- User Since
- Dec 23 2016, 12:04 AM (112 w, 5 d)
Fri, Feb 15
Thank you for the patch.
And sorry, that it took so much time :/
I tend to the same opinion.
But maybe u want duplicate these options in each tab?
Definitely not a good idea ;)
Fri, Feb 8
Mon, Feb 4
Add a option to disable the experience status bar
Fix license header year
The only question that remains: Should it be enabled by default?
It could be quite annoying, so I'd lean to disable it by default.
What do you think?
Tue, Jan 29
Was there since leper implemented Healing in rP11536
Mon, Jan 28
Sat, Jan 26
Adding an option for this is a good idea.
Will do so as soon as i have time for it.
Wed, Jan 23
Jan 18 2019
Support for multiple pings. Use player color for pings. Ping is shown as increasing square. (hope someone will code something more beautiful) Limit each player to 1 ping per second.
That is the minimap attack notification. (white blinking unit)
Use sim command instead of chat. Play sound. (but the wrong) Create ping entity on real map. (but the wrong)
Ok, you convinced me. It'll be a sim command. (Was my first approach, but I thought such only visible thing should be better handled like chat)
Finishing to read the code, I see there is no local entity created yet.
As already stated in the TODOs in the diff description.
IMO that would be very relevant, we have a bunch of flag actors, and perhaps we can find something shiny to make it more visible without trying to find the differently colored pixel on that small thing in the bottom left corner.
The plan is to make more than just a tiny pixel in the minimap. I thought about expanding concentric circles or such.
Cosmetic changes (Year numbers, semi)
If someone had read the linting results of the patch....
(Yeah, I know input.js throws a bunch of warnings)
Jan 17 2019
Jan 16 2019
If nobody objects, I'll commit that soon.
Deduplicate code by adding two functions
Jan 15 2019
Last time the values were changed in rP21256. In rP21257 the description was adapted.
So it was adapted. But it has been rounded. So not sure if we should use exact values, but I have nothing against it.
I don't find your new format that readable. I think the old had enough information.
Jan 14 2019
Jan 13 2019
Hmm, bad thing.
I guess just disabling that feature in the lobby is the solution.
It doesn't make any sense anyway when lobby authentication is enabled, because there can't be duplicate names.
Hmm ok, it looks doable. (Had to think quite long about possible corner cases.)
But the question is if that is worth the effort, since updateSelectionDetails is far more performance heavy than displayMultiple or displaySingle. (factor 4-10 with a mean of 5)
(Also you updated the wrong revision proposal D1460)
(Uh, f***. Seems like I messed up my scripts...)
Revert the upload, was the wrong differential
I guess not without hacks or rewrites.
Also, the regular batch training, does that have the same issue and could receive the same fix? (Perhaps a common method would make sense, I didn't check)
See my comment above.
Perhaps early return.
That would require a quite big rewrite...
Also what about that use case:
User has batch size 9 and batch count 3. They increase the batch size to 10, but have too less resources for that. So they decrease the batch count.
This won't be possible anymore. (With sane numbers this might make sense, especially cause you then might have the correct batch size set for the next unit production.) (To be honest, I'm not sure, if that is an applicable usecase ^^)
Done for the batchkey (⇧) in rP19028 by elexis.
Jan 12 2019
Just as you proposed. So nonvisual.
Does PostMessage skip sending messages if there are no subscribers?
If so, the performance would correlate with the number of entities that have bars currently displayed (either selected units or all units if tab pressed), (and a test without visible bars would not measure the slowest part of the diff).
Not sure how our simulation determines if there is a subscriber, but all StatusBars get initialized as soon as the entity of that unit is created.
As the experience information is a bit verbose, shouldn't there be an options.json entry (similar to the range overlays and extended tooltips)?
Hmm, yeah could be needed. But on the other side we shouldn't create too much options ;)
Jan 8 2019
I've run a replay of "Combat Demo(Huge)":
Jan 6 2019
Seems like I can't reproduce that bug anymore.
I also don't have any working VS available.
So if anyone wants, please take it over. I cannot work on this further. :(
Jan 5 2019
Jan 3 2019
We don't expect the user not to connect a sound device. But we use the exception to handle that unexpected possibility.
An alternative would also be to not catch this error and have the program exit horribly, but informing the user what to do (configuring some sound device thing),
or fixing the code to not run into this error and pick the possibly other sounddevice that works.
The program shouldn't exit, because it's no fatal error. We can't pick an other device, because if the exception is triggered no device at all is connected.
So what about setting a bool m_correctAlcInit to false when no device is connected and check for that after constructing CSoundManager instead of catching an exception?
The issue is that newbies interpret a "Replay" button as "Play the a new match with the same settings and seed".
This button is the only button with that caption we have. The "Start Replay" button is imho not that ambigous, also because it has an other context.
Any idea on how to do that? I've never done such thing ;)
If nobody objects, I'll commit that soon.
Nov 24 2018
Assuming you the renames are correct and the proposed changes are made.
Accept if proposed changes are followed.
Nov 22 2018
I think that is why we have FixedPoint number type in C++. (I guess it's mainly use in simulation)
Nov 18 2018
Nov 17 2018
Nov 16 2018
We should probably also rename the file itself.