Maybe I could just set unit to uncontrollable @Freagarach ? Since 1960 got merged.
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Aug 15 2022
Ah I messed that sentence up in all ways possible.
Should be: since only infantry can garrison in barracks now.
*cavalry
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Since the patch is about timing i don't see how to test it without introducing a race condition.
uint32_t changed to u32
Aug 14 2022
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.
Add some includes, use timer_Time.
I don't think the condition is useful without context. But i'm ok if i should leave it that way.
In D4761#202748, @phosit wrote:it does compile on all os. Ther might be some in architecture specivic code but a grep yields nothing.
In D4761#202710, @vladislavbelov wrote:Have you checked MSVC output in case of an error?
Reduce simulation thread load by ~10% (maybe a bit less, can't think of a way to test) and network traffic by 10-18%, depending on player APM. 500ms indeed sounds like too much. But 200 might have been an over-correction. The difference from 2 turns per second to 5 turns per second is ~1/3 second, but the difference between 5 and 4 is 1/20 second. I think this is small enough to not make a big difference.
Another question is if this should also remove these functions itself as well, to not stack dead code
Gotta check what this do to translations.
Have you checked MSVC output in case of an error?
I suggest to add some information explaining user what's wrong, they won't understand what it means
If SM allows to get a size of currently allocated memory it should be easy to write a unit test. We already have some unit tests for ScriptInterface.
Aug 13 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Changed type of gcPressure to double, changed type of gcBytes and gcMaxBytes to uint32_t, as well as m_HeapGrowthBytesGCTrigger and m_LastGCBytes. Added some const. Edited some comments.
Slice runs fewer times because it's time budget is typically higher. The total amount of RAM consumed should remain the same.
In D4743#201822, @phosit wrote:Acording to https://trac.wildfiregames.com/wiki/Coding_Conventions#Errorreporting we should not use LOGWARNING:
"only use things defined in source/lib/"
It is already UTF-8‽ So it should be possible to replace wchar_t by char in most places.
Might want to check premake :)
Hey, thanks for another very promising patch. Is there a way you could add some tests for it?
Realy nice improvement... and less controversal than the allocator.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Replaced the constant 200 with the variable turnLength in Simulation2.cpp. Edited comment.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Space after if.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Copyright year, trailing white space, comment format.
Aug 12 2022
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.
Use range based loop in graphics/mapWriter.cpp
Aug 11 2022
better than the current situation.
Everything seem to work.
LGTM.
Aug 10 2022
Successful build - Chance fights ever on the side of the prudent.