- User Since
- Aug 18 2018, 10:57 PM (142 w, 4 d)
Tue, May 4
Sat, Apr 24
You might want to add some hotkeys for this.
I suggest these ones I already use that I think work well:
Alt+q to enable auto queue
Alt+w to disable auto queue
Wed, Apr 21
Apr 11 2021
Apr 6 2021
(I add this code to the folder /simulation/components and /simulation/helpers/ )
Apr 4 2021
Apr 2 2021
@DanW58 what happened? This diff looked so promising would be a pity to be left to accumulate dust.
Mar 31 2021
At first glance seem to work as advertised, testing different hotkeys doesn't produce "retriggers" anymore. Haven't look at the code. Functional part of the diff: accepted.
Mar 29 2021
What if the user defines his own custom hotkeys in user.cfg which you didn't specify in GUI/hotkeys/spec/**.json. I know I'm stretching the limits but will they be deleted?
I'm even more confused now, where are things stored, how are they handled, there seems to be at least 3 independent places where hotkey config is being modified and stored.
Should 'Down' still be sent? This is the 'repeating' event.
Mar 26 2021
KeyDown event still keeps being called after being pressed down.
Example: add a warn inside stopUnits functions and see how it repeats.
Mar 25 2021
Good option to add nonetheless.
Given this is not a technical issue but gameplay decision maybe would be better do a poll in forums?
Mar 24 2021
What if the host is an observer? Host should then always be on sync.
I am aginst this as a default, it will break the experience of observing games online and make everyone confused.
Mar 18 2021
As is it now, this looks like a frankentrain mixed with the two old systems that still linger in the gamesetup code.
I suggest to try it on an simpler case instead of going for the last boss, for example the options page looks like an easy candidate to change and fom there we can feel how it would translate to other more complex pages like gamesetup once we have the idea flesh out.
Feb 27 2021
You need an ordered set by insertion, all the others options are just doing the same with extra steps. Maybe you can skip the set and do a linked list if you can guarantee no insert repetition.
Feb 24 2021
Maybe change default map size for random maps to "Medium" then?
Feb 11 2021
Feb 7 2021
Works perfectly now.
Tested it, now there is no lag for clients. You can lower it to 200 ms so is more responsive (the lag starts when you send more than 30 network messages per second so 200 ms >> 1000/30 ~ 33.33 )
The host still lags as it updates his GUI state on its own so it should have another debounce for it somewhere (idk where but the profiler (F11) says updateGameAttributes is the culprit) for that and a debounce of 50 ms should be fine.
Should'va ve said sooner :(
I don't know if I clarified enough in the forum post but what I meant was having the confirmation hotkey trigger when you press enter while searching with the text input functionality and if you press Enter then it selects the first result for you. The idea was that when you are doing a search by name you don't need to leave/move your hands from the keyboard and directly hit enter without the need of mouse interaction and then leave the case for mouse interaction for when doing a more visual search exploration.
Jun 11 2020
Jun 7 2020
Jun 3 2020
May 25 2020
Fair enough. Then I pass the commander to you if you want to try the grid approax.
std::array bool doesn't do bitpacking and its size must be known at compile time ( < c++2020 ), std::vector allocates in the heap. current diff has many more chances than a more extensive refactor + upgrade to have less bugs. Is practically guaranteed same performance as previous because it doesn't leave to chance the optimisations that the compiler should make (is basically a wrapper of some operations and data encapsulation). So I don't see an extra benefit changing current diff to using grid.
May 17 2020
Adding wraitii as it might interest him.
Apr 14 2020
Not sure of this change. All the other siege units also do a similar damage to regular units and the cost is the same and this change would mean a great disadvantage compared to other siege units. Also in this case the bonus should also apply against other siege units.
Apr 8 2020
Apr 5 2020
Apr 1 2020
Added more parameters to the class template to specify how many bits per "value" we use.
Fixed all the code style issues and inline comments Stan and Angen mentioned.
Mar 29 2020
Mar 28 2020
Mar 27 2020
Mar 26 2020
Removed const and gave the child template parameter a different name so it wont complain in gcc.
Mar 25 2020
Feb 28 2020
Feb 26 2020
Feb 21 2020
Feb 16 2020
Feb 12 2020
Improved the interface controls and made them fit them all on the right panel.
Made the search box expand the search to all maps if doesn't find of the current type and filter.
Added missing tooltips for the buttons.
Feb 9 2020
What scrolling implementation?
- The code doesnt work as intended for clients (that aren't the host) unless I missed something reading the code
As the map browser was previously a different page the only host vs client check was on the callback handle in game setup page. Now the check should be on the the map browser code itself.
Feb 4 2020
Feb 1 2020
Jan 30 2020
Created a class for each button.
Jan 29 2020
Adapted diff to the new gamesetup OOP rewrite.
Bundled all previous diffs as they are part of the same feature now.
Jan 24 2020
Jan 23 2020
Tested. Works as advertised.
Jan 14 2020
Jan 9 2020
Also, the diff seems to have failed to upload correctly for :
factor: 0.1 (best imo)
Jan 8 2020
Adding a extra optional sharpening pass in fxaa.xml should improve the output image.
Jan 5 2020
Jan 4 2020
Dec 27 2019
Dec 24 2019
Dec 23 2019
Vesuvius needs generic default_walls.
Also would be nice to consider having the player slots correspond to a more coherent order so teams of 2v2 3v3 4v4 can be grouped easier.
Dec 19 2019
When opening single player gamesetup from mainmenu