Page MenuHomeWildfire Games
Feed All Stories

May 25 2020

Vulcan added a comment to D2444: Make profiler2 configurable.

Successful build - Chance fights ever on the side of the prudent.

May 25 2020, 6:47 PM
Freagarach added a comment to D2737: [gameplay] Add a flaming status effect to iber champion cavalry.

rP23681 :) So a file in data/template_helpers/damage_types.

May 25 2020, 6:45 PM
Stan updated the diff for D2444: Make profiler2 configurable.

Add back context

May 25 2020, 6:10 PM
Freagarach added inline comments to D270: Allow Modifiers to affect tokens..
May 25 2020, 6:09 PM
Stan added a comment to D2737: [gameplay] Add a flaming status effect to iber champion cavalry.

(Damage type file for translation.)

May 25 2020, 6:02 PM
Stan added inline comments to D1418: Enable garrisoning on gates / fix movement of units with visible garrison points.
May 25 2020, 6:02 PM
Stan updated the diff for D2444: Make profiler2 configurable.

Use Cstr instead of std::string and replace std::stringstream by fmt::format following advice from @wraitii

May 25 2020, 5:59 PM
Freagarach added a comment to D2737: [gameplay] Add a flaming status effect to iber champion cavalry.

(Damage type file for translation.)

May 25 2020, 5:55 PM
Freagarach added inline comments to D1418: Enable garrisoning on gates / fix movement of units with visible garrison points.
May 25 2020, 5:50 PM
Freagarach added inline comments to D1977: Cheer after no enemy entities left in range.
May 25 2020, 4:40 PM
Stan added a comment to rP23697: Add slaughter animations to most units..

I believe that is because initially one could set all the animations in one variant, and be done with it. With the apparition of carrying animations, and later with approaching animations, things became more complex because such animations have to be defined in different groups in order to work.

May 25 2020, 3:59 PM
Nescio added a comment to rP23697: Add slaughter animations to most units..

A classic grep won't suffice, you'll have to do it semantically to check variants.

For that one for example:

romans/hero_cavalry_swordsman_marcellus_r.xml:0

You will have to check "biped/rider/cavalry/base_swordsman_ready_shield.xml" which appears ok.

That's quite confusing! Why is that?

May 25 2020, 3:38 PM
fatherbushido added a comment to rP23697: Add slaughter animations to most units..

Good to have that done.

May 25 2020, 2:07 PM
Nescio retitled D2708: Add slaughter attack animations for all infantry units from Add attack slaughter animations for all units that can make use of it to Add slaughter attack animations for all infantry units.
May 25 2020, 12:52 PM
Nescio added a comment to rP23697: Add slaughter animations to most units..

If I do it, will you check for completeness?

Sure, checking for completeness is the easy part, that takes just a few seconds.

May 25 2020, 12:33 PM
Stan added a comment to rP23697: Add slaughter animations to most units..

I guess I missed some. Feel free to make a patch :)

You did this one, are more familiar with the art files, and have commit access, so it's probably better if you do it. :)

May 25 2020, 12:32 PM
Nescio added a comment to rP23697: Add slaughter animations to most units..

I guess I missed some. Feel free to make a patch :)

You did this one, are more familiar with the art files, and have commit access, so it's probably better if you do it. :)

May 25 2020, 12:30 PM
Stan added a comment to rP23697: Add slaughter animations to most units..

I guess I missed some. Feel free to make a patch :)

May 25 2020, 12:24 PM
Nescio added a comment to rP23697: Add slaughter animations to most units..

And healers?

[units]$ grep -c attack_slaughter */*healer*.xml
athenians/healer.xml:0
carthaginians/healer.xml:0
celts/healer.xml:1
hellenes/healer.xml:0
iberians/healer.xml:0
kushites/healer.xml:0
mauryas/healer.xml:0
mauryas/hero_healer_chanakya.xml:1
persians/healer.xml:0
ptolemies/healer.xml:0
romans/healer.xml:0
spartans/healer.xml:0
May 25 2020, 12:24 PM
Nescio added a comment to rP23697: Add slaughter animations to most units..

Great, all infantry can now slaughter. How about cavalry?

[units]$ grep -c attack_slaughter */*cavalry*_r.xml
athenians/cavalry_javelinist_a_r.xml:1
athenians/cavalry_javelinist_b_r.xml:1
athenians/cavalry_javelinist_e_r.xml:1
athenians/cavalry_swordsman_a_r.xml:1
athenians/cavalry_swordsman_b_r.xml:1
athenians/cavalry_swordsman_e_r.xml:1
britons/cavalry_javelinist_a_r.xml:1
britons/cavalry_javelinist_b_r.xml:1
britons/cavalry_javelinist_e_r.xml:1
britons/cavalry_swordsman_a_r.xml:1
britons/cavalry_swordsman_b_r.xml:1
britons/cavalry_swordsman_e_r.xml:1
britons/hero_cavalry_javelinist_boudicca_r.xml:1
britons/hero_cavalry_swordsman_cunobelin_r.xml:0
carthaginians/cavalry_javelinist_a_r.xml:1
carthaginians/cavalry_javelinist_b_r.xml:1
carthaginians/cavalry_javelinist_e_r.xml:1
carthaginians/cavalry_spearman_a_r.xml:1
carthaginians/cavalry_spearman_b_r.xml:1
carthaginians/cavalry_spearman_c_r.xml:0
carthaginians/cavalry_spearman_e_r.xml:1
carthaginians/hero_cavalry_spearman_maharbal_r.xml:0
carthaginians/hero_cavalry_swordsman_hamilcar_r.xml:0
gauls/cavalry_javelinist_a_r.xml:1
gauls/cavalry_javelinist_b_r.xml:1
gauls/cavalry_javelinist_e_r.xml:1
gauls/cavalry_spearman_c_r.xml:0
gauls/cavalry_swordsman_a_r.xml:1
gauls/cavalry_swordsman_b_r.xml:1
gauls/cavalry_swordsman_e_r.xml:1
gauls/hero_cavalry_swordsman_vercingetorix_r.xml:0
iberians/cavalry_javelinist_a_r.xml:1
iberians/cavalry_javelinist_b_r.xml:1
iberians/cavalry_javelinist_c_r.xml:1
iberians/cavalry_javelinist_e_r.xml:1
iberians/cavalry_spearman_a_r.xml:1
iberians/cavalry_spearman_b_r.xml:1
iberians/cavalry_spearman_e_r.xml:1
iberians/cavalry_swordsman_a_r.xml:1
iberians/cavalry_swordsman_b_r.xml:1
iberians/cavalry_swordsman_e_r.xml:1
iberians/hero_cavalry_spearman_indibil_r.xml:0
kushites/cavalry_javelinist_a_r.xml:1
kushites/cavalry_javelinist_b_r.xml:1
kushites/cavalry_javelinist_e_r.xml:1
kushites/cavalry_spearman_a_r.xml:1
kushites/cavalry_spearman_b_r.xml:1
kushites/cavalry_spearman_c_r.xml:0
kushites/cavalry_spearman_e_r.xml:1
kushites/hero_cavalry_spearman_harsiotef_r.xml:0
kushites/hero_cavalry_spearman_nastasen_r.xml:0
macedonians/cavalry_javelinist_a_r.xml:1
macedonians/cavalry_javelinist_b_r.xml:1
macedonians/cavalry_javelinist_e_r.xml:1
macedonians/cavalry_spearman_a_r.xml:1
macedonians/cavalry_spearman_b_r.xml:1
macedonians/cavalry_spearman_c_r.xml:0
macedonians/cavalry_spearman_e_r.xml:1
macedonians/hero_cavalry_spearman_philip_r.xml:0
macedonians/hero_cavalry_spearman_pyrrhus_r.xml:0
macedonians/hero_cavalry_swordsman_alexander_r.xml:0
mauryas/cavalry_javelinist_a_r.xml:1
mauryas/cavalry_javelinist_b_r.xml:1
mauryas/cavalry_javelinist_e_r.xml:1
mauryas/cavalry_swordsman_a_r.xml:1
mauryas/cavalry_swordsman_b_r.xml:1
mauryas/cavalry_swordsman_e_r.xml:1
persians/cavalry_archer_a_r.xml:1
persians/cavalry_archer_b_r.xml:1
persians/cavalry_archer_c_r.xml:0
persians/cavalry_archer_e_r.xml:1
persians/cavalry_javelinist_a_r.xml:1
persians/cavalry_javelinist_b_r.xml:1
persians/cavalry_javelinist_e_r.xml:1
persians/cavalry_spearman_a_r.xml:1
persians/cavalry_spearman_b_r.xml:1
persians/cavalry_spearman_c_r.xml:0
persians/cavalry_spearman_e_r.xml:1
persians/cavalry_swordsman_a_r.xml:1
persians/cavalry_swordsman_b_r.xml:1
persians/cavalry_swordsman_e_r.xml:1
persians/hero_cavalry_spearman_cyrus_r.xml:0
ptolemies/cavalry_spearman_a_r.xml:1
ptolemies/cavalry_spearman_b_r.xml:1
ptolemies/cavalry_spearman_c_r.xml:0
ptolemies/cavalry_spearman_e_r.xml:1
ptolemies/hero_cavalry_swordsman_ptolemy_IV_r.xml:0
romans/cavalry_javelinist_a_r.xml:1
romans/cavalry_javelinist_b_r.xml:1
romans/cavalry_javelinist_e_r.xml:1
romans/cavalry_spearman_a_r.xml:1
romans/cavalry_spearman_b_r.xml:1
romans/cavalry_spearman_e_r.xml:1
romans/cavalry_swordsman_c_r.xml:0
romans/hero_cavalry_swordsman_marcellus_r.xml:0
romans/hero_cavalry_swordsman_maximus_r.xml:0
romans/hero_cavalry_swordsman_scipio_r.xml:0
seleucids/cavalry_spearman_c_r.xml:0
seleucids/hero_cavalry_spearman_antiochus_the_great_r.xml:0
spartans/cavalry_javelinist_a_r.xml:1
spartans/cavalry_javelinist_b_r.xml:1
spartans/cavalry_javelinist_e_r.xml:1
spartans/cavalry_spearman_a_r.xml:1
spartans/cavalry_spearman_b_r.xml:1
spartans/cavalry_spearman_e_r.xml:1
May 25 2020, 12:22 PM
Stan committed rP23697: Add slaughter animations to most units..
Add slaughter animations to most units.
May 25 2020, 12:08 PM
Stan closed D2708: Add slaughter attack animations for all infantry units.
May 25 2020, 12:08 PM
Stan added a comment to D2444: Make profiler2 configurable.

Looks like I forgot to send my comments...

May 25 2020, 11:51 AM
Nescio added a comment to D2669: [gameplay] new Gaul team bonus.

In case someone wants to play-test this on multiplayer, here's a mod:


It works with both A24 and A23.

May 25 2020, 11:47 AM
autobuild committed rP23696: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
May 25 2020, 9:39 AM
wraitii added a comment to D2667: Upgrade engine to handle up to 30 players.
In D2667#116877, @nani wrote:

Fair enough. Then I pass the commander to you if you want to try the grid approax.

May 25 2020, 9:25 AM
nani added a comment to D2667: Upgrade engine to handle up to 30 players.

Fair enough. Then I pass the commander to you if you want to try the grid approax.

May 25 2020, 8:19 AM
wraitii added a comment to D2667: Upgrade engine to handle up to 30 players.
In D2667#116873, @nani wrote:

std::array bool doesn't do bitpacking and its size must be known at compile time ( < c++2020 )

Unimportant, we'd use std::array when we store NB_PLAYERS items, which will be known at compile time.
The underlying storage for Grid would be a vector (of u8 perhaps), if that wasn't clear.

May 25 2020, 7:43 AM
nani added inline comments to D2667: Upgrade engine to handle up to 30 players.
May 25 2020, 4:32 AM
nani added a comment to D2667: Upgrade engine to handle up to 30 players.

std::array bool doesn't do bitpacking and its size must be known at compile time ( < c++2020 ), std::vector allocates in the heap. current diff has many more chances than a more extensive refactor + upgrade to have less bugs. Is practically guaranteed same performance as previous because it doesn't leave to chance the optimisations that the compiler should make (is basically a wrapper of some operations and data encapsulation). So I don't see an extra benefit changing current diff to using grid.

May 25 2020, 4:28 AM

May 24 2020

bb added a comment to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

For sure one can do this, but is it valuable? one needs 100% attention from the player to do so (one can't shift click anymore), so moving other troops got impossible and such

May 24 2020, 11:54 PM
Silier added a comment to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Looks good, but I have one concern. Player does not have to click in small distance from unit. Player can click further away in direction to dance so distance to target position will not be short.

May 24 2020, 11:30 PM
Vulcan added a comment to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Successful build - Chance fights ever on the side of the prudent.

May 24 2020, 11:15 PM
bb created D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.
May 24 2020, 11:10 PM
Vulcan added a comment to D2764: Allow enabling default formation / no-formation stances on a command basis.

Build failure - The Moirai have given mortals hearts that can endure.

May 24 2020, 8:39 PM
Vulcan added a comment to D1977: Cheer after no enemy entities left in range.

Build failure - The Moirai have given mortals hearts that can endure.

May 24 2020, 8:38 PM
Vulcan added a comment to D2503: reorganize selection textures.

Build failure - The Moirai have given mortals hearts that can endure.

May 24 2020, 8:37 PM
Vulcan added a comment to D2671: Build: include libexecinfo on musl system.

Build failure - The Moirai have given mortals hearts that can endure.

May 24 2020, 8:36 PM
Stan added a comment to D2766: Stop downloading boost from sourceforge.

Ah great. Never head of bintray before!

May 24 2020, 7:32 PM
Itms added a comment to D2766: Stop downloading boost from sourceforge.
In D2766#116849, @Stan wrote:

I mean that the proposed link has more chances to go down than GitHub :) https://github.com/boostorg/boost/releases but after a second look it seems they only provide the source there, not a preconfigured version so nvm I guess.

May 24 2020, 7:21 PM
Stan added a comment to D2766: Stop downloading boost from sourceforge.

I mean that the proposed link has more chances to go down than GitHub :) https://github.com/boostorg/boost/releases but after a second look it seems they only provide the source there, not a preconfigured version so nvm I guess.

May 24 2020, 7:16 PM
Itms added a comment to D2766: Stop downloading boost from sourceforge.
In D2766#116846, @Stan wrote:

Isn't it safer to use the github mirror?

May 24 2020, 7:12 PM
Vulcan added a comment to D2766: Stop downloading boost from sourceforge.

Successful build - Chance fights ever on the side of the prudent.

May 24 2020, 7:11 PM
Stan added a comment to D2766: Stop downloading boost from sourceforge.

Isn't it safer to use the github mirror?

May 24 2020, 7:10 PM
Itms created D2766: Stop downloading boost from sourceforge.
May 24 2020, 7:05 PM
Vulcan added a comment to D2765: Add a safeguard for users trying to use an old system NVTT.

Successful build - Chance fights ever on the side of the prudent.

May 24 2020, 6:59 PM
Harbormaster failed remote builds in B11807: Diff 12003 for D2765: Add a safeguard for users trying to use an old system NVTT!
May 24 2020, 6:53 PM
Vulcan added a comment to D2765: Add a safeguard for users trying to use an old system NVTT.

Build failure - The Moirai have given mortals hearts that can endure.

May 24 2020, 6:52 PM
Itms created D2765: Add a safeguard for users trying to use an old system NVTT.
May 24 2020, 6:51 PM
elexis added a comment to D2362: Allow for building-specific build/repair animations and use seeding animation for fields.

UnitAI.SetDefaultAnimationVariant is actually not hardcoding, since it uses animation variants

It is not hardcoding which resource carry variants are chosen but is hardcoding which components can set a different 'default' animation variant as opposed to the other functions calling SetAnimationVariant and hardcoding the string concatenation format, which is acceptable for resource type animation variants but doesn't look applicable for building animation variants.

May 24 2020, 3:19 PM
Imarok added a comment to D2362: Allow for building-specific build/repair animations and use seeding animation for fields.

I kind of get how you want to do this. It sounds sane.
But I've never done something with our animations/variants etc. so I'll need to look into it first. I'll do that when I find the time.
If you think it's a quick no-brainer for you, feel free to commandeer. ;)

It's quite easy: you set the animation variant, and in the groups you have something like:

<group>
  <variant name="default0" frequency="0.5">
    <animation name='Idle' ... />
  </variant>
  <variant name="default1" frequency="0.5">
    <animation name='Idle' ... />
  </variant>
  <variant name="build_field" frequency="0">  <- this never gets picked, unless the animation variant is "build_field", in which case it always gets picked
    <animation name='Idle' ... />
  </variant>
</group>

Ah, that's how I imagined it :)

May 24 2020, 12:18 PM
wraitii added a comment to D2362: Allow for building-specific build/repair animations and use seeding animation for fields.

I kind of get how you want to do this. It sounds sane.
But I've never done something with our animations/variants etc. so I'll need to look into it first. I'll do that when I find the time.
If you think it's a quick no-brainer for you, feel free to commandeer. ;)

May 24 2020, 12:10 PM
Imarok added a comment to D2362: Allow for building-specific build/repair animations and use seeding animation for fields.

Anyways, don't bother with XML, just do like carrying animations: define a variant build_{generic building name} (instead of an animation) and set it when building. Then make sure to create a group with the build animations only, and let the default one(s) have some >0 frequency, and name one "build_farm" with frequency 0. Then your units will do what you want automagically.
(you'll need to use "Idle" for your animation name when Idle, but that's OK).

May 24 2020, 11:58 AM
wraitii planned changes to D1781: Fix lobby chat performance issue..

A look at this with a pair of fresh eyes and some better understanding of JS and SpiderMonkey (I think).
Recap: how our GUI works:

  • We have C++ objects, inheriting 1+ GUI classes. Most are children of IGUIObjects, though some (Scrollbar, TextOwner) are "capabilities" that are added by composition (-ish, they're inherited but those classes keep a reference to the GUI object instead of calling this). That's since D2325, following itself D2136. Fundamentally, that was a change towards Composition, which is preferred here I think. Anyways, irrelevant here.
  • We have JS objects. JS objects can't inherit multiple prototypes. Thus, we can only have on JSCLass per C++ type _if_ composition over inheritance is the rule. Even with the rework above, I don't think we really fit the mold.
  • The JS objects have a custom JSClass, with a custom prototype and a getter/setter hook (which gets moved around in SM52, but that's fine).
May 24 2020, 9:54 AM
wraitii added a comment to D1971: Support attack-ground for ranged units..

Oh and one final thing: I was wondering if you should prefer typeof attackTarget == "number" or attackTarget instanceOf Vector3D or attackTarget instanceOf Object.
Based on a quick reading of the SM code, I would expect typeof attackTarget to compile better/be faster.
It would be nice to check, though.
The basic check is to run an AI-AI game or maybe Combat Demo Huge in non-visual replay and check if the runtime is appreciably different.
After that (and I do mean after, because with a JIT you can't expect specific profiling to perfectly reflect absolute behaviour), you could use simple custom trigger to run the checks 1000 times and see what happens.

May 24 2020, 8:38 AM
wraitii requested changes to D1971: Support attack-ground for ranged units..

This diff has improved a lot since its early days, and it looks quite clean now, good work !
Please read the inlines, I've wrote a whole book' of em and I think you'll find them instructive.

May 24 2020, 8:17 AM
luiko added a comment to D2172: Handle orderone hotkey for constructing buildings and walls.

cool, I'm happy to help

May 24 2020, 7:31 AM
autobuild committed rP23695: [Windows] Automated build..
[Windows] Automated build.
May 24 2020, 7:26 AM

May 23 2020

Vulcan added a comment to D2671: Build: include libexecinfo on musl system.

Successful build - Chance fights ever on the side of the prudent.

May 23 2020, 8:08 PM
nephele added a comment to D2689: Update fmt to the most recent release.

I've build this with D2671 aplied beforehand on alpine linux, afterwards i was able to run the game (i had some js errors in game setup view, but likely not related, wasn't on the highest revision but could do that if needed)

May 23 2020, 8:06 PM
Harbormaster failed remote builds in B11806: Diff 12002 for D2671: Build: include libexecinfo on musl system!
May 23 2020, 8:05 PM
Vulcan added a comment to D2671: Build: include libexecinfo on musl system.

Build failure - The Moirai have given mortals hearts that can endure.

May 23 2020, 8:04 PM
nephele updated the diff for D2671: Build: include libexecinfo on musl system.

Moved the comment, moved the if bsd conditionals to the variable asignment for readability

May 23 2020, 8:03 PM
wraitii added a comment to D2644: Support JS class syntax / non-enumerable entity component message handlers.

It seems you could have kept the enumeration-like behaviour with a combination of the (undocumented, but still present in SM[latest]), from the jsfriendapi.h:

JS::AutoIdVector vec(m->m_cx);
JSID_IS_STRING()
JSID_TO_STRING()
js::GetPropertyKeys(m->m_cx, obj, 0, &vec);
May 23 2020, 6:58 PM
wraitii requested changes to D2362: Allow for building-specific build/repair animations and use seeding animation for fields.

That hardcoding seems to be a bad precedent.

UnitAI.SetDefaultAnimationVariant is actually not hardcoding, since it uses animation variants, and units can fallback to a default animation. gather_ predates it but should be updated. The code specific to resource-gatherer should probably be in resource-gatherer, but meh.

May 23 2020, 6:26 PM
Stan added a comment to D2440: Per-Unit Discrete LOD using actor quality levels.

Very good idea to work on that :) .
...
It's kinda meh to do it in templates though, I think, and it forces creating entirely new actors (that might be OK though, because as elexis said in the general case our cameras don't really experience that much perspective).

May 23 2020, 6:18 PM
wraitii added a comment to D2440: Per-Unit Discrete LOD using actor quality levels.

Very good idea to work on that :) .
This needs some work before it can be committed, but nothing too huge I think.

May 23 2020, 6:04 PM
Vulcan added a comment to D2503: reorganize selection textures.

Successful build - Chance fights ever on the side of the prudent.

May 23 2020, 5:31 PM
Vulcan added a comment to D2503: reorganize selection textures.

Build failure - The Moirai have given mortals hearts that can endure.

May 23 2020, 5:28 PM
Harbormaster failed remote builds in B11805: Diff 12001 for D2503: reorganize selection textures!
May 23 2020, 5:28 PM
Nescio updated the diff for D2503: reorganize selection textures.
  • make Vulcan happy (copyright year)
May 23 2020, 5:25 PM
wraitii requested changes to D2667: Upgrade engine to handle up to 30 players.

No comment on the JS side as I don't think it's relevant yet.

May 23 2020, 5:23 PM
Vulcan added a comment to D2503: reorganize selection textures.

Successful build - Chance fights ever on the side of the prudent.

May 23 2020, 5:17 PM
Harbormaster failed remote builds in B11804: Diff 12000 for D2503: reorganize selection textures!
May 23 2020, 5:13 PM
Vulcan added a comment to D2503: reorganize selection textures.

Build failure - The Moirai have given mortals hearts that can endure.

May 23 2020, 5:13 PM
Nescio added a comment to D2503: reorganize selection textures.

Isn't square and circle more precise than ellipse and rectangle (which are more generic) ? a square being a rectangle while the converse is not true?

Yes, which is why they are renamed: a square used by an unit with an oblong footprint is no longer a square, but is still a rectangle.

May 23 2020, 5:11 PM
Nescio updated the diff for D2503: reorganize selection textures.
  • correct source files
May 23 2020, 5:11 PM
Stan added a comment to D2503: reorganize selection textures.

As reported on the forums binaries/data/mods/public/art/textures/selection/actor.png binaries/data/mods/public/art/textures/selection/actor_mask.png textures are both used and should not be deleted. They are referenced in source/ps/TemplateLoader.cpp and source/simulation2/tests/test_CmpTemplateManager.h
Ideally at some point it would an actual XML file

Wouldn't it be better to simply update the lines in those two files to 128x128/ellipse.png? Or if that's unacceptable, move the actor.png to the mod mod?

May 23 2020, 4:45 PM
Nescio added a comment to D2503: reorganize selection textures.

As reported on the forums binaries/data/mods/public/art/textures/selection/actor.png binaries/data/mods/public/art/textures/selection/actor_mask.png textures are both used and should not be deleted. They are referenced in source/ps/TemplateLoader.cpp and source/simulation2/tests/test_CmpTemplateManager.h
Ideally at some point it would an actual XML file

Wouldn't it be better to simply update the lines in those two files to 128x128/ellipse.png? Or if that's unacceptable, move the actor.png to the mod mod?

May 23 2020, 4:41 PM
elexis accepted rP23692: Fix gcc warning reported by Imarok after rP23690.

Verified that exactly one parenthesis is added that doesn't change the logic of this line and that it resolves the gcc warning, did not check the logic of 23690.

May 23 2020, 4:17 PM
wraitii added a comment to D2763: Fix formations reshaping incorrectly & related issues..
In D2763#116752, @Angen wrote:

they reshape for no reason when they are walking and order stop is given

May 23 2020, 4:13 PM
Silier added a comment to D2763: Fix formations reshaping incorrectly & related issues..

they reshape for no reason when they are walking and order stop is given

May 23 2020, 4:11 PM
Silier added inline comments to D1977: Cheer after no enemy entities left in range.
May 23 2020, 4:05 PM
Vulcan added a comment to D1977: Cheer after no enemy entities left in range.

Successful build - Chance fights ever on the side of the prudent.

May 23 2020, 4:01 PM
Harbormaster failed remote builds in B11803: Diff 11999 for D1977: Cheer after no enemy entities left in range!
May 23 2020, 3:58 PM
Vulcan added a comment to D1977: Cheer after no enemy entities left in range.

Build failure - The Moirai have given mortals hearts that can endure.

May 23 2020, 3:58 PM
Silier updated the diff for D1977: Cheer after no enemy entities left in range.

fix one unit would not cheer as it stays in FINDINGNEWTARGET when receives Cheer order.

May 23 2020, 3:56 PM
Stan requested changes to D2503: reorganize selection textures.

As reported on the forums binaries/data/mods/public/art/textures/selection/actor.png binaries/data/mods/public/art/textures/selection/actor_mask.png textures are both used and should not be deleted. They are referenced in source/ps/TemplateLoader.cpp

May 23 2020, 3:38 PM
Harbormaster failed remote builds in B11802: Diff 11998 for D2764: Allow enabling default formation / no-formation stances on a command basis!
May 23 2020, 3:32 PM
Vulcan added a comment to D2764: Allow enabling default formation / no-formation stances on a command basis.

Build failure - The Moirai have given mortals hearts that can endure.

May 23 2020, 3:32 PM
Vulcan added a comment to D2764: Allow enabling default formation / no-formation stances on a command basis.

Successful build - Chance fights ever on the side of the prudent.

May 23 2020, 3:16 PM
wraitii updated the summary of D2764: Allow enabling default formation / no-formation stances on a command basis.
May 23 2020, 3:12 PM
wraitii created D2764: Allow enabling default formation / no-formation stances on a command basis.
May 23 2020, 3:11 PM
Silier committed rP23694: Remove some variables from serialisation and update this.animations name to….
Remove some variables from serialisation and update this.animations name to…
May 23 2020, 3:03 PM
Silier closed D2707: Remove some variables from serialisation and update this.animations name to reflect what it actually holds [Formations.js].
May 23 2020, 3:03 PM
Silier committed rP23693: Fix computation of clusters and var->let.
Fix computation of clusters and var->let
May 23 2020, 2:53 PM
Silier closed D2761: Fix computation of clusters and var->let in the process.
May 23 2020, 2:53 PM
Silier committed rP23692: Fix gcc warning reported by Imarok after rP23690.
Fix gcc warning reported by Imarok after rP23690
May 23 2020, 2:22 PM
Silier closed D2762: Fix gcc warning reported by Imarok after rP23690.
May 23 2020, 2:22 PM
Silier requested changes to D2750: Hide "Control all units" checkbox in observer mode.

With this change, Checkbox is missing but text label is still there.
So it should be or only grayed out so set to enabled = false, or if hidden, text label should be hidden as well and in that case, there should not be blank space visible.
Also Promote selected units should be disabled when player is observer in regards why Control all units is disabled in that case.

May 23 2020, 1:56 PM