Mediterranean Bush (dry)
Stone and Rock fences by @Wow
New props for Briton and Gallic formation standards
New Kushite Shields by @Stan
Saharan capturable farmstead
Celtic Shrine (with improved textures)
Royal Palm tree
This was SVN commit r27677.
According to JIT profiling on SM 115, using ForEach is faster than
iterating.
This is a micro optimisation, maybe 2% faster for OnUpdate, which means
we might see an overall improvement < 0.4%.
The reason this is faster here is that Iterating needs to construct an
array to store the result, whereas ForEach just uses the values
directly. This means this probably doesn't apply to iterating if we
don't need both the key/value pair.
Differential Revision: https://code.wildfiregames.com/D5010
This was SVN commit r27674.
CmpPosition::TurnStart checks whether the territory changed underneath
each entityevery turn. The only user of this is TerritoryDecay
(structures, for the most part). It is rather inefficient to have this
done for all entities.
The simplest solution is to listen to position-changed messages in
TerritoryDecay instead. This should hardly ever happen in vanilla 0
A.D., except in Atlas, so it's basically free.
This sort of reverts 19965ce37a (original implementation) and
c44b48bd59.
Accepted By: Freagarach (concept only)
Differential Revision: https://code.wildfiregames.com/D5009
This was SVN commit r27673.
Right now usernames for the lobby can consist solely of numbers and
special characters. This can result in nonsensical usernames and is
prone to be abused. While we can't entirely prevent nonsensical
usernames, we can at least do a bit better.
Therefore, this adjusts the rules for the validation of new lobby
usernames in pyrogenesis. Previously these rules were:
- length: between 1 and 20 characters
- valid characters: lower- and uppercase letters, numbers, ".", "_", "-"
The new rules are:
- length: between 3 and 20 characters
- valid characters: lower- and uppercase letters, numbers, ".", "_", "-"
- must contain at least one letter
These validation changes are relevant for new user registrations only
and don't affect existing users. As this also just adjusts the
client-side validation, users will also still be able to register
usernames according to the old rules, e.g. when using an older version
of 0 A.D., until the same change gets rolled out at a later point in
time server-side as well.
This was SVN commit r27670.
- Move the Crush damage from Splash to direct hit.
- Reduce overall damage slightly
Accepted By: Feldfeld
Differential Revision: https://code.wildfiregames.com/D5008
This was SVN commit r27668.
Summary:
On macOS Ventura (at least version 13.2.1 and above), the game crashes
instantly when clicking on buttons communicating with the lobby.
This issue is solved by upgrading nettle to 3.9 and GNUTLS to 3.8.
Patch by: froissant
Accepted By: wraitii
Trac Tickets: #6807
Differential Revision: https://code.wildfiregames.com/D5018
This was SVN commit r27667.
Avoid duplication by moving the function to Transform.js.
Add tests to Transform.js
Add tests to TurretHolder.js
Optimize slightly Trainer.js by removing some useless
Engine.QueryInterface calls.
Refs #6784 (symptoms in TriggerHelper.js are fixed underlying cause not)
`SkirmishReplacer` is called before the Modifier Manager so it does not
suffer the same fate.
Entities using `ChangeEntityTemplate` function are still affected.
Maps calling Engine.AddEntity directly are still affected.
Ideally this should be handled by hotloading components instead of
creating new entities each time. See =>
https://code.wildfiregames.com/D4991
Tested using:
908dd631d9
Differential Revision: https://code.wildfiregames.com/D4984
This was SVN commit r27636.
Most of the shaders are explicitely interned by the engine except for
the one called "Model" which is not required (you can have maps with
just terrain for visualization)
The rng files are called by the engine to validate structure.
The game has two overrides for high quality and normal water to be
"ocean" and "default" respectively
The minimap flare folder is hardcoded see #6795
The default material now calls the dummy shader instead of the model one
when in modmod
Move the default skybox, it will be required by _default.xml
The terrain materials are moved as well, for completeness, although they
are currently not referenced.
This commit does not include atlas needed files as it cannot run without
the public mod anyway for now. It will be done in a separate commit when
we have the ingame editor that will require _default.xml for instance.
This commit is also needed to generate the spir-v shaders in the correct
mods, in order to be able to launch the game with mod mod only.
Refs: #6636#5366Fixes: #6294
Differential Revision: https://code.wildfiregames.com/D4906
This was SVN commit r27629.
This fixes packet loss issues on some VPN solutions.
Patch By: sera
Differential Revision: https://code.wildfiregames.com/D4967
This was SVN commit r27599.