- User Since
- Dec 21 2016, 1:38 PM (200 w, 4 d)
Wed, Oct 21
(though I don't really understand why you need it, if you could provide an example - haven't figured it out really from the diff before either)
Wed, Oct 7
Looks correct and probably a good idea to separate the local variable mess that this shader was.
Sun, Oct 4
Mon, Sep 28
I really fail to see how you want to find a typo in a name automically.
There's automatically and then there's "easily". We could detect close-names (such as capitalized/uncapitalized versions of the same string) quite easily with a script, and likewise typos aren't too complicated. Simply outputting all "known" status effect node-names would make it obvious if there are duplicates, and that's not extremely difficult to do.
Sep 18 2020
Just tested -> couldn't reproduce the crash via launching a map or triggering a shrinking GC on the lobby page.
Sep 15 2020
Conceptually seems OK and no issues on my end.
Sep 14 2020
I think the approach of having a template-configurable i18n is good, I'm wondering if it shouldn't be an attribute of the attack:
<Attack> <Ranged name="Boiling Oil"> </Ranged </Attack>
This would avoid having to think of a name for the tag.
Sep 13 2020
This seems sensible to me.
The fact that Biremes were enabled at town phase dates from rP12240 which introduced tech requirements for warships. It seems to me that biremes have no particularly strong reason to not be in village_phase, given the commit.
Sep 11 2020
Good thing I added a conditional there..
Possibly final cleanup.
Sep 10 2020
My comment above remains valid, my status is "waiting on @Imarok to update the diff" ;)
Make formations walk again.
(The older way was made irrelevant by rP22313 which moved the "Move" call to states instead of orders.)
I think your previous diff had things in the wrong spot, and this one makes it obvious which.
Given the scope of things, I think you can get away with just "approaching" and "garrisoned", but you need to add some more code to "approaching" imo to not make it reliant on unit-motion.
Thanks for the comments @Itms , in that case I'll carry on investigating the FPS issue and move towards committing this :)
@vladislavbelov Do you think the approach is acceptable? Indeed it works, but only by "coincidence" that CSkeletonAnimDef are long-lived. However it does bring a rather tangible improvement.
Updated, thanks for the look and thanks for reminding me I had uploaded this :p
Sep 9 2020
This is 100% nonsense, in every competitive MP game I play, especially the vision tech is researched ALWAYS.
Sep 8 2020
Thanks for taking care of this @Angen :)
Sep 7 2020
Hm, these reports are odd indeed, I'll investigate.
Sep 4 2020
Sep 3 2020
This seems rather trivially a good change to me.
Sep 2 2020
Seems a solid improvement over the status quo regardless. Thanks for the patch!
Sep 1 2020
It is a cost in a semantic sense, but the "Cost" component represents a "resource transaction", which doesn't fit population very well right now. Separating them might actually make sense (and it might not -> haven't investigated enough, but I can see it).
Aug 31 2020
I'll create the ticket before merging this then.
@bb's comments + Rebased.
For what it's worth, there was debate already on D268...
Aug 28 2020
Aug 27 2020
I think you should go ahead and merge this before rebasing introduces bugs.
I never really understood why Spearmen dealt so much pierce armour, effectively making them ranged units, damage-wise, which was always rather annoying to balance. I'd actually support moving them more towards Hack, if necessary adding some multipliers.
Seems good overall
Aug 25 2020
I also approve the name change.
I mean yeah, but it doesn't really affect my movement speed, as I can turn while moving. Try it, as you say :)
Turning "in place" does take a little time but that's not really relevant here.
Aug 21 2020
I can't find a fault in this version:
- GUI works for controllable/uncontrollable entities of the player, and of other players
- Activating the control-all cheat does allow one to control all uncontrollable entities
- Controllable entities still work, obviously
I need to test this.
One remark: I think you can delete the FSM logic for duplicating a state.
Aug 19 2020
Aug 18 2020
After a good night's sleep it obviously makes more sense to do this.
Forgot to actually fix the reset() call.
Remove FastMoving from the elephant since it indeed isn't.
Aug 17 2020
Then I really have no choice but to make the minimal diff...
Alternative fix that checks that hunters can actually hunt.
See D2963 for the splash fix.
I think this should wait for that indeed.
I think you missed something in the rebased, TargetKilled is still in Resistance.
I don't have a very strong opinion overall, but starting with a more lazy approach seems fine to me.