Those to be deleted files are used by delenda est and probably some other mods using auras. Will need an extra pr.
I guess i should write a regex for the change to make it easier for other mods.
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May 22 2020
Successful build - Chance fights ever on the side of the prudent.
(So still thanks and no objections for this iteration of this patch, just some thoughts and observations and this batch of inline comments may be ignored, and the one with parentheses even more so than the others)
Successful build - Chance fights ever on the side of the prudent.
- for ... in in test.
Successful build - Chance fights ever on the side of the prudent.
@elexis, could you test this to see if it solves your clang 10 errors?
Thanks, these units make more sense! A few more questions, though:
- <Orientation> of -1, 1, 3, etc. give the same result, right? Or are only values between 0 and 2 allowed?
- Wouldn't it be better to normalize the <Orientation>, i.e. 1 is a full circle (360°) and 0.25 a quarter (90°).
- Just to be clear, what do you mean with z-axis? In Blender z is the vertical position, but not in the simulation templates:
- in the <GarrisonHolder/VisibleGarrisonPoints/*> node, <X> is the left-right position, <Y> the up-down position, <Z> the front-back position;
- likewise, in the <Obstruction/Obstructions/*> node, x means the width offset and z the depth offset;
- consistency matters, so looking at wall templates only, one would expect <Length> to be the x-length and <Indent> the z-offset.
- Do orientation and bend operate in the same plane?
According to Stans test, on windows terminal, simulation tests show the filepath of the error, but not the JS exception thrown - unless using a debugger;
and with this patch it will not show the JS stack nor the JS filename of a failed rmgen test;
therefore it needs to show the filepath in a failed error message as with simulation tests
(if we want to support rmgen test development on windows without debugger).
Unused file 'public/art/textures/selection/128x128/rectangle.png' Unused file 'public/art/textures/selection/128x128/rectangle_mask.png' Unused file 'public/art/textures/selection/128x128/rhombus.png' Unused file 'public/art/textures/selection/128x128/rhombus_mask.png' Unused file 'public/art/textures/selection/128x128/rounded_rectangle.png' Unused file 'public/art/textures/selection/128x128/rounded_rectangle_mask.png' Unused file 'public/art/textures/selection/128x256/rectangle.png' Unused file 'public/art/textures/selection/128x256/rectangle_mask.png' Unused file 'public/art/textures/selection/128x512/cartouche.png' Unused file 'public/art/textures/selection/128x512/cartouche_mask.png' Unused file 'public/art/textures/selection/128x512/rectangle.png' Unused file 'public/art/textures/selection/128x512/rectangle_mask.png' Unused file 'public/art/textures/selection/256x256/octagram.png' Unused file 'public/art/textures/selection/256x256/octagram_mask.png' Unused file 'public/art/textures/selection/256x256/plus.png' Unused file 'public/art/textures/selection/256x256/plus_mask.png' Unused file 'public/art/textures/selection/256x256/rectangle.png' Unused file 'public/art/textures/selection/256x256/rectangle_mask.png' Unused file 'public/art/textures/selection/256x256/rhombus.png' Unused file 'public/art/textures/selection/256x256/rhombus_mask.png'
These are intended, yes, because these shapes are used in different sizes; e.g. 256x256/plus is unused, but the healer uses the 128x128 plus. These pngs are very cheap (only a few kb each) and if at some point someone wants to use an existing shape in a different size, it's best they are already there, to save time and prevent introducing inconsistencies.
Although none of the rectangle sizes is used (the rounded_rectangle is), I think it's best to keep them nonetheless, for testing etc., because they're the closest approximation of a unit's actual footprint.
Unused file 'public/art/textures/selection/auras/test/1024x1024_aura.png' Unused file 'public/art/textures/selection/auras/test/1024x1024_aura_mask.png' Unused file 'public/art/textures/selection/star/1024x1024_aura.png' Unused file 'public/art/textures/selection/star/1024x1024_aura_mask.png'
These are to be deleted. However, they're sufficiently different, so you might want to move them into an old art repository, which is why I didn't remove them in this patch.
Also why is there still a star folder?
It's better to delete the obsolete folders (arrow, circle, etc.) only after they're emptied, to be safe, because it's possible patches are implemented in a different order than expected.
When this patch is committed, I'll update D2696 to delete the then empty folders (and those 1024x1024_aura* files).
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Add the missing .tx file.
Build failure - The Moirai have given mortals hearts that can endure.
Update with:
- i18n support
- Triggers can define a custom "OnCampaignGameEnd" trigger that processes custom user data
- Moving some files around to clean up the interface.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
- Rebased.
- Split StatusEffects stuff in Attacking.js.
- Simplified translations in tooltips.js.
- Simplified test.
I found these currently unused files
Hi, nice work :)
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
@elexis: I thank you for your thanks. I figured you would appreciate the intent of the proposed change, even if you disagreed with parts of the actual implementation. I acknowledge that you had not and do not request any changes, and I thank you for sharing your insight.
Break structree gui up further into separate files and classes
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
This implements some basic handling of game ends via a common file in session/campaigns.
May 21 2020
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Complete rewrite of the patch (bar the simulation/session bit which I haven't looked at yet).
Successful build - Chance fights ever on the side of the prudent.
Some sort of callback.
Ok, story time: I wrote this patch, and then sat on it for about a day. Read through it again, thought to myself "this looks ok: factually correct and all that", so committed it. Not half-an-hour later, I realised that I had made a mistake: orientation and bend weren't in radians[^1]. By this time, it was roughly six in the morning, I recognised I was way too tired to attempt to fix then, so resolved to do so after some sleep. I wake up, and find out I'd got the other unit of measurement wrong too... ?
Successful build - Chance fights ever on the side of the prudent.
Use a callback.
- Separate UnitAI-calls. (To be revised.)
- Gather treasure in cmpResourceGatherer.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
There might have been more changes and added animals in the last 3 years, did you check them all?
What I did is go through the current version of all fauna templates; 0 A.D. does not have that many animals. I didn't go through the svn file history of every file; only in the case when something seemed wrong (e.g. boar, peacock).
Build failure - The Moirai have given mortals hearts that can endure.
- Adjust rabbit footprint, as requested by @Palaxin.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
I think this kind of stuff is something for cheats...
If I recall correctly, Age of Mythology had a flying purple hippo cheat unit. Having a flying goat with golden fleece as a cheat unit could indeed be fun; however, 0 A.D.'s “golden fleece” is nowhere close to that.
What about fixing it instead?
Given that the dragon is still unfinished, I don't expect the golden fleece to be redone properly in the forseeable future.
First of all, both of you thanks for looking into this!
Build failure - The Moirai have given mortals hearts that can endure.
Update after rP23686, so that the mac slave builds the new version.
@wraitii, this looks promising; any idea when it'll be finished? Being able to garrison units on gates without interfering with opening and closing would certainly be a great improvement.
Build failure - The Moirai have given mortals hearts that can endure.
And as usual, Vulcan can't handle maps with spaces in the file name; see D1042.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
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.
True, but I did ditch some Engine.QueryInterface-calls, so I do not know what is to be preferred ^^ (One can measure obviously.)
just want to note that you just went from o(1*n) to o(m*n) where n is maximum from all this. gatherers[x]. length and m is number of players need to be checked what is 8 in worst case right now
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
I am going to commit this, but with a suffix for spidermonkey, as well as using numbers (instead of tentative dates) for the suffixes.
UnitAI should be allowed to let several components perform different tasks (i.e. unitAI could allow a unit to attack and walk at the same moment).
This is equivalent to switching unitAI to a multiple-state FSM, and running multiple timers there.
Overall I like this and it should indeed improve the behaviour. Think you can improve unitAI a tad more.