- User Since
- Dec 23 2016, 12:04 AM (196 w, 11 h)
Aug 26 2020
Aug 17 2020
Aug 1 2020
Rebase. Add note that this is only a workaround
Hmm, not that happy about this solution.
With a fully transparent background the white font gets unreadable in some situations. (e.g. main menu)
Jul 29 2020
Use alarmally_1.ogg. Consistently name it flare.
Jul 28 2020
Just some style issues found by Jenkins.
flare animation only in 256×256.
Use prop svn:mime-type=image/png. Maybe this helps with arcanist downloading pngs.
Jul 26 2020
Jul 24 2020
Did this ever worked correctly?
If so when and what broke it?
Jul 22 2020
Jul 17 2020
Make Vulcan happier by adjusting indentation.
Jul 16 2020
Seems to be fixed now. (thx to Freagarach for noticing it)
Jul 5 2020
Jul 1 2020
You might want to add some description to this diff like:
What is its state? (TODOs, Bugs, etc)
Did this originate from the diff andy9595 (I think that's the wrong number ;) wrote or was it written by you?
Jun 27 2020
Minor style fixes
Translate and use setStringTags
Jun 25 2020
Use icons from Stan. No extra icon definition. Remove change crept in from other diff.
Will commit this soon.
(Still not convinced about the reduction of the duplication. It is probably doable but doesn't get more readable.)
Jun 24 2020
Jun 23 2020
Hmm didn't thought about it that way around. To me the quote just sounded like women should not matter.
Looks very good.
Notice my two comments.
Jun 21 2020
Add frames for an animated ping.
Correct scissoring → Don't draw parts of the ping outside the minimap.
Yeah, in theory. But I doubt it has a real impact. And as you also noticed we already do it in CVector3D
I'm not sure we use CVector2 a lot so it's probably irrelevant.
Jun 20 2020
Seems like this does not work with GLSL disabled.
Edit: Found another issue: when pinging at mid of the minimap border, the ping is also drawn outside of the minimap. (I thought scissoring would fix that, but doesn't seem like.)
Jun 15 2020
Isn't this another step into making the different civs indistinguishable?
Wrt rams vs rams: Afaik swordmen are quite effective against rams aren't they?
Jun 14 2020
Jun 13 2020
I think you should split the string fix.
And you should show some translated explanation for each hotkey instead of it's config name.
Jun 12 2020
Me neither xD
Seems like not working when changing in atlas.
It's disabled in Atlas, because it uses wxWidgets's canvas with own GL context.
aha. I guess that makes sense. (I personally have no idea, about that topic ;P)
../../../source/ps/GameSetup/HWDetect.cpp:138:13: warning: ‘bool IsOverridden(const char*)’ defined but not used [-Wunused-function] static bool IsOverridden(const char* setting)
Looks really sharp. Does MSAA 32× make sense?
Can change ingame without issues.
Seems like not working when changing in atlas. (FXAA is working)
Jun 1 2020
May 30 2020
Hmm, it feels quite wrong to allow a disabled button to be pressed when it's disabled in general.
What about adding a special event for rightlclick on disabled button?
That way a disabled button is still disabled, but one can add a special event handler for a specific button if they really want to react to a right-click even if the button is disabled. (Like in case of unit buttons)
May 29 2020
May 24 2020
Ah, that's how I imagined it :)
May 22 2020
May 17 2020
Note to self: According to Vladislav a texture should be used to draw circles. Scaling should be done with "adding tex coords and so on". Entry point for understanding how that works could be OverlayRenderer::RenderForegroundOverlays.