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Feb 14 2020
Feb 13 2020
Successful build - Chance fights ever on the side of the prudent.
- Removed different manner of storing garrisoned entities.
- Throw error when trying to garrison an entity in a entity that is not capable of holding entities.
- Use std::vector in getEntities.
condition change is correct, when technology is required for upgrade and technology manager is not available for player or technology is not researched, upgrade is skipped.
this change does not affect upgrades, that do not require any technology
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
var → let
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.
Actually rP22464, I misstyped numbers.
Successful build - Chance fights ever on the side of the prudent.
- Eject health optional.
- Extended test.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Extended tests.
- Fixed additions not applying due to presence of multiplication.
Fair points.
You misunderstood me or code
Successful build - Chance fights ever on the side of the prudent.
Changes were made as indicated by Angen.
Successful build - Chance fights ever on the side of the prudent.
Thank you!
Some other actors are off-centre too, most notably traders (poor donkeys):
Thank you for working on this.
However it has small isssue, checking for technology component needs to be done only if upgrade requires some technology to be reaearched L737.
Successful build - Chance fights ever on the side of the prudent.
Feb 12 2020
Improved the interface controls and made them fit them all on the right panel.
Made the search box expand the search to all maps if doesn't find of the current type and filter.
Added missing tooltips for the buttons.
applying status does not work, soldier was supposed to have +20 armour and still had basic stats
I will test this and hopefully commit it during the upcoming weekend. I am a bit short on free time these days, so unfortunately when things are related to libraries some of the steps include waiting for me. Don't hesitate to contribute to other areas of the code in the meantime. Or if you want you can start working on the future cppformat upgrade steps since they seem to involve a lot of work.
by this, code in /helpers/Setup.js using Garrison should be removed, as there should be only one way how to define the same data in one file.
@Itms what should be the next step? :)
Successful build - Chance fights ever on the side of the prudent.
several corrections
See http://irclogs.wildfiregames.com/2020-02/2020-02-12-QuakeNet-%230ad-dev.log; textual diff is identical, binary diff has as a first change one more entity in the JS Map stored in AI entitiesModifications.
Thank you for reviewing this, I appreciate it!
added tests folder
Feb 11 2020
I made a testing map for this patch: you can see the obstruction sizes in game by opening the map ingame, hitting alt+D and toggling the pathfinder overlay (and possibly the obstruction overlay), this will give you a easier way to tweak the obstruction sizes. Many walls already have the correct size, a couple not (the persian walls looked good for example, mostly gates seems a bit "oversized").
hmm, this was supposed to solve the issue, m_RNG is set as last action in deserialisation, there is no way it should be affected by that, unless, that javascript code is call async, in that case we are doomed with previous approach.
Performing the test plan yields an oos:
--- oos_dump1.txt 2020-02-11 21:35:38.942198026 +0100 +++ oos_dump.txt 2020-02-11 21:35:38.988197402 +0100 @@ -1550,7 +1550,7 @@ value: 154 AIManager: num ais: 1 - rng: "247049416601596" + rng: "259292060214002" turn: 0 useSharedScript: true sharedData: {
Successful build - Chance fights ever on the side of the prudent.
Grepped for completeness. Front doesn't fall.
https://github.com/Dunedan/XpartaMuPP/commit/014f52bc4d8f36fc570d3139b4fd90f54c072e47 Initial commit with code from SVN
Feb 10 2020
Diff between 0ad and original version. Fortunately it's not so complicated.
(you also needed to specify the repository in order to trigger a build, I fixed that)
Scrollbars are in the current codebase only supported for "text" and "dropdown", "list", and "olist" (tables), but not for GUI objects that are parent to multiple GUI objects.
That sounds complicated.
In D1703#110148, @Nescio wrote:There are scrollbars in the Language and Mod Selection, perhaps those can be reused here?
There are scrollbars in the Language and Mod Selection, perhaps those can be reused here?
Successful build - Chance fights ever on the side of the prudent.
- Computing minColumns / maxColumns (zoom limits) depending on image aspect ratio and current available vertical and horizontal screenspace and minimum image width only
- Disabling the Zoom buttons when the zoom limit was reached
- Disabling/enabling the Select button if there is no selection (selection removal can happen if there are no text filter matches)
- Deleted the png, too saturated colors, used a "Browse Maps" Modern themed button below the MapSelection dropdown and assigned the mappreview image click to open the mapbrowser too
- Added the generic GameSettingControlButton class to achieve that.