• Joined on 2024-08-19
Stan commented on issue 0ad/0ad#3651 2024-09-24 16:02:54 +02:00
[PATCH] Server name length should be limited

Isn't it 256?

<object name="hostServerName" type="input" size="50%+10 40 100%-20 64" style="ModernInput" max_length="256"> 

Anyway can be lowered easily :)

Stan commented on issue 0ad/0ad#3651 2024-09-24 08:40:55 +02:00
[PATCH] Server name length should be limited

See ea725cc289

Can be modded out, though.

Stan pushed to biome-replacer at Stan/0ad 2024-09-24 08:19:10 +02:00
dcd2bcd3c4 Try to fix the pipeline
Stan commented on pull request 0ad/0ad#7069 2024-09-24 08:02:01 +02:00
WIP: 🎨 Allow buildings to adapt to their map

No more luck with that fix.

Stan pushed to biome-replacer at Stan/0ad 2024-09-24 07:57:50 +02:00
111c29617f Try to fix the pipeline
Stan pushed to biome-replacer at Stan/0ad 2024-09-24 07:48:53 +02:00
3a48b0daab Try to fix the pipeline
Stan commented on pull request 0ad/0ad#7059 2024-09-23 22:43:04 +02:00
Adopt generator based interface by mapgen tests

To run it you need node. See https://github.com/0ad/0ad/blob/master/build/jenkins/dockerfiles/lint.Dockerfile

Then you need to install the deps

$ npm install -g eslint@8.57.0 eslint-plug…
Stan commented on pull request 0ad/0ad#7069 2024-09-23 22:32:07 +02:00
WIP: 🎨 Allow buildings to adapt to their map

Force pushing does not work...

Stan pushed to biome-replacer at Stan/0ad 2024-09-23 22:30:22 +02:00
30d57d114c 🎨 Allow buildings to adapt to their map
Stan commented on issue 0ad/0ad#6472 2024-09-23 21:50:23 +02:00
ES Module Support

Doesn't it load all files in the VFS which allows to override replace and mark some as deleted.

Stan commented on pull request 0ad/0ad#7070 2024-09-23 10:05:34 +02:00
Avoid calling random for phenotype to avoid OOS

Why do previews affect the simulation? Maybe we could just check for whether the entity is being previewed?

I wonder though if we can get the IA to stop OOSing using your hack though ^^

Stan commented on pull request 0ad/0ad#7069 2024-09-23 07:45:56 +02:00
WIP: 🎨 Allow buildings to adapt to their map

Yeah it's not meant to stay :)

Stan commented on issue 0ad/0ad#7061 2024-09-23 00:50:17 +02:00
Document the SPIRV rules.json creation

Another note. @vladislavbelov intentionally left out some combinations, such as the ones used by the developper overlay.

Stan commented on issue 0ad/0ad#7061 2024-09-23 00:45:25 +02:00
Document the SPIRV rules.json creation

Thanks! The reason I didn't have those errors was because I had the SPIR-V mod loaded :) Attached you will find the new rules.json that match 1:1 the current mod and should fix all the issues…

Stan created pull request 0ad/0ad#7069 2024-09-22 18:39:37 +02:00
WIP: 🎨 Allow buildings to adapt to their map
Stan created branch biome-replacer in Stan/0ad 2024-09-22 18:36:00 +02:00
Stan pushed to biome-replacer at Stan/0ad 2024-09-22 18:36:00 +02:00
a44a35d201 🎨 Allow buildings to adapt to their map
9c72741e69 Fix x86_64 cross-compilation on macOS
660dd63792 Delete existing SPIR-V shaders before regeneration
57308bb847 Avoid unnecessary computations
c59030857d Rebuild SPIR-V shaders when compile script changes
Compare 10 commits »
Stan pushed to main at 0ad/0ad 2024-09-22 16:23:37 +02:00
9c72741e69 Fix x86_64 cross-compilation on macOS
Stan merged pull request 0ad/0ad#7064 2024-09-22 16:23:32 +02:00
Fix x86_64 cross-compilation on macOS