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.
In GL3.0 alpha test mode was deprecated and removed in GL3.3. We should
use discard/kill in shaders instead.
In shaders alpha test was removed in d3a24c26ba, in FFP it was removed
with FFP in b7e6811ea6.
Differential Revision: https://code.wildfiregames.com/D4434
This was SVN commit r26211.
It removes the software implementation intentionally. Because it
duplicates SDL functionality. But it might be added in future on demand.
Tested By: bb, Langbart
Differential Revision: https://code.wildfiregames.com/D4278
This was SVN commit r25936.
There appears to be an SDL issue with linux and X11 that causes Keydown
events to be sent immediately when 0 A.D. gains focus. This can loead to
Alt-F4 quitting 0 A.D. immediately upon focus gain, such as when another
application was quit via Alt-F4.
The typical bug case was:
- Open 0 A.D.
- Open another app
- Alt-F4 other app
- 0 A.D. immediately receives alt-F4 as well and exits.
Since SLD handles this hotkey natively via SDL_QUIT, it seems easier to
default to "no hotkey", as that fixes the problem.
Reported by: Imarok
Fixes#6092
Differential Revision: https://code.wildfiregames.com/D4132
This was SVN commit r25762.
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57
Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
Variants can now have limited or no diversity. This can occasionally
speed rendering slightly (5-10% FPS increase was reported on Combat Demo
Huge, which is very variant-heavy).
Reported by: bb
Based on a patch by: bb
Fixes#5831
Differential Revision: https://code.wildfiregames.com/D3035
This was SVN commit r25613.
Following D3108 / 876f6d5e50, sounds are attenuated by their actual
distance. However, as noted by players on A24, the dropoff is stark and,
when zoomed out, can easily result in not hearing things that are
happening in the middle of the screen.
The new default settings almost double the max-range, change the minimum
range to have greater dynamic range, and reduce the stereo depth
slightly to better match the default camera FOV.
These are stored per sound-grounp, possibly allowing future tweaks on a
per-soundgroup basis, and are configurable.
Tested by: Imarok
Discussed over mail with: Samulis, Porru
Differential Revision: https://code.wildfiregames.com/D3612
This was SVN commit r25547.
Following 21e866fcf0.
Also support leaving a turret by using a hotkey.
Currently the hotkeys are by default bound to the same ones as
garrisoning.
Differential revision: D3773
Icons by: @wowgetoffyourcellphone and @Stan.
This was SVN commit r25240.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.
Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
- such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
- such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).
Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.
Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.
Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
Observers no longer lag the game for players. There is still some time
to serialise the game when sending it to a joining observer, and
depending on the chosen 'max lag' the game may stop while observers
sufficiently catch up, but this impact too is reduced.
- Make the NetServerTurnManager ignore players marked as 'observers' for
the purpose of ending a turn, effectively making it possible for
observers to lag without it affecting the players in any way.
- Add a config option (network.observermaxlag) that specifies how many
turns behind the live game observers are allowed to be. Default to 10
turns, or 2 seconds, to keep them 'largely live'.
- The controller is not treated as an observer.
- Implement a simple UI to show this delay & allow the game to speed up
automatically to try and catch up. This can be deactivated via
network.autocatchup.
- Move network options to the renamed 'Network / Lobby' options page.
- Do not debug_warn/crash when receiving commands from the past -
instead warn and carry on, to avoid DOS and "coop play" issues.
Refs #5903, Refs #4210
Differential Revision: https://code.wildfiregames.com/D3737
This was SVN commit r25156.
While they often look alike, their behaviour is totally different.
This split has some implications:
- There are now separate auras for garrisoning and turrets.
- Entities can now have both turret points and garrison slots,
independent of eachother.
In general previous behaviour is maintained as much as possible.
Differential revision: D3150
Comments by: @Nescio, @wraitii
Tested by: @v32itas
This was SVN commit r25123.
attackmoveUnit is more specific than attackMove, so since d0a42f2f00
won't fire at the same time. However the GUI code expected that,
breaking it.
Instead, properly check for either attackmove or attackmoveUnit.
Also fix an issue with d0a42f2f00 where hotkeys would be release if
switching to a more specific combination of the same hotkey.
Reported by: snelius
Fixes#5944
Differential Revision: https://code.wildfiregames.com/D3436
This was SVN commit r24752.
Mac keyboards have no "Pause" button. As an alternative, introduce
'Shift+Space' (used in Factorio).
P is already used for Patrol.
Reported by: langbart
Fixes#5943
Differential Revision: https://code.wildfiregames.com/D3435
This was SVN commit r24743.
- Add an option to control the 'null formation' override, so it can be
turned off/on independently of having a default formation set. It
defaults to "Walk/Patrol only".
- Make only 'walk' and 'patrol' orders use the default formation.
This makes the system more flexible, and easier to use for competitive
play.
Differential Revision: https://code.wildfiregames.com/D3413
This was SVN commit r24703.
Some keys have multiple names that they may be identified by in config
files,
such as the Escape key which may be identified by either "Esc" or
"Escape", or
the number-pad keys which may be identified with a name in the form
"Num{xxx}"
(e.g. "NumMinus") or the alternate "Keypad {x}" (e.g. "Keypad -").
The alternate names were not being picked up and formatted correctly
when
displayed in tooltips. Now they are.
Accepted By: wraitii
Differential Revision: https://code.wildfiregames.com/D3358
This was SVN commit r24668.