Seems to work for flora sprites indeed.
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Sat, Mar 11
Weren't turn rates removed because they caused pathfinding issues with many ships moving at the same time?
In D4762#211768, @abian wrote:Please don't hate me for this, but I do find the "Trained by" useful.
Could you describe a bit more how specifically it's useful?
Please don't hate me for this, but I do find the "Trained by" useful. The "Builds" is also useful to check for example if a unit that you haven't trained yet will be able to build a certain structure. I certainly wouldn't be happy with the format, as that brick of plain text doesn't make it easy to find the information you may be looking for.
I didn't know there are different guarantees for IPv4 and IPv6.
Then... IMO the TODOs are not required and we shouldn't care about IPv6 for now.
In D4967#211738, @phosit wrote:In D4967#211735, @sera wrote:Can't just be removed, but it will be possible to make it configurable for users if they have issues, we still should provide a sane default or implement pmtud.
I missread the patch. Your enet-patch has nothing to do with wireguard, right?
In D4967#211735, @sera wrote:
In D4762#211734, @Stan wrote:What if a unit is trained by a building you can't build, but you can capture?
Now some parameters are const and some aren't.
In D4967#211722, @phosit wrote:Is it allowed to mutate ENetHost::mtu directly?
"No fields should be modified unless otherwise stated."
If we follow that there is no way to set pseudo mtu; right after creation and resetting peers after is already the most unlikely way to break in future
What if a unit is trained by a building you can't build, but you can capture?
In D4762#211731, @Stan wrote:This probably something that one won't look at in game, but maybe people do in the structure tree?
This probably something that one won't look at in game, but maybe people do in the structure tree?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
sooo ... any more opinions on this?
update heavy warship.
Is it allowed to mutate ENetHost::mtu directly?
"No fields should be modified unless otherwise stated."
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
half the current modifier.
Adjust tootip to be very vague
works on windows as well. no more black spots.
Refs D1676 for IPV6
As for the choice of 1372, a rule of thumb I know says assume MTU 1400 and you most likely are fine, my guess this same rule is how ENET_HOST_DEFAULT_MTU = 1400 came to be. Then assume the idea was to use ENET_HOST_DEFAULT_MTU in the sense of MTU so we should deduct the ICMP/IPv4 from it.
Fri, Mar 10
In D4964#211610, @Freagarach wrote:In D4964#211602, @real_tabasco_sauce wrote:@Freagarach any idea how to sort a list of entities by range?
Some questions:
- What do you give priority, preferred class or position?
- What happens to those nice artillery towers (that may well be buildable in a mod) that now try to shoot units, although they're highly effective against siege?
Thanks for working on this.
Fixes the referenced problem, no more black spots on the fields.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Well, we can hardcode the players directory.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Strange arcanist stuff.
Remove ModificationsTemplates.
So we are now iterating 2000+ templates to get 14 player templates?
So they get picked up by GetCivData.
In D4958#211329, @Freagarach wrote:Move players.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Update copyright year and add full diff context
The change to Requires sounds good to me.
We (probably) won't commit this before the release, since it requires the translators to retranslate all the touched strings, for too little benefit.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Also define the batch size.
In D4964#211602, @real_tabasco_sauce wrote:@Freagarach any idea how to sort a list of entities by range?
Thu, Mar 9
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In D4964#211601, @Stan wrote:You said they are ordered by distance. So idx = 0 is closer than idx n when n is > 0
My point is you also need to sort by class :)
You said they are ordered by distance. So idx = 0 is closer than idx n when n is > 0
In D4964#211599, @Stan wrote:Is sorting less expensive than range queries? What data structure should I use to sort?
It depends but in general yes sorting should be faster.
What sort method is typically used?
Array.sort((a b) => a.weight > b.weight)
Is entities.length the range?? I thought it was the length of the array.
It's not I'm just abusing it to compute a weight.
Is sorting less expensive than range queries? What data structure should I use to sort?
It depends but in general yes sorting should be faster.
What sort method is typically used?
Is entities.length the range?? I thought it was the length of the array.
In D4966#211595, @Stan wrote:In the future we need to replace all textures by CLAMP_TO_EDGE, because border color might be only black, white or transparent on some hardware.
Can you clarify this for me? Do you mean texture samplers? What is the border here?
I mean address mode of texture samplers, particularly Sampler::AddressMode::CLAMP_TO_EDGE.
@Stan
Is sorting less expensive than range queries? What data structure should I use to sort? What sort method is typically used?
Would this be done in "fire arrows" or "OnRangeUpdate"?
I am thinking the latter, since this is where new units are added and units outside range are taken off the array.
In the future we need to replace all textures by CLAMP_TO_EDGE, because border color might be only black, white or transparent on some hardware.
Can you clarify this for me? Do you mean texture samplers? What is the border here?
In D4964#211587, @real_tabasco_sauce wrote:"Because targetUnits is filled in order of proximity, it makes a lot of sense to just use an array."
Well, after testing, this is true. However, since the order is taken when the units arrive at the area, the closest unit remains the "closest unit" even if it is moved far away. I am thinking "targetUnits" will need to be refilled every 2 seconds. I am not sure how this would effect performance.
Sorry if I wasn't clear =>
- Get entities ordered by position
- Weigh them by closest and class e.g:
let entity.priority = entities.length + (entity.hasClass("a") ? entities.length / 2 : 0)
- Sort them by weight
- Take N entities where N is the number of arrows.
- Shoot them.
"Because targetUnits is filled in order of proximity, it makes a lot of sense to just use an array."
Well, after testing, this is true. However, since the order is taken when the units arrive at the area, the closest unit remains the "closest unit" even if it is moved far away. I am thinking "targetUnits" will need to be refilled every 2 seconds. I am not sure how this would effect performance.
In D4964#211571, @Stan wrote:I mean you could prefer closest humans?
Some other tower might focus on closest ships, or closest fish
I mean you could prefer closest humans?
In D4964#211547, @Stan wrote:What was so bad about prefering human units and weighting them higher?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
{} -> null