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May 15 2022

Freagarach committed rP26878: Fix double 'to' in weeding technology..
Fix double 'to' in weeding technology.
May 15 2022, 7:28 AM
Freagarach committed rP26877: Some fixes for the Han stone thrower..
Some fixes for the Han stone thrower.
May 15 2022, 7:18 AM
Freagarach closed D4608: Han Chinese stone thrower.
May 15 2022, 7:18 AM

May 14 2022

wraitii added inline comments to D4628: Fix non-visual autostart, as well as client/host autostart..
May 14 2022, 7:53 PM
lyv added a comment to D4575: Implement ES6 Module Loading.

Thinking some more about this, maybe we'll want the Engine to pass a writable Engine.entryPoint attribute that we set the init() functions to, as a way of expliciting the hardcoding?

May 14 2022, 3:39 PM
lyv added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

I have non-exhaustively tested this and LGTM.

May 14 2022, 3:17 PM
marder added a comment to D3886: Resistance paradigm change: Unspecified value = invulnerable, not 0 resistance..

Assuming that we are sticking to the levels, I can see how this has some consistent logic. So that you need a damage receiver to receive damage in the same way as if you have no health component you also can't get your health reduced or as already mentioned, that you only can gather resources from something that actually has a resource supply component.
But I don't have a strong opinion tbh.

May 14 2022, 1:56 PM
wraitii added a comment to D4575: Implement ES6 Module Loading.
  • If used in the GUI, we'll need to do some work to expose the init function, unless we have a non-module file to describe page entry points. Something like import { init } from './HotkeysPage.mjs'; globalThis.init = init; works, but it's kind of ugly.
May 14 2022, 1:16 PM
Vulcan added a comment to D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

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

May 14 2022, 10:58 AM
Freagarach abandoned D3847: [WIP] - Implement conical-shaped area damage..
May 14 2022, 10:13 AM
wraitii added a comment to D4575: Implement ES6 Module Loading.

Tested this quickly today:

  • The '.mjs' syntax might be useful to differentiate in the engine. So maybe let's keep that.
  • If used in the GUI, we'll need to do some work to expose the init function, unless we have a non-module file to describe page entry points. Something like import { init } from './HotkeysPage.mjs'; globalThis.init = init; works, but it's kind of ugly.
May 14 2022, 10:11 AM
Vulcan added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

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

May 14 2022, 10:06 AM
Vulcan added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

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

May 14 2022, 10:00 AM
Freagarach abandoned D3879: [PetraAI] - Allow to get a current list of buildable structures..

Not useful for PetraAI.

May 14 2022, 9:56 AM
wraitii updated the diff for D4628: Fix non-visual autostart, as well as client/host autostart..

Fix last comments.

May 14 2022, 9:48 AM
wraitii added inline comments to D4628: Fix non-visual autostart, as well as client/host autostart..
May 14 2022, 9:45 AM
Vulcan added a comment to D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

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

May 14 2022, 9:43 AM
Vulcan added a comment to D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

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

May 14 2022, 9:38 AM
wraitii updated the diff for D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

Change #elifdef to #elif defined()

May 14 2022, 9:34 AM
Freagarach added inline comments to D4608: Han Chinese stone thrower.
May 14 2022, 9:30 AM
Freagarach accepted D4608: Han Chinese stone thrower.

Reads correct.

May 14 2022, 7:46 AM

May 13 2022

Langbart abandoned D4622: Change the sound for completed LaoziGate.
May 13 2022, 8:31 PM
Langbart retitled D4608: Han Chinese stone thrower from [Gameplay] Han Chinese stone thrower to Han Chinese stone thrower.
May 13 2022, 8:31 PM
Langbart abandoned D4609: Bring the old cursor back.
May 13 2022, 8:30 PM
Langbart abandoned D4620: Position of the ministry in the construction panel.
May 13 2022, 8:29 PM
Langbart updated the Trac tickets for D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).
May 13 2022, 8:25 PM
Langbart abandoned D4572: [macOS] Spidermonkey fix .
May 13 2022, 8:24 PM
Vulcan added a comment to D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

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

May 13 2022, 6:58 PM
Vulcan added a comment to D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

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

May 13 2022, 6:50 PM
Vulcan added a comment to D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

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

May 13 2022, 6:50 PM
wraitii added a comment to D4572: [macOS] Spidermonkey fix .

This is included in D4607 & seems to bug for other people as well (see phosit on IRC today). I think it might be a Python 3.10 thing instead of a mac thing.

May 13 2022, 6:48 PM
wraitii updated the diff for D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

Reworked using an upstream patch of mine (but largely the same fixes). Tested to work on my mac.

May 13 2022, 6:48 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 13 2022, 6:29 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 13 2022, 6:27 PM
JCWasmx86 updated the diff for D4645: Implement emergency mode [1/n].

Minor bug fix

May 13 2022, 6:23 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 13 2022, 12:55 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 13 2022, 12:52 PM
JCWasmx86 updated the diff for D4645: Implement emergency mode [1/n].

Addressed the reviews, implemented a very rudimentary "back to normal" mode

May 13 2022, 12:47 PM
autobuild committed rP26876: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
May 13 2022, 9:14 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 13 2022, 8:05 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 13 2022, 8:03 AM
Mercury updated the diff for D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

formatting whitespace, change some let to const.

May 13 2022, 7:58 AM
Freagarach added a reviewer for D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill: Freagarach.
May 13 2022, 7:49 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 13 2022, 7:23 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 13 2022, 7:21 AM
Mercury updated the diff for D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

Default arguments for EjectOrKill, removed VIM from .gitignore

May 13 2022, 7:15 AM
Freagarach added inline comments to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.
May 13 2022, 6:59 AM

May 12 2022

phosit added a comment to D4642: Add EGL support for Wayland.

Test results from Mentula on #0ad-dev with the patch: https://paste.gnome.org/KNeEYmHZZ
and bevore the patch:

May 12 2022, 8:51 PM
JCWasmx86 added inline comments to D4645: Implement emergency mode [1/n].
May 12 2022, 7:14 PM
Mercury added inline comments to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.
May 12 2022, 7:07 PM
Freagarach added inline comments to D4645: Implement emergency mode [1/n].
May 12 2022, 6:55 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 12 2022, 6:30 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 12 2022, 6:29 PM
JCWasmx86 updated the diff for D4645: Implement emergency mode [1/n].

Fixed warnings arc lint didn't show me locally

May 12 2022, 6:24 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 12 2022, 5:51 PM
Vulcan added a comment to D4645: Implement emergency mode [1/n].

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

May 12 2022, 5:50 PM
JCWasmx86 updated the diff for D4645: Implement emergency mode [1/n].

Addressed all reviews, except implemeting a rudimental "Back-to-normal"-Mode and the question where to store it

May 12 2022, 5:44 PM
JCWasmx86 added a comment to D4645: Implement emergency mode [1/n].

One thing, I think this lacks is recovering, we stay in the emergency state forever, even if we'd win.

May 12 2022, 2:48 PM
Freagarach edited reviewers for D4645: Implement emergency mode [1/n], added: Freagarach; removed: Silier.

One thing, I think this lacks is recovering, we stay in the emergency state forever, even if we'd win.
Something like if we're back to ~75% of the previous population the emergency is lifted?

May 12 2022, 2:08 PM
Freagarach added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

Maybe?

May 12 2022, 7:48 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 12 2022, 7:47 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 12 2022, 7:47 AM
Mercury updated the diff for D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

generated with git diff -U9999 instead of git diff --no-prefix -U9999

May 12 2022, 7:46 AM
Mercury added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

I don't know what Vulcan is trying to tell me here.

May 12 2022, 7:41 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 12 2022, 7:30 AM
Vulcan added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

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

May 12 2022, 7:30 AM
Mercury added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

Diff has context now.

May 12 2022, 7:30 AM
Mercury updated the diff for D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

renamed attacker and attackerOwner parameters to changeSource and changeSourceOwner in Health.RegisterHealthChanged and throughout GarisonHolder.

May 12 2022, 7:29 AM
Freagarach added inline comments to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.
May 12 2022, 6:44 AM
autobuild committed rP26875: [Windows] Automated build..
[Windows] Automated build.
May 12 2022, 6:03 AM

May 11 2022

Stan added inline comments to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.
May 11 2022, 11:13 PM
lyv added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

Nothing obvious remains as far as I can see.

May 11 2022, 9:25 PM
Mercury added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

Potential optimization to the event listener?

May 11 2022, 9:11 PM
Mercury added a comment to D4643: Assign credit for units killed by cmpGarisonHolder.EjectOrKill.

git diff --no-prefix -U9999

May 11 2022, 8:40 PM
marder added inline comments to rP26874: Fix missing parentheses in formation turning angle calculation.
May 11 2022, 7:20 PM
JCWasmx86 requested review of D4645: Implement emergency mode [1/n].
May 11 2022, 7:19 PM
Silier added inline comments to rP26874: Fix missing parentheses in formation turning angle calculation.
May 11 2022, 6:59 PM
Vulcan added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

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

May 11 2022, 6:48 PM
Vulcan added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

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

May 11 2022, 6:44 PM
wraitii updated the diff for D4628: Fix non-visual autostart, as well as client/host autostart..

Raise error, handle errors in the C++ (fail to autostart)

May 11 2022, 6:16 PM
wraitii added inline comments to D4628: Fix non-visual autostart, as well as client/host autostart..
May 11 2022, 5:58 PM
wraitii added a comment to D4575: Implement ES6 Module Loading.

Do you have something specific in mind as to not really interchangeable?? I think they generally are.

May 11 2022, 5:35 PM
wraitii added a comment to D4575: Implement ES6 Module Loading.
In D4575#197559, @smiley wrote:

Either /, ./ or ../ at the start I guess. None of those would mean start at the current directory.

In general I'd rather not have a leading / unless it's necessary for disambiguating. In frontend development, absolute paths usually refer to node_modules and the root source directory is aliased to something (I think @ is most common).
However, we don't have node_modules and likely never will, and C++ vfsPath just start at the VFS root in general. I think it makes sense to have three types of paths:

  • Absolute paths (from VFS root), no specific syntax.
  • Paths that start with ./, which are relative paths.
  • Paths that start with ../ any number of time, which are also relative paths.
May 11 2022, 5:28 PM
marder committed rP26874: Fix missing parentheses in formation turning angle calculation.
Fix missing parentheses in formation turning angle calculation
May 11 2022, 5:23 PM
marder closed D4626: add parentheses overlooked in rP26520.
May 11 2022, 5:23 PM
wraitii added a comment to rP26867: Fix map errors from GetTemplate not being available in the sim.

For the record -> This is intended as a temporary fix that nevertheless won't result in massive technical debt if it remains like that for the next 15 years, which I think is somewhat likely given that despite several tries, nobody's found a much better way yet.

May 11 2022, 5:18 PM
lyv added a comment to rP26867: Fix map errors from GetTemplate not being available in the sim.

(This adds a proxy to cmpTemplateManager, it doesn't keep a static local template loader. But I do agree with the sentiment that globalscripts shouldn't have to rely on such details. Passing around a function not guaranteed to return the same output is also somewhat meh to be honest, cmpTemplateManager.GetTemplate shouldn't have to mirror TemplateLoader.GetTemplate for things to work.)

May 11 2022, 5:10 PM
Freagarach added a comment to rP26867: Fix map errors from GetTemplate not being available in the sim.
[16:38:28] <elexis> try this
[16:38:28] <elexis> 1. revert 26867
[16:38:28] <elexis> 2. add an argument GetTemplate to loadCivFiles and replace Engine.GetTemplate by GetTemplate
[16:38:28] <elexis> 3. pass Engine.GetTemplate in all calls, except the one call in the simulation scripts (survival of the fittest triggers)
[16:38:33] <elexis> minus the question
[16:39:10] <elexis> 4. in survival of the fittest you pass Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate
[16:40:09] <elexis> alternatively you could also delete the entire TemplateManager component
[16:41:05] <elexis> also notice that still means nonvisual autostart needs a TemplateLoader, so the better approach is actually using if (Engine.GetTemplate) around that const template = Engine.GetTemplate("special/players/" + data.Code);  block
[16:41:06] <Freagarach> Well, it validates templates.
[16:41:30] <elexis> Engine.GetTemplate doesnt?
[16:41:38] <Freagarach> Nay.
[16:42:01] <elexis> Gamesettings code doesnt use the civ data you inserted at all
[16:42:11] <elexis> from what I see survival of the fittest doesnt either
[16:42:26] <elexis> so these functions could just skip that Engine.GetTemplate call if Engine.GetTemplate isnt defined
[16:42:44] <elexis> also it seems that this data should not used by simulation or gamesettings (nonvisual) in any case
[16:43:20] <elexis> so thats a oneline JS fix instead of making a second template loader hidden inside a static local
[16:43:51] <elexis> and he is going to introduce another local static template loader for the nonvisual autostart patch that is not needed
[16:44:44] <elexis> so those are quick fixes, I dont know if its good to have that JS function combine the data of two files, or if it wouldnt be better to have it separated into nonvisual and visual data in two files.
[16:45:04] <elexis> (and loaded by two different calls)
[16:45:47] <elexis> (also dont know if it wouldnt be reasonable to just drop JSON at all instead of having XML here then sprinkling some JSON over there and switch back and forth all the time)
May 11 2022, 4:52 PM
Freagarach committed rP26873: Allow setting the passability class depending on formation members..
Allow setting the passability class depending on formation members.
May 11 2022, 4:48 PM
Freagarach closed D4605: Allow setting the passability class depending on formation members..
May 11 2022, 4:47 PM
lyv added a comment to D4575: Implement ES6 Module Loading.

Won't be possible to resolve files outside of the VFS, when you meant Won't be possible to resolve files like 'gui/something.js'

May 11 2022, 4:47 PM
Freagarach accepted D4626: add parentheses overlooked in rP26520.

Reads correct.
Tests can be expanded (by testing _something_ between 0 and Math.PI) but are okay for now.

May 11 2022, 4:32 PM
lyv added a comment to D4575: Implement ES6 Module Loading.

Its usually unlikely that modules would have to resolve anything outside of their root. However, that doesn't seem to hold true with the structure in gui/ though. Then there is the case of trying to import code from globalscripts. Which would be somewhat messy without absolute paths.

May 11 2022, 4:29 PM
wraitii added a comment to D4575: Implement ES6 Module Loading.
In D4575#195007, @smiley wrote:

Notice that it won't be possible to resolve out of VFS root.

Definitely the only sane move.

May 11 2022, 3:42 PM
wraitii added a comment to D4575: Implement ES6 Module Loading.

Read-through review:

  • I think we should use .js over .mjs in the interest of tooling support, and I'm not convinced that .mjs will actually take off.
  • There's a bunch of duplication with LoadGlobalScript & such in ScriptInterface.cpp. I think it's time to merge those together in a single ScriptCompile file or something.
    • In particular, there's a question of entry points -> Once we're compiling as modules, we can import submodules, but we can't import modules from non-modules bits.
  • Your tests are missing an absolute path, and I think it's broken in the current implementation. I think it should work, and should start from the VFS root as one would expect. Relative paths are quickly unwieldy when you get into folders-of-folders.
May 11 2022, 3:40 PM
Vulcan added a comment to D4575: Implement ES6 Module Loading.

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

May 11 2022, 2:48 PM
Vulcan added a comment to D4575: Implement ES6 Module Loading.

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

May 11 2022, 2:01 PM
Vulcan added a comment to D4575: Implement ES6 Module Loading.

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

May 11 2022, 1:57 PM
lyv retitled D4575: Implement ES6 Module Loading from [WIP] Implement ES6 Module Loading to Implement ES6 Module Loading.
May 11 2022, 1:49 PM
lyv updated the diff for D4575: Implement ES6 Module Loading.

Fix filename going out of scope as JS::CompileOptions::setFilenameAndLine does not copy
Use ScriptConversions

May 11 2022, 1:30 PM