We were using ARB shaders in GLSL mode for overlay lines (unit
selection, ranges and so on).
Tested By: Freagarach, OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D2621
This was SVN commit r23765.
Carthaginians currently rely on embassies to be competitive, and
restricting them to 2 is too limiting for balance purposes.
This change also affects Kushites structures which was also approved by
borg- and ValihrAnt.
Further, the original choice of 2 seems to have been to force
Carthaginian players to make a choice, but since one can delete an
existing embassy and pick another, that seems somewhat artificially
restricting.
Patch by: borg-
Approved By: ValihrAnt, PhyZic
Differential Revision: https://code.wildfiregames.com/D2798
This was SVN commit r23764.
Branches introduced in f1610ce4fa had commented part to consider
stonewalls as blocking targets only if there have been siege units in
army.
Commented part was removed in ade8bcc0b8.
Differential Revision: https://code.wildfiregames.com/D2804
This was SVN commit r23760.
Avoid trying to attack unattackable entities based on restricted classes
from Attack component.
Differential Revision: https://code.wildfiregames.com/D2111
Patch by: Freagarach
Reviewed by: Angen
This was SVN commit r23759.
Match trader footprint with mesh shape for nicer visual effect.
This also removes footprint inconsistency among camels.
Patch by: Nescio
Reviewed by: Angen
Comments by: Feldfeld
Differential Revision: https://code.wildfiregames.com/D2640
This was SVN commit r23758.
Continuation of work on status effects, following 82a5ab6d19.
Allow techs to modify properties.
Enable different behaviour when status effects would stack, such as
extending the duration or stacking the effects.
Fix GUI issue with more than 5 status effects.
Improve tooltips.
Let status effects show a different tooltip for the attacker and the
receiver.
Patch by: Freagarach
Reviewed By: wraitii, Angen (on an older differential).
Differential Revision: https://code.wildfiregames.com/D2296
This was SVN commit r23757.
Before and after the commit we don't support multiple displays and HiDPI
properly.
Patch By: linkmauve
Tested By: Angen, elexis, Stan
Differential Revision: https://code.wildfiregames.com/D2476
This was SVN commit r23754.
Rams are currently evry strong. This nerfs them by reducing their speed
slightly and by preventing them from attacking organic units.
The speed change was agreed by ValihrAnt, the organic restriction is
more experimental and might be reverted in favour of a "reduced damage"
approach (see D2684) if it proves too limiting.
Patch By: borg-
Approved by: wraitii, ValihrAnt (mostly on the speed debuf)
Differential Revision: https://code.wildfiregames.com/D2782
This was SVN commit r23753.
Elephants were designed to prefer targeting structures. This is not
particularly historically accurate, and makes them rather annoying to
use against enemy units, reducing their efficiency.
This simply removes the preferred class, making elephants easier to
handle while keeping their usage as siege units for some civilisations.
Max-range is reduced slightly as the previous one was extremely large
for a melee unit.
Approved by: Nescio, wraitii
Patch by: borg-
Differential Revision: https://code.wildfiregames.com/D2786
This was SVN commit r23752.
The HWDetect changes were not working properly.
Reported by: Nescio
Tested by: Nescio
Differential Revision: https://code.wildfiregames.com/D2799
This was SVN commit r23748.
Remove duplication when setting graphic options by reading the configDB
directly.
Properly protect the ModIO config keys.
Approved By: linkmauve
Refs #5538
Differential Revision: https://code.wildfiregames.com/D1931
This was SVN commit r23747.
Remove champions from the fortress. This mimics the Maurian elephant
stable.
Approved By: ValihrAnt, Feldfeld, borg-
Differential Revision: https://code.wildfiregames.com/D2532
This was SVN commit r23746.
Formation controllers were not always waiting on their members correctly
because the "finishedOrder" check was being reset in the wrong place.
This happened particularly with queued orders.
This merges the "finishedOrder" and the "InPosition" logic.
Reported by: elexis
Based on a patch by: Freagarach
Tested by: Freagarach
Reviewed By: Angen
Fixes#3274
Differential Revision: https://code.wildfiregames.com/D2702
This was SVN commit r23744.
423b3cbcaa Moved the message sent that an entity garrisons from
`PerformGarrison` to `Garrison`. However, when an entity is
autogarrisoned from `ProductionQueue` `PerformGarrison` is called thus
not triggering the message. When ejecting the entity from the structure
there is a message sent that the entity is removed, thus allowing for a
negative amount of archers/arrows in `BuildingAI` (see
423b3cbcaa#42654).
Note that `PerformGarrison` was explicitly split in 2102648f7c when
introducing autogarrisoning. It probably has something to do with the
position, since that was split. But I couldn't find any reason why it
cannot be used now.
A side effect of this is that when autogarrisoning an entity with
visible garrison points those will be occupied as well now.
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D2790
This was SVN commit r23743.
This lets unitAI FSM states correctly handle target entity renaming by
processing a message when that happens. The default behaviour is to
leave-reenter the state, which re-runs sanity checks and optionally
picks a better behaviour.
UnitMotion is still not made aware of entity renaming, as the
leave-enter makes it irrelevant in practice. It still may be a good idea
to implement that someday.
Fixes the concern raised at de1bb8a766.
Fixes#5584
Comments by: bb, Freagarach
Tested by: Freagarach
Reported by: minohaka, bb, Freagarach, gameboy (error in the original
commit)
Differential Revision: https://code.wildfiregames.com/D2735
This was SVN commit r23742.
The wrong components were mocked, but the test did not fail as the
asserts were not called.
Add a check that tests are indeed called here.
Patch by: Freagarach
Reviewed by: wraitii
Differential Revision: https://code.wildfiregames.com/D2787
This was SVN commit r23738.
Citizen, Champion and Hero cavalry now have the same 2x walk speed
multiplier.
Speed difference between cavalry type unchanged.
Patch by: Nescio
Approved by: borg-, ValihrAnt, wraitii
Differential Revision: https://code.wildfiregames.com/D2596
This was SVN commit r23737.
Entities should look for a new foundation near the targeted one, not
near themselves, when they cannot proceed with constructing the original
target.
This behaviour matches expectations from players better, since the
entity will go closer to where the player intended.
It also rejoins behaviour when gathering introduced in 7d53fb19a2.
For now, keep looking near the entity too if there are no obvious picks
at the destination, but this could be done only within a certain range
(see D2525).
Comments by: Angen
Differential Revision: https://code.wildfiregames.com/D2753
This was SVN commit r23734.
This moves some resource committing logic from `UnitAI` to
`ResourceGatherer`.
Allows easier modification by modders, and cleaner separation of
concerns.
Check if the carried resources actually changed before sending the
message.
Make all paths through Repair.ConstructionFinished return resources.
Patch by: Freagarach
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D2664
This was SVN commit r23733.
This is the same commit as 2abd9cead2 / D1418, fixing noted issues.
This addresses two related issues:
- Units visibly garrisoned on gates keep the gate open.
- Units visibly garrisoned on entities keep their pathfinding blocker
flags.
De-activate the obstruction of visibly-garrisoned entities, fixing the
2nd issue.
Keep a list of entities that cannot move and thus should not count
towards gate-opening logic.
Packing logic is kept separate: it is more related to entities having
'alternate forms' with different capabilities than being currently
incapable of moving.
Based on work by temple
Fixes#2679.
Fixes#5151.
Differential Revision: https://code.wildfiregames.com/D2775
This was SVN commit r23731.
This appears to comply with "This can be changed once all settings
belong to a section." from afecbf02f3 which did not set these hotkeys
under session.
Patch By: Nescio
Differential Revision: D2616
This was SVN commit r23726.
Added in df6fceba62 to (most likely) have some control over brightness,
this conflicted with dimming utilities and would not play nice with
starting 0 A.D. in windowed mode.
If gamma handling were to be reintroduced later, it should only affect
the 0 A.D. window.
Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D1976
This was SVN commit r23722.
PersistMatchSettings are broken by this commit.
Comments By: leper, itms, Stan, vladislav, elexis
Patch By: Nescio
Differential Revision: D1042
This was SVN commit r23719.
While at it remove the cap from the name, according to the art naming
conventions.
Noticed and proposed by Nescio in D1042
Comments by: elexis, stan, vladislav
This was SVN commit r23717.
Before this change, civilisation could train champions in captured
barracks only if captured barracks allowed to train that unit, what was
not always the case so some champions were allowed to be trained in
captured barracks and some was not.
Differential Revision: https://code.wildfiregames.com/D2547
Patch by: Nescio
Reviewed by: ValihrAnt
This was SVN commit r23715.
Player-testing has revealed QA issues, so reverting these for now.
Differential Revision: https://code.wildfiregames.com/D2773
This was SVN commit r23714.
0363202a20 actually fixed the particular issue of upgrading a long-wall
to a gate by correctly handling it in UnitAI, so this code, which didn't
work, is no longer needed anyways.
Noticed by running units_demo which seems to have skirmish replacer
placeholders.
This was SVN commit r23711.
This addresses two related issues:
- Units visibly garrisoned on gates keep the gate open.
- Units visibly garrisoned on entities keep their pathfinding blocker
flags.
Remove the block-movement flag from visibly garrisoned entities.
Keep a list of entities that cannot move and thus should not count
towards gate-opening logic.
Packing logic is kept separate: it is more related to entities having
'alternate forms' with different capabilities than being currently
incapable of moving.
Based on work by temple
Comments by: Freagarach
Tested by: Nescio
Fixes#2679Fixes#5151
Differential Revision: https://code.wildfiregames.com/D1418
This was SVN commit r23710.
This lets sunit AI FSM states correctly handle target entity renaming by
processing a message when that happens. The default behaviour is to
leave-reenter the state, which re-runs sanity checks and optionally
picks a better behaviour.
UnitMotion is still not made aware of entity renaming, as the
leave-enter makes it irrelevant in practice. It still may be a good idea
to implement that someday.
Fixes the concern raised at de1bb8a766.
Fixes#5584
Comments by: bb, Freagarach
Reported by: minohaka, bb, Freagarach
Differential Revision: https://code.wildfiregames.com/D2735
This was SVN commit r23708.