Crap, i need to go back to float.
I broke scale when starting the game.
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Jul 14 2021
Jul 13 2021
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.
update with timeout
Works for me.
Now I actually even see selected colour in dropdown.
However PlayerColor.js should be rewriten at some point. It should not update list and selection on every render call.
Index: Daytime.js =================================================================== --- Daytime.js (revision 25824) +++ Daytime.js (working copy) @@ -2,8 +2,7 @@ { init() { - this.data = undefined; - this.value = undefined; + this.setDataValueHelper(undefined, undefined); this.settings.map.watch(() => this.onMapChange(), ["map"]); }
Jul 12 2021
It's a good change for a start.
A26 plz
Jul 11 2021
In D4188#178168, @Stan wrote:@Freagarach @Angen @Langbart @wraitii can someone test this so it can be committed?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Added corrections
I have investigated the problem for ticket #6201 and I think it starts with this changeset version.
@Freagarach @Angen @Langbart @wraitii can someone test this so it can be committed?
I have one general remark into this.
If we are going to separate it into another class, I would suggest to not access data of that class directly.
For cases where only base at index 0 is used I would create specific geter for that matter and return that base directly maybe something like getPrimaryBase so it would be more cleaner to reader why asking for index 0 without need to read somewhere in comments what base on index 0 means.
Solution looks ok for now
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Address @Angen's comment.
- const
- Moved some functionality to basesManager.
Jul 10 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Use build order name.
One may want to push this order to the front (to go back to gathering when finished) so I think it is worth to check whether that route can be implemented.
Some code comments. I haven't tested this yet, but thanks for the patch already!
Jul 9 2021
Jul 7 2021
@marder thanks for the feedback about the images. I'd like a few more opinions before making changes though and then go for the middle ground.
Thanks for working on this. There are indeed so many important tips missing atm.
Are you gonna commit it ?
Are you gonna commit it ?
Jul 6 2021
Me and @Jammyjamjamman just tested it with an Internet game; no problems.
Jul 5 2021
I didn't get any warnings or errors while patching.
Jul 4 2021
Start 0ad -> single player -> matches. (This should work multiplayer too, if other players have this patch applied.)
Ok
Create a game with 4 players including yourself. Set yourself and another player to team 1. Set the rest to team 2.
Ok, tested it as well with some different map types/maps/ number of players. Works.
It also shows correctly the territory of newly gained allies after the start of the game when you use diplomacy to make an enemy an ally.
Under the "map" tab, there's a new option "allied view". Enable it and start the game.
Yes.
A game should start and you can see your allies.
Yes
Exit and start a new game, with settings in step 2. Select "Revealed map". Allied map should now be selected too. Deselecting Allied map should deselect revealed map.
Yes, works.
Deselect Revealed map. Select Explored map and allied view. Start a game. You should see what your allies see and the rest of the map. But you shouldn't see what your enemies see
Yes.
Jul 3 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Added new tips, adjusted some based on @Freagarach comments. More to come.
Thanks. I hadn't seen that conversation. It seems like the conversation didn't end up with a consensus.
The json files added in this commit might make it easier if we ever make it part of biome files. But as it is said in that diff it might be a bit too specific for the biomes for they might be used in mods without such civs. Maybe the farm animals could be though.
@Freagarach fair points. I'll work on it.
I don't know how much this code has changed since 2018, but there was also D1660 that has discussions about edge cases. Most of those discussions was done via lobby chat, lobby pm, or in-game chat, so I don't remember how all of it went.
Should there be a comment/ref. to ticket?
Jul 2 2021
In D4186#178011, @Angen wrote:I dont see where name of the function suggest that technology is researched.
I queued this technology so I dealt with it and now I dont need to care about it.
I dont see where name of the function suggest that technology is researched.
I queued this technology so I dealt with it and now I dont need to care about it.
Jul 1 2021
Added context.
Added context.
I can't see how it would: we're not tagging anything to be translated here, just using translations that already exist.
Does this break string freeze ? Thanks for the patch.
Jun 30 2021
In D3891#177970, @Stan wrote:Because animations must sync with walking and running speed to prevent units looking like they are in slow motion or gliding.
Yes but it's also very annoying that your soldiers walk off, more so on tight maps. Maybe the aggression range of these animals should be reduced, with the exception of lions and maybe other animals with courage.
Keep in mind that people will be annoyed because they will lose their units sooner, since the dangerous animals will attack first.
Because animations must sync with walking and running speed to prevent units looking like they are in slow motion or gliding.
Why are different file paths modified?
/binaries/data/mods/public/art/variants/quadraped/
/binaries/data/mods/public/simulation/templates/gaia/
In D3891#167990, @Freagarach wrote:Thanks for the patch :)
- You can use the Atlas "Actor viewer" to check out units animations.
- Please upload using full context :)
- Please correctly set the repository when uploading patches, that allows our linters to run on your differential. (I've set it now for you.)
True, true, but I'm merely saying that it was broken already, but less so than it is now. "It will work" as in hot-fix (partly revert). Feel free to point me in another direction for a more proper fix.