Improves their functioning significantly.
Based on a patch by @lyv
Differential revision: https://code.wildfiregames.com/D4666
Reviewed by: @marder
Comments by: @Stan
This was SVN commit r26956.
They make problems on several maps where they either float (e.g.
harbor.js) as they are placed to close to a cliff/ on a hill or they
cover way too much (e.g. D4699 / wild_lake.js).
Related: https://code.wildfiregames.com/D4699#199688
one could adjust all maps, but it is so much easier to just change the
actors here.
accepted by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4701
This was SVN commit r26943.
Without shadow filtering, artifacts may appear at some angle (shadow
bias issue). This change ssome settings so that these are less common.
Reported by: langbart
Accepted by: marder
Refs #6552
Differential Revision: https://code.wildfiregames.com/D4681
This was SVN commit r26934.
Follows f8d2927748.
There is an issue with text-wrapping and word separators (aka spaces).
Because 0 A.D. collates the space after a word to the same TextCall, we
occasionally need to ignore it when considering line-wrapping, because
we don't want empty spaces on the right-side of right-aligned text.
However, the logic to handle this is currently broken and inconsistent.
The method introduced here uses the SFeedback structure to properly
report it and generalises the checks.
Note that multiples spaces are not collapsed in 0 A.D., and for
consistency the word-separator-collapsing behaviour is ignored.
Comments by: phosit, vlasdislavbelov
Fixes#6551
Differential Revision: https://code.wildfiregames.com/D4662
This was SVN commit r26915.
Follows d86148defc.
Resetting the wonder time when an ally to the wonder-owner is defeated
seems like double-punishment, and should not happen.
Resetting on explicit diplomacy change remains in Allied victory mode.
Fixes#6527
Reported by: Langbart
Differential Revision: https://code.wildfiregames.com/D4661
This was SVN commit r26914.
Rename the file to be consistent with its title.
Also `centre` -> `center` as per the style guide. Reported by @nwtour at
https://code.wildfiregames.com/D3530#171291.
Reported by: @Langbart
Essentially a patch by: @Langbart
Fixes#6548
This was SVN commit r26913.
reported by @Langbart ; Fixes#6503 , also adjusts the footprint to fit
better to the actor
comments by: @Stan
accepted by : @phosit
Differential revision: https://code.wildfiregames.com/D4655
This was SVN commit r26897.
While it may be historically correct, it arguably can lead to very
broken looking behavior where siege towers try to get out of the min
range, but fail since the are attacked and end up shifting and turning
around uselessly, which just looks broken.
And since the min distance for siege towers is very small, I doubt that
it will actually change anything about the gamplay.
accepted by : @chrstgtr
Differential revision: https://code.wildfiregames.com/D4657
This was SVN commit r26894.
Follows 8eecc39e71.
Piping the autostart through a GUI page is easy but requires using the
GUI in non-visual mode, which is problematic since it's not initialized.
The GUI is not needed, only its ability to load scripts, so this diff
fixes the problem by adding an 'entrypoint' script in the new
`autostart` folder that gets called with this unique ability, setting
things up properly. The mod mod gets a placeholder.
Other changes:
- Fix some issues with networked autostart:
- Players were not assigned slots.
- The host didn't actually wait for other players.
- Move gamesettings from `gui/gamesettings/` to `gamesettings/`. This
moves attributes as well.
- Move autostart files from `gui/autostart/` to ` autostart/`. Note that
`gui/autostart/` still exists as it's used in the tutorial button from
the main menu.
- Rename the JSI_VFS functions to be explicitly about their function:
the ability to write and the potential restricted folders.
- Don't require `autostart` when using `--autostart-client` in
non-visual mode.
Starting the autostart client/host has poor UX in some situations, but
improving that feature is beyond the scope of this diff.
Suggestions for future work:
- Some files in gui/common should probably be moved elsewhere
- Template loading code is duplicated
- The gamesetup code still needs work for proper UI/logic separation.
Help & comments by: smiley
Reported by: vladislav / Langbart
Fixes#6513
Differential Revision: https://code.wildfiregames.com/D4628
This was SVN commit r26879.
The function that is calculating the difference between the two angles
is missing some parentheses.
Didn't notice it sooner as it works in 95% of all cases without them,
but sometimes you can see the formation doing a wrong turn.
reviewed by : @Freagarach
Differential revision: https://code.wildfiregames.com/D4626
This was SVN commit r26874.
Having a small instant turn angle apparently makes units (not only
formations) lag when spamclicking.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4593Fixes#6440
This was SVN commit r26855.
Allow to modify pixel distance when mouse input is detected as drag e.g.
for selection box.
Differential revision: D4624
Refs: #6506
Comments by: @vladislavbelow @Freagarach
Tested by: @psypherium
This was SVN commit r26843.
Number groups from 1 - 10 replacing group 0 with group 10 for default
hotkey 0.
Differential revision: D4615
Reviewed by: @Langbart
Fixes: #6509
This was SVN commit r26837.
Also improve the terrain for Cycladic Archipelago 2p.
Fix naming conventions for Acropolis Bay, Chang Jiang, and Tarim Basin.
Add these new and updated maps to the "New Maps" campaign.
This was SVN commit r26818.
- Better fitting decals
- Player color
- Warships use the larger, easier to see projectile like buildings do
- Upgrading variants
- Standardized decals for Stables
- Fix a few death variants
- Some better tree props
- Fixed sheath position for the Roman Centurion
- Add Cavalry variants for Gallic heroes (templates will come later)
- A more "British" shield for the Brit fanatic
- Add a new Atlas building for the Spartans, the "Persian Stoa"
- Add distinct actors between lit and non-lit Fireships
This was SVN commit r26764.
- Different dirt decals for 3 Iberian structures
- Variations for the trees on the Kushite wonder
- Spec maps for a couple Athenian units
- Changed textures for Gallic elite javelineer
- New textures for the Ptolemy war elephant driver
- Peytral for the Elite Seleucid jav cav
- More helmet variants for the Elite Seleucid spear cav
This was SVN commit r26757.
Since formations have `cmpIdentity` now (b778caf146), they were
incorrectly selected when cycling through idle entities.
Reported and tested by: @Langbart
Differential revision: https://code.wildfiregames.com/D4588Fixes#6490
This was SVN commit r26756.
- Gymnasium to the second phase.
- Allow training the marines and cretan archers there.
- Move the above mentioned tech to that structure and the dock.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4537
Comments (implied acceptence) by: @chrstgtr, @ValihrAnt
This was SVN commit r26754.