Today

autobuild committed rP20317: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Oct 20, 9:20 AM
elexis added inline comments to rP12248: Add the.
Fri, Oct 20, 7:12 AM
elexis committed rP20316: Fix collisions of random resources and starting base resources on the….
Fix collisions of random resources and starting base resources on the…
Fri, Oct 20, 12:52 AM

Yesterday

LordGood committed rP20315: few minor edits to the spartan range and workshop, added template tree for….
few minor edits to the spartan range and workshop, added template tree for…
Thu, Oct 19, 11:41 PM
elexis added inline comments to rP2519.
Thu, Oct 19, 8:44 PM
fatherbushido committed rP20314: Revert a naked fanatic armor nerf done in r19697. It has now the same armor as….
Revert a naked fanatic armor nerf done in r19697. It has now the same armor as…
Thu, Oct 19, 8:06 PM
fatherbushido abandoned D706: Revert naked fanatic armor nerf..
Thu, Oct 19, 8:05 PM
fatherbushido added a comment to D706: Revert naked fanatic armor nerf..

closed by rP20314

Thu, Oct 19, 8:05 PM
fatherbushido reclaimed D706: Revert naked fanatic armor nerf..
Thu, Oct 19, 7:59 PM
fatherbushido added inline comments to D960: Fix an issue with Upgrade and training restriction..
Thu, Oct 19, 6:43 PM
elexis raised a concern with rP2519.

The Smoothing behaves differently at the map border and can be simplified by removing magic numbers.

Thu, Oct 19, 6:27 PM
fatherbushido added a comment to D960: Fix an issue with Upgrade and training restriction..

@wraitii :
I just notice that the check for BuildRestriction seems not being strong enough (exact opposite of training restriction).

Thu, Oct 19, 6:16 PM
elexis added a comment to D945: Projectile hit animation.

I'm dubious about the graphics effects manager idea, as the readers expectation of it handling all kinds of effects would not be met.
But if there is a solid plan what should be in it, maybe. Perhaps one could also find a more concise name, so that it's clearly distinguished from all the renderer code.
Agree that the term explosion should be replaced with something more general (projectile hit animation)?

Thu, Oct 19, 1:35 PM
fatherbushido added a comment to D945: Projectile hit animation.
In D945#37549, @Mate-86 wrote:

Is there someone needed from C++ experts to give the green light for such ideas or should I just freely work on the code and we will see? :)

Thu, Oct 19, 8:19 AM

Wed, Oct 18

Mate-86 added a comment to D945: Projectile hit animation.
In D945#37521, @wraitii wrote:

Given the orientation taken by the code (i.e. not using local entities), I feel like it might be worth creating an "Effects manager" that effectively handles all kind of "temporary" graphical effects like this — possibly including particles?. But I haven't thought too much about it.

In the meantime though, "Explosion" is a rather poor word since it really doesn't have to explode. Maybe "SpecialEffect" or something. Also your rendersubmit has two basically identical loops, maybe template it or have both inherit from a common struct?

How are flames created by flaming projectiles handled right now?

I agree. A new effect manager could be used for other purposes as well. Eg. https://trac.wildfiregames.com/ticket/1912 Continuous damage after hit detection could use some animations too. Explosion could be replaced by a more general term indeed.

Wed, Oct 18, 10:39 PM
elexis added a reviewer for D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script.: FeXoR.

map.js and library.js will be refactored (hopefully soon), but the changes proposed in this part seem ok (#4804).
(I had hoped that we can move the wallbuilder to a separate library - however it is required by the Iberian Wall starting base feature, thus required by all maps (that place a starting civic center).)
I can't look through the wallbuilder code at the moment, but if you want to reduce some part of the code already and don't mind a bunch of git add -p, feel authorized to commit the var/let changes and other one-liners without supervision.
You might want to poke FeXoR for the wallbuilder part (perhaps asking for a review in a forum PM).
I guess the template changes are fixing things and the wallbuilder code won't become worse.

Wed, Oct 18, 9:59 PM
fatherbushido added a comment to rP20312: Last of the Spartan buildings, wow's normal fix, and Stan's archery range.

fixed in rP20313

Wed, Oct 18, 9:38 PM
LordGood committed rP20313: whoops! coulda sworn i had these checked. missing .dae files restored.
whoops! coulda sworn i had these checked. missing .dae files restored
Wed, Oct 18, 9:33 PM
fatherbushido added a comment to rP20312: Last of the Spartan buildings, wow's normal fix, and Stan's archery range.

All that is beautiful!

Wed, Oct 18, 9:13 PM
elexis added a comment to rP10878: Added TILE_CENTERED_HEIGHT_MAP flag to the mapgen scripts. This allows easy….

To demonstrate that a lot of places are off by one, here the Rivers map that is also shipped with being off by 1 but would be fixed when setting that messy flag:

Wed, Oct 18, 8:43 PM
LordGood committed rP20312: Last of the Spartan buildings, wow's normal fix, and Stan's archery range.
Last of the Spartan buildings, wow's normal fix, and Stan's archery range
Wed, Oct 18, 8:34 PM
elexis added inline comments to rP11137: Added new Random maps. Updated the existing ones with the new starting unit….
Wed, Oct 18, 8:07 PM
mimo committed rP20311: petra: some performance optimizations.
petra: some performance optimizations
Wed, Oct 18, 7:45 PM
mimo committed rP20310: ai: remove some unused filter stuff + cleanup.
ai: remove some unused filter stuff + cleanup
Wed, Oct 18, 7:01 PM
fatherbushido added a comment to D960: Fix an issue with Upgrade and training restriction..

Your idea sounds ok.
(Basically move that part in the EntityLimits component)

Wed, Oct 18, 4:36 PM
fatherbushido added a comment to D945: Projectile hit animation.
In D945#37521, @wraitii wrote:

How are flames created by flaming projectiles handled right now?

Wed, Oct 18, 4:16 PM
wraitii added a comment to D960: Fix an issue with Upgrade and training restriction..

Wouldn't it end up being easier to add an "AllowedToReplace" function to the entity limits component?

Wed, Oct 18, 3:57 PM
wraitii added a comment to D945: Projectile hit animation.

Given the orientation taken by the code (i.e. not using local entities), I feel like it might be worth creating an "Effects manager" that effectively handles all kind of "temporary" graphical effects like this — possibly including particles?. But I haven't thought too much about it.

Wed, Oct 18, 3:48 PM
elexis added a comment to rP20283: Fix rmgen2 SimpleObject and RandomObject ignoring the 3 invalid map border….

It would be better if we had a reachableTile (returns false for the 3 impassable map border tiles) and paintableTile function (returns true on the map border).

Wed, Oct 18, 3:47 PM
elexis added a comment to rP9096: Implements random map system, fixes #6..

This commit transcribed what was identically present in C++ before.
The original C++ rmgen system was introduced in rP2293 (What was that ASCII generator though?).
The SmoothElevationPainter was introduced in rP2519.
The first two random maps were Cantabrian Highlands rP2683 and Neareastern Badlands rP2733.
The C++ rmgen code was removed after this commit in rP9219.

Wed, Oct 18, 3:06 PM
elexis added inline comments to rP10878: Added TILE_CENTERED_HEIGHT_MAP flag to the mapgen scripts. This allows easy….
Wed, Oct 18, 1:36 PM
Imarok added inline comments to rP16098: Improve PickEntitiesAtPoint.
Wed, Oct 18, 12:45 PM
autobuild committed rP20309: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Wed, Oct 18, 9:20 AM
elexis raised a concern with rP10878: Added TILE_CENTERED_HEIGHT_MAP flag to the mapgen scripts. This allows easy….

Problem:

allows easy height based terrain painting

It is easy to add one line, but it is not easy to figure out the effects of that (or even what the purpose of that flag is).

Wed, Oct 18, 4:14 AM
elexis raised a concern with rP12641: Fixing the buggy passageMaker function. Smoothing the edges of the passes..

There seems to be some lineending issue preventing this commit to be displayed properly on Phabricator.

Wed, Oct 18, 3:36 AM

Tue, Oct 17

fatherbushido added a comment to D945: Projectile hit animation.

nice teaser!

Tue, Oct 17, 11:57 PM
Mate-86 updated the diff for D945: Projectile hit animation.

Explosion animation works finally! There are lots of TODOs in the code which I have to address as part of this diff but feel free to do some early review.

Tue, Oct 17, 10:58 PM
Vulcan added a comment to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..
Executing section Default...
Executing section Source...
Executing section JS...
Tue, Oct 17, 9:45 PM
Vulcan added a comment to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

Build is green

Tue, Oct 17, 9:43 PM
s0600204 added inline comments to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..
Tue, Oct 17, 8:55 PM