2019
I guess I may sound a bit weird, but thinking about it I think the comments should say can't move instead of can't walk, because units can run, and not all objects that are turrets can walk, (Just a semantic issue no more no less)
Yeah I guess, though I believe it might work if it used the overloaded '/' operator instead.
default.cfg is as its name suggest the default configuration for the game. When not overriden by user.cfg, all config values are read from there.
You can find it here:
Sep 16 2019
When opening the save game dialog I get this warning
Sep 15 2019
The premacro version did not hang while saving.
@Angen stacked patches are patches that are dependant. Ex Patch A requires patch B to be applied. Then B is stacked on top of A.
Does it support stacked patches ?
Sep 14 2019
Sep 13 2019
Just played a one hour sp game with it and did not notice any big bugs. Dunno if the performance was better or not :)
Sep 12 2019
I wonder if one could hook petra to it as a separate node.js server.
In D1618#94941, @wraitii wrote:TBH, given our current GUI, I'm wondering if it wouldn't be far more efficient to call this once per template type when we have multiple entities selected, and not care when we have only one entity selected.
Sep 11 2019
Add "This may be because of one of the following reasons:" and a few bullet points and it's solved.