Summary:
This bug was introduced in 62dd922bc0.
Fixed by not using the predicate of the `wait` command.
It was wrong and even if it was right it wouldn't be really usefull.
Reviewed by: Angen
Fixes: #5620
Differential Revision: https://code.wildfiregames.com/D2373
This was SVN commit r23259.
Set formation member rotation to the same angle as formation has when
member stays idle.
Differential Revision: https://code.wildfiregames.com/D2469
This was SVN commit r23248.
Aśoka was listed twice; kept the common English name Ashoka the
Great and removed Ashokavardhan
Acharya was not a Maurya, therefore removed
Bindusara was Chandragupta's son and Aśoka's father, therefore
listed second
Corrected s into sh (ś) where necessary
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2157
This was SVN commit r23245.
According to the `timer_DisplayClientTotals` comment 953d2621dd broke
correctness of `clients` after the function call.
Patch By: echotangoecho
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D812
This was SVN commit r23240.
It removes hardcoded value from Trader.js to templates.
This change allows to have merchant ships among civilisations or one
civilisation itself which would give different bonus when garrisoned
traders.
Supports modifications to that value with technologies and auras.
Differential Revision: https://code.wildfiregames.com/D2106
This was SVN commit r23238.
When observer selects some building he can see possible units to be
trained. Data about that templates are returned with id of observer what
means no technologies or bonuses for selected player have been applied
to the template. So observer does not see correct information in
tooltip.
Differential Revision: https://code.wildfiregames.com/D2054Fixes: #5109
Tested by: Nescio
This was SVN commit r23237.
When unit is idle in formation and promoted, it enters INDIVIDUAL.IDLE
incorrectly.
When unit is moving as part of formation and formation is ordered to
stop, unit enters INDIVIDUAL.IDLE but should keep FORMATIONMEMBER.IDLE.
Differential Revision: https://code.wildfiregames.com/D2468
This was SVN commit r23236.
Petra reached maxed population and started spamming attack requests.
Reported at forum
https://wildfiregames.com/forum/index.php?/topic/27319-ai-chat-spamming/.
Cause of problem was that with given population scaling and current
rounding minimal requested size of units dropped to 0.
What leaded to allow to start without units because minimum count have
been reached.
This change requires at least one unit if minimum size is not 0 before
adjustment by pop scaling , what we need to not block attacks with
heroes or healers for example.
Now in case Petra is not able to produce units, aborts plan correctly.
Differential Revision: https://code.wildfiregames.com/D2462
This was SVN commit r23235.
Formation variants for members are not set correctly once they move
because their ranks changes but variants do not get updated.
This was SVN commit r23233.
As noticed by @bb in
https://code.wildfiregames.com/D1727?id=7276#inline-38148 and found
issue in 4ee4f16793#inline-4563 ComputeMotionParameters is not called
correctly.
One problem is when merging twinformations, addMembers does not update
speed, so if one formation contains slowest unit and it is merged to
formation which does not, merged formation will move faster than it
should, the same problem applies if unit is added calling function from
outside of component.
Another problem is when from formation is removed slowest unit and has
rearrange set to false. Having speed computation after rearrange check
means formation is not going to move faster if slowest member is removed
by player or killed (but it will if player recreates formation manually)
Differential Revision: https://code.wildfiregames.com/D2449
This was SVN commit r23223.
Entities have different sound entries for build and repair orders in
templates but currently only one is used.
This patch is using build order for foundations and repair order for
anything else.
Also playing correctly order_build when placing new construction.
Differential Revision: https://code.wildfiregames.com/D2276Fixes: #5374
Reviewed by: @Freagarach
This was SVN commit r23221.
b807c39e6a Introduced a infinite loop in which formation members keep
receiving the order to formation walk to their proper position. This was
due to this.formationOffset is not deleted when member gets in offset
position, what means he recieved motion update and it was not because of
failure.
Patch by: @Freagarach
Differential Revision: https://code.wildfiregames.com/D2424
This was SVN commit r23217.
Use the opportunity to fix some whitespace and to make the file name
consistent with Jenkins.
Patch by: Angen
Differential Revision: https://code.wildfiregames.com/D2021
This was SVN commit r23213.
In 32e8ed51aa have been changed message from MotionChanged to
MotionUpdate and CMessageMotionUpdate::FromJSVal was not implemented to
reflect changes in message structure.
As a result UnitMotionFlying tries to send MotionChanged message which
not only was renamed, but sending it from js is not supported anymore.
Also reported at this thread:
https://wildfiregames.com/forum/index.php?/topic/27294-cheats-error/
Differential Revision: https://code.wildfiregames.com/D2450
Tested by: @gameboy
Tested on: Jenkins/vs2015, Jenkins/gcc6
Fixes: #5626
This was SVN commit r23208.
Standarize pers neckguard for work with all cavalry variants.
Fix a wrong variant in persian cavalry archer
Fix a wrong animation in archer variants.
This was SVN commit r23197.