Successful build - Chance fights ever on the side of the prudent.
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Sep 11 2019
Successful build - Chance fights ever on the side of the prudent.
From the lobby:
(07:53:24 PM) faction02: elexis are there changes made in a24 that are not described in the tickets?
(07:58:44 PM) faction02: there is something different with women but I can't say exactly what yet
(07:59:36 PM) faction02: it seems that when they run, they can't be catched
(08:00:00 PM) faction02: they keep running even when they don't see who is running after them I think
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Have precompiled.h prior to #if CONFIG2_LOBBY as proposed by Angen on #0ad-dev.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Fix build without pch.
Comment
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Drop StunClient thing change.
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.
- recieve -> receive.
- JSDOC.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebase following 22887, 22888
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.
In D2278#94794, @Stan wrote:Add "This may be because of one of the following reasons:" and a few bullet points and it's solved.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
m_Ratingtype:
There's also the question whether glooxwrapper::string is the best type for m_Rating, since it's a number in the average case. But:
- It can be empty string if Ratings is offline
- JS code will/would have to be changed, which I would prfer to not do in the same diff (after all this is a regression fix and already changing something)
Add "This may be because of one of the following reasons:" and a few bullet points and it's solved.
(Here another example disconnect msg by nani that really looks like the strings are random.)
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.
!= false => == true.
In rP22839#37333, @Freagarach wrote:Build issue solved :)
Thanks both!
Fixes #5579.
Sep 10 2019
Successful build - Chance fights ever on the side of the prudent.
Other than the problem that the entire chattext is rebuilt instead of partially rebuilt (only appended line built), there is another effect, similar to the one in #3386:
If there are N different GUI messages in the queue (that will then be pulled on the same onTick), there will be N updates to that GUIObject, but the GUI object only needs to be updated once per frame.
With this patch, only the N addList consecutive entries are built, so that's good.
Successful build - Chance fights ever on the side of the prudent.
Add a default icon, and the option for custom icons. Flexible code with children. Show the detail of status effects in the tooltips of attack.
In D1676#94736, @Stan wrote:This may be a stupid question, but does this work in the following situations:
- player1 IPV4 + STUN → player2 IPV6
- player1 IPV4 + STUN ← player2 IPV6
It could indeed be a permanent status effect.
Something like this:
"<element name='Modifiers' a:help='Modifiers caused by the status.'>" + "<interleave>" + "<element name='Affects' a:help='An array of classes to affect.'>" + "<attribute name='datatype'>" + "<value>tokens</value>" + "</attribute>" + "<text/>" + "</element>" + "<oneOrMore>" + "<element>" + "<anyName />" + "<interleave>" + "<element name='Path' a:help='Path to modify.'><text/></element>" + "<element name='Operation' a:help='What operation to perform.'><text/></element>" + "<element name='Value' a:help='The value of the operation to perform.'><data type='decimal'/></element>" + "</interleave>" + "</element>" + "</oneOrMore>" + "</interleave>" + "</element>" +
?
This may be a stupid question, but does this work in the following situations:
Cheers for the diff :)
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
The player struct was mentioned during the quick talk with Josh on http://irclogs.wildfiregames.com/2019-09/2019-09-06-QuakeNet-%230ad-dev.log
22:46 < elexis> std::map<std::string, std::vector<std::string> > m_PlayerMap; 22:46 < elexis> I guess that might be more readable as a struct intead of string vector 22:46 < Josh`> Maybe add a flag "sentToGui" or something alongside each player in m_PlayerMap 22:46 < Josh`> Yeah