Sorry that I was too lazy to review the original patch, one needs to know the circumstances of the hotkey code which takes some time to get back into again.
For the audit in rP22909 I looked all of that up again and the committed code indeed looks better than the previous code which called one event handler from the other handler.
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Sep 19 2019
Relax grammar:
In D1346#55260, @Angen wrote:I know about this:
multiSelection_enabled as param in xml - need to fix varning from validator
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebase for september 2019.
Successful build - Chance fights ever on the side of the prudent.
Sep 18 2019
Build failure - The Moirai have given mortals hearts that can endure.
In D2303#96116, @elexis wrote:
Recap: Gallaecio kindly run this script again to see if there are broken translations again found by this script. There are and they were fixed, thanks (see http://irclogs.wildfiregames.com/2019-09/2019-09-18-QuakeNet-%230ad-dev.log)!
Change is positive and this works on my machine -> Accept.
Pretty weird bug haha.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Add missing autorequests.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Return an iterator when hooking, so we can safely erase it. This code didn't need that, but other code might, and it's cleaner to handle it just in case.
Needs to be fixed because of SM45.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Updates after last commits.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Yet another case:
https://wildfiregames.com/forum/index.php?/topic/27034-save-game-eeror/
It looks like there is only one entity with obstruction component processing in these lines, no?
In D2207#96066, @Stan wrote:If you are looking for more things regarding obstructions that could be moved to cpp Have a look at (ping @wraitii):
- https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/ai/petra/baseManager.js$252 findBestDropsiteLocation
- https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackPlan.js$1044 checkTargetObstruction
- https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js$934 findEconomicCCLocation
- https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/ai/common-api/entity.js$137 obstructionRadius
If you are looking for more things regarding obstructions that could be moved to cpp Have a look at (ping @wraitii):
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebase
looks good to me
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Adds template function.
I will commit it in separate commits, grouped by folders.
Successful build - Chance fights ever on the side of the prudent.
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.
Happily move over gui/common/functions_utility_loadsave.js.
That needed also to change the init call to updateSavegameList, otherwise it'd have broken rP19471 again.
Moving the GUI test page into a separate folder and the ScriptInterface cleanup would be good (D2295).
The missing JS_AutoRequest and the HotkeyInputHandler(ev); are strict defects, so I mark it that it's not forgotton (especially since its currently marked as green).
(The hotkey behavior change itself seemed correct from above analysis, thanks for that!)