Today

FeXoR added a comment to D441: D13 collateral 5: automated test-map for pathfinder and UnitMotion behavior.

My fault, didn't compile, sry.

Mon, Dec 11, 3:25 PM
Imarok raised a concern with rP20637: Define, document, validate and test validation of the format of mod.json files..

Things above.
(If we don't allow caps in the mod name, the comment and the warning should state this)

Mon, Dec 11, 3:20 PM
Imarok added inline comments to rP20637: Define, document, validate and test validation of the format of mod.json files..
Mon, Dec 11, 3:08 PM
Imarok added inline comments to rP20637: Define, document, validate and test validation of the format of mod.json files..
Mon, Dec 11, 3:04 PM
bb added a comment to rP20079: Allow BuildRestrictions Min Max Distance to be modified by auras/technologies.

Grepping says these are the only two occurrences of buildrestrction in code public mod code

Mon, Dec 11, 1:59 PM
Imarok committed rP20642: Hotkey to select wounded units.
Hotkey to select wounded units
Mon, Dec 11, 1:48 PM
Imarok closed D729: Hotkey to select wounded units.
Mon, Dec 11, 1:48 PM
bb retitled D981: Make commutative behaviour in the IsInRange function family and migrate them to a better home from Migrate IsInRange function family to a better home to Make commutative behaviour in the IsInRange function family and migrate them to a better home.
Mon, Dec 11, 1:37 PM
bb added a comment to D981: Make commutative behaviour in the IsInRange function family and migrate them to a better home.
In D981#45615, @temple wrote:

So we have towers and siege units with attacking minimum range. Are these functions used elsewhere with a minimum range (does Petra use it?), and is the new definition okay in those places?

They are directly used for healing and garrisoning too (but I believe they don't have any set minranges)
But via unitmotion they are used for about any move.

Mon, Dec 11, 1:36 PM
Imarok raised a concern with rP20631: Update all female_citizen actors so that idle animations properly show carried….

Still broken:

(man fighting with a pile of wood, noticed by cc)

Mon, Dec 11, 12:55 PM
FeXoR requested changes to D441: D13 collateral 5: automated test-map for pathfinder and UnitMotion behavior.
Mon, Dec 11, 12:09 PM
FeXoR added a comment to D441: D13 collateral 5: automated test-map for pathfinder and UnitMotion behavior.

I did apply the patch and added the raw pmp file from this ticket. Or where should I get the pmp file from?

Mon, Dec 11, 12:08 PM
wraitii added a comment to D1040: Check spawn point height difference.

Honestly I really don't see why this should go into pathfinder settings. The only place where we use it is Footprint, it just makes sense to make it a component of footprint.

Mon, Dec 11, 12:08 PM
autobuild committed rP20641: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Dec 11, 9:24 AM
temple edited dependencies for D572: Combine the "time to completion" and "time speed-up" tooltips, added: 1; removed: 1.
Mon, Dec 11, 4:56 AM
temple removed a dependent revision for D795: Add translation comments and context for datetime formats: D572: Combine the "time to completion" and "time speed-up" tooltips.
Mon, Dec 11, 4:56 AM
temple added a dependent revision for D1116: Rename timeToString to durationToString and move to l10n: D572: Combine the "time to completion" and "time speed-up" tooltips.
Mon, Dec 11, 4:56 AM
Vulcan added a comment to D1040: Check spawn point height difference.

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

Mon, Dec 11, 2:51 AM
Vulcan added a comment to D1040: Check spawn point height difference.

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

Mon, Dec 11, 2:39 AM
Vulcan added a comment to D1041: Spawn units in rally point direction.

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

Mon, Dec 11, 12:56 AM

Yesterday

Vulcan added a comment to D94: Material Requirements Cleanup .

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

Sun, Dec 10, 11:45 PM
Vulcan added a comment to D94: Material Requirements Cleanup .
Executing section Default...
Executing section Source...
Executing section JS...
Sun, Dec 10, 10:55 PM
temple updated the diff for D1040: Check spawn point height difference.

Send the y-coordinate while we're at it.

Sun, Dec 10, 10:43 PM
temple updated the diff for D1040: Check spawn point height difference.

Allow checking water unit spawn height too. Use parameters in GetHeightFixed rather than repeat all the code.
Test by adding a max spawn height to ships and playing a water map in atlas, then moving the dock to higher ground and verifying that units can't spawn.

Sun, Dec 10, 10:11 PM
Vulcan added a comment to D1141: Hide quit button in the mod selection page started from the public mod.

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

Sun, Dec 10, 10:01 PM
Vulcan added a comment to D1141: Hide quit button in the mod selection page started from the public mod.
Executing section Default...
Executing section Source...
Executing section JS...
Sun, Dec 10, 9:57 PM
Stan added inline comments to D1108: Convert simulation DataTemplateManager to globalscripts, remove json template serialization in simulation and AI.
Sun, Dec 10, 9:07 PM
Vulcan added a comment to D441: D13 collateral 5: automated test-map for pathfinder and UnitMotion behavior.

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

Sun, Dec 10, 9:03 PM
elexis added a comment to D1108: Convert simulation DataTemplateManager to globalscripts, remove json template serialization in simulation and AI.
In D1108#45675, @mimo wrote:
In D1108#45235, @elexis wrote:

mimo the majority of the patch consists of AI hunks, so you probably want to a read-through.
I can ask the others for the JS simulation diffs.
The most crucical thing to judge is whether there is any part of simulation/ that still serializes aura or tech templates, but I'm not aware of any (as all the DataTemplateManager references have been flattened).

I'm not sure to find the time to review this patch in the near future as it is quite long, so do not hesitate to ask anybody else. I had nonetheless a look at the simulation/ai changes, and do not see anything to complain. If not reviewed before, i think i could do it during the christmas break.

Sun, Dec 10, 8:28 PM
mimo added a comment to D1108: Convert simulation DataTemplateManager to globalscripts, remove json template serialization in simulation and AI.
In D1108#45235, @elexis wrote:

mimo the majority of the patch consists of AI hunks, so you probably want to a read-through.
I can ask the others for the JS simulation diffs.
The most crucical thing to judge is whether there is any part of simulation/ that still serializes aura or tech templates, but I'm not aware of any (as all the DataTemplateManager references have been flattened).

Sun, Dec 10, 8:24 PM
Stan committed rP20640: Some tweaks to the gaul stable to make it adapt to the terrain better..
Some tweaks to the gaul stable to make it adapt to the terrain better.
Sun, Dec 10, 8:18 PM
Vulcan added a comment to D441: D13 collateral 5: automated test-map for pathfinder and UnitMotion behavior.
Executing section Default...
Executing section Source...
Executing section JS...
Sun, Dec 10, 8:13 PM
Stan added a comment to D1121: Use Phalanx animation.

Only some have the anims + the formation

Sun, Dec 10, 7:45 PM
Vulcan added a comment to D1140: Adds a skip for invalid files in the validator.

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

Sun, Dec 10, 7:19 PM
elexis added a comment to D1121: Use Phalanx animation.

My question wasn't how the simulation works, but which actors actually have the formation, so that we can adapt the simulation templates to the art.
Are it all spearmen actors or only some spearmen actors?
I would say that every unit that has the phalanx animation should have the chance to perform the phalanx animation, if it's historically possible that they used this. (I guess gaul champs did't know about phalanx unless they copied rome).
As long as there aren't units changing their position without having any kind of walk animation at all it should be good enough.

Sun, Dec 10, 7:18 PM
Vulcan added a comment to D1140: Adds a skip for invalid files in the validator.
Executing section Default...
Executing section Source...
Executing section JS...
Sun, Dec 10, 7:13 PM
Stan added a comment to D1121: Use Phalanx animation.

So for the Phalanx formation. If you play with gauls not matter the unit you use you don't have access to that formation.
if you play Athens, you have access to the formations but only with the spearman with the
<Formations datatype="tokens">special/formations/phalanx</Formations> (It's not based at all on visible or invisible classes) , if you have let's
say iberian spearman you cant use that formation on them, If you mix units that are hoplites and other that are not, only
the hoplites use the formation. If you mix two types of hoplites like base athen and pers khardakes it works.

Sun, Dec 10, 7:11 PM
Stan requested changes to D507: fixed spelling errors for ships: Liburnus -> Liburna, Longboat -> Longship, Penteconter -> Pentekonter and correct capitalisation.

For those minor changes in the actor variants names I agree, though I guess it should be done in a huge other number of files because we don't have coding convention for those, either on caps, or on what to put inside, or how to name variants.

Sun, Dec 10, 6:42 PM
elexis added inline comments to D1108: Convert simulation DataTemplateManager to globalscripts, remove json template serialization in simulation and AI.
Sun, Dec 10, 6:40 PM
Stan retitled D94: Material Requirements Cleanup from Basic_trans_spec should not require parallax to Material Requirements Cleanup .
Sun, Dec 10, 6:35 PM