Successful build - Chance fights ever on the side of the prudent.
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Feb 7 2020
Successful build - Chance fights ever on the side of the prudent.
Typo.
- Remove unnecessary braces.
- Use variable for readability in Attacking.js.
- Added test for modifications.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
comment, year, merge conditions
Build failure - The Moirai have given mortals hearts that can endure.
And Vulcan failed again because of the map file (D1042).
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Just noticed a great use for this with sockets. One could allow buildings to place autobuilsing foundations on their sockets to create extensions.
19:34 < Angen> Freagarach: D2381 hmm, rally point should behave like player would give any order, so if there is any rally point, I feel like it would be correct to discard previous order queue, but generally I do not see why it would be good to keep queued orders after ungarison , maybe someone could have different opinion 19:35 < Freagarach> It might be specific to the mining diff. 19:36 < Angen> ah i see now 19:37 < elexis> theres also back-to-work when ungarrisoning 19:37 < elexis> use case for town bell garrison / ungarrson for instance 19:38 < elexis> queueing a garrison, then a move order, then ungarrisoning the unit, then that unit following that move order indeed sounds perhaps unexpected 19:38 < elexis> -indeed 19:39 < Freagarach> Yeah, maybe the back to work can just be used, I have to check.
See #4252. Engine.GetTextWidth would yield the actual size used, avoiding the issue that a fixed number of pixels may look ugly for english while still being too few for other languages.
Engine.GetTextWidth looks like JavaScript, but the text space is defined in XML? How does that work?
See #4252. Engine.GetTextWidth would yield the actual size used, avoiding the issue that a fixed number of pixels may look ugly for english while still being too few for other languages.
(If you approve of the changes you can click “Add Action...” → “Accept Revision”; also applies to any other patch here on phabricator.)
Didn't even realise they take took longer than barracks to build, doesn't make much sense to me. It makes sense for a camp to be built faster than a pretty big stone building. Won't change how often they're used but it will make more logical sense.
Successful build - Chance fights ever on the side of the prudent.
Feb 6 2020
Successful build - Chance fights ever on the side of the prudent.
Design question, do you want to allow builders to build entity which can autobuild itself ?
Feb 5 2020
In rP23459#41296, @vladislavbelov wrote:In rP23459#41294, @asterix wrote:@vladislavbelov You forgot to close https://trac.wildfiregames.com/ticket/3920
Nope, I mentioned in the original patch, that the ticket isn't directly related to build snapping. In my patch it is an edge snapping, in the ticket it is a grid snapping.
In rP23459#41294, @asterix wrote:@vladislavbelov You forgot to close https://trac.wildfiregames.com/ticket/3920
@vladislavbelov You forgot to close https://trac.wildfiregames.com/ticket/3920
Successful build - Chance fights ever on the side of the prudent.
In D2216#109792, @asterix wrote:This would be a nice addition. @vladislavbelov have you looked at @nani s mod? Autociv recent version has enlarging minimap that would be a useful addition too.
This would be a nice addition. @vladislavbelov have you looked at @nani s mod? Autociv recent version has enlarging minimap that would be a useful addition too.
In D2500#105009, @Stan wrote:I fail to see the real use of it but it could be nice to have dunno. One could use that to script camera actions maybe.
The switch between camera is broken though it should at best copy the current camera position.
IDEA: Since it's a special camera maybe it would be nice to have an indication it's being used such as text on the interface?
Successful build - Chance fights ever on the side of the prudent.
static cast
(will do full review when resistance is done so some minor comments)
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
(For reference, there is also this bug #5675, where the simulation sends a wrong victory chat notification when ceasefire ended after the only player of the game had won already, showing " and undefined have won". But I guess that victory message should just not be sent, then it probably won't affect this patch.)
Squaring is no fun, because it uses Multiply and Multiply overflows without printing a warning (while warning when overflowing when casting).
Need to use the internal value (u64) for comparison, because fixed can only represent 2*128² at most and one often receives vector lengths an order of magnitude or more greater than 128 that need to be squared.
In D2619#109742, @Stan wrote:Nice then. Have you checked for completeness?
Nice then. Have you checked for completeness?
In D2619#109740, @Stan wrote:Have the checks always been missing and executing deadcode?
Have the checks always been missing and executing deadcode?
In D2619#109732, @Stan wrote:I assume one has to play in FFP to test?
I assume one has to play in FFP to test?
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Fix rangemanager missing parentheses, add testcases proposed by Vladislav
http://irclogs.wildfiregames.com/2020-02/2020-02-04-QuakeNet-%230ad-dev.log
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Feb 4 2020
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Do while.
- statusIcons.length.
Successful build - Chance fights ever on the side of the prudent.