In D3582#156547, @Stan wrote:The reason we do not add those characters is that it makes the fonts too big. Instead CJK are provided as mods of around 100MB each.
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Feb 20 2021
Feb 20 2021
The reason we do not add those characters is that it makes the fonts too big. Instead CJK are provided as mods of around 100MB each.
Remove endonym_generator.pl
Feb 19 2021
Feb 19 2021
In D3554#156273, @wraitii wrote:I feel like you might have an easier time with "Enable"/"Disable" instead of Toggle, but otherwise this looks OK :)
I just totally forgot that there was an icon for treasure collecting already ^^'
In D3303#156498, @Angen wrote:@Imarok I believe merchant ships can gather them, or at least one of the available ships could in a23b.
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.
Successful build - Chance fights ever on the side of the prudent.
Use em dash instead. In case I'm not here, and someone can't wait, they have the permission to commit this.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Test.
Build failure - The Moirai have given mortals hearts that can endure.
@Imarok I believe merchant ships can gather them, or at least one of the available ships could in a23b.
Check whether the treasure is available.
In D3303#156487, @Imarok wrote:Fine. Now I can't spot any more oversights.
Nice :)
Fine. Now I can't spot any more oversights.
A bit unrelated to this diff: Do you know how the floating treasures are supposed to be gathered? (Ships can't gather them and units can only gather them if the treasures are close at the shore)
vladislavbelov requested verification of rP22037: Add an error message for crashes without required UV sets..
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Animals.
Feb 18 2021
Feb 18 2021
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Moved declaration of half vector out of conditional compile switch in model_common.vs; also swizzled lines 133 to 137 to correct dependencies.
[Windows] Automated build.
wraitii removed 1 auditor(s) for rP24870: Switches decals to VBChunk to reduce the number of state changes.: wraitii.
vladislavbelov requested verification of rP24870: Switches decals to VBChunk to reduce the number of state changes..
vladislavbelov added a comment to rP24932: Do not generate render data in case CDecal calculated wrong coordinates..
Fixes #6034.
vladislavbelov committed rP24932: Do not generate render data in case CDecal calculated wrong coordinates..
Do not generate render data in case CDecal calculated wrong coordinates.
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Took the exporting of the half-vector out of any conditional switches in model_common.vs.
OptimusShepard accepted D3578: Do not generate render data in case Decal calculated wrong coordinates.
Patch works for me, can't reproduce the bug anymore. Thx
Successful build - Chance fights ever on the side of the prudent.
In D3303#156448, @Freagarach wrote:Catafalque.
Successful build - Chance fights ever on the side of the prudent.
Nice one! I like the idea and the clean-up in the templates.
Catafalque.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Minor fixes.
Yeah this is definitely still WIP because of that issue. I think there are a few possible switcheroos:
- make it so that changing ObjectEntry is really fast, by not needing to copy much
- Have multiple objectentries in parallel per Unit (definitely takes a bit more memory, but possibly preferred solution)
I think it is slow because you are constantly acting like reloading whole actor when switching lods, what I was trying to do is to keep all used lods as separate models and just to return the correct one, cost there was I needed to sync animation frames on all lods when updating currently used, but they were ready to use instantly. Although my last test was bugged animation when switching them so I moved it to backup milestone for time being.
is it possible to use file= in actor tag? esle they will be mess if everything will be in one file
Successful build - Chance fights ever on the side of the prudent.
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Minor code optimization in model_common.fs; saved one sqrt() call.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Fix a number of bugs, support a max # of LOD levels per actor to 5, account for prop LOD correctly.
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Change name of function "get_white_dimming_factor(tex)" to "get_needed_white_dimming_factor(tex)", in terrain_common.fs.
Fixed a few more comments not capitalized, or not ending with a period.
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Removed leftover code from attempting to use skybox as enviromap.
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
More cosmetic fixes.
I think this is overly complicated to be honest. I don't think there is a need to #define the CPUID implementation - the previous code worked fine.
I would simply revert to the previous version of the patch and merge that.
Fix error when unsetting a hotkey.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
More proper fix + warning about hack.
I think the issue is that when translateScancodes is false, the function should return an array (which is really a bad API lol, I need to double-check why I did that).
What's wrong with my I386 detection macro?
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Carried on style fixes to the other shaders.
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Figured out how to diff from root while skipping /sources.
DanW58 updated the diff for D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Updated the patch again after fixing style 'mistakes' at Stan's request. What I was not able to do is diff from the root folder, as then svn diff wants to include all the stuff from sources, which amounts to more than two megabytes. I'm sure there must be a command to skip a folder, but I was a Tortoise user for many years; never learned the command line.
Looks like I made a mistake in my hotfix in rP24856
I tested this patch and it seems to fix the issue. I found another way to reproduce. (It works both in packaged an non packaged and triggers a stack overflow)
Any opnion @Nescio ?
I agree here with @Nescio.
Feb 17 2021
Feb 17 2021
Stan added a comment to D3555: (1) AO factors = 1.0 for all materials, (2) skyward bias for ambient light in shaders; (3) temporary fix for excessively bright colors in terrain textures..
Okay so here comes the frustrating and tough part :/ So bear with me cause we're in for a ride. Just know that it's not against you :)
Stan updated the Trac tickets for D3578: Do not generate render data in case Decal calculated wrong coordinates.
Stan added a reviewer for D3578: Do not generate render data in case Decal calculated wrong coordinates: wraitii.
vladislavbelov added inline comments to rP24870: Switches decals to VBChunk to reduce the number of state changes..
Define CPUID_IMPLEMENTATION_* in x86_x64.h and use them in x86_x64.cpp and topology.cpp
wraitii raised a concern with rP24870: Switches decals to VBChunk to reduce the number of state changes..
Attached codeblocks from x86_x64.cpp
Version 1 (Windows version): Probably this version correct in all CPU/architectures/compilator options/etc. I don't know if this assertion is possible there.
If another user (on Windows) receives this assertion, this is 99 percent a different issue.
Wildfire Games · Phabricator