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20219 Commits

Author SHA1 Message Date
3af575abd0 Update the Jenkins scripts to match the current state, which uses Jenkins pipelines, Docker for reproductible build environments, and ZFS for space efficiency and robust incremental patching. refs #4419, refs #4312.
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D1910
This was SVN commit r23250.
2019-12-16 21:52:42 +00:00
f5c142fde8 Put the Windows patch testing Jenkins pipeline, written by Angen, under source control.
Patch By: Angen
Differential Revision: https://code.wildfiregames.com/D1946
This was SVN commit r23249.
2019-12-16 21:35:16 +00:00
Angen
9d0b4db973 Fix formation members not getting rotation correctly when IDLE
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.
2019-12-16 20:38:10 +00:00
b5bac2a2a2 Fixes overlay renderer on fixed render path, it was introduced in 14bfbbf9d4.
This was SVN commit r23247.
2019-12-16 18:45:03 +00:00
wackyserious
8640282220 Texture Update: Carthaginian Units
Thread:
https://wildfiregames.com/forum/index.php?/topic/22630-committed-carthaginian-unit-textures/page/5/#comments

Reviewed by: Lordgood, Stan, Alexandermb, Sudiata, Genava55 and others
This was SVN commit r23246.
2019-12-16 13:41:54 +00:00
0a584de3ce Correct the AI names in the maur.json civ file:
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.
2019-12-16 11:42:24 +00:00
0540f5ebc6 Correct Greek specific names of structures.
Patch by: @Nescio
Translation by: @Nescio and "The European Castalia Society"
(@Anaxandridas ho Skandiates' team)

Thread:
https://wildfiregames.com/forum/index.php?/topic/25268-specific-name-review-structures/

Differential Revision: https://code.wildfiregames.com/D2228
This was SVN commit r23244.
2019-12-16 11:30:05 +00:00
14118a0835 Indicate vowel length in amphitheatre specific name.
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2473
This was SVN commit r23243.
2019-12-16 11:16:52 +00:00
b2665437fc Allow calling timer_DisplayClientTotals multiple times.
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.
2019-12-14 22:49:44 +00:00
6ada1d015d Allow modders to play an animation when objects with production queues are researching techs.
Reviewed by: @Angen
Comments by: @Krinkle, @bb
Thread:
https://wildfiregames.com/forum/index.php?/topic/27329-visual-feedback-for-researching/&tab=comments#comment-389598

Differential Revision: https://code.wildfiregames.com/D2459
This was SVN commit r23239.
2019-12-14 20:49:04 +00:00
Angen
5d777d4d64 Move hardcoded gain per garrisoned trader on ship to template
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.
2019-12-14 20:30:56 +00:00
Angen
d0403bd3a8 Apply modifications to template values based on entity owner instead watching player
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/D2054
Fixes: #5109
Tested by: Nescio
This was SVN commit r23237.
2019-12-14 20:10:32 +00:00
Angen
425fb6d93a Fix units not reentering FORMATIONMEMBER.IDLE when they are promoted or stopped
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.
2019-12-14 15:47:26 +00:00
Angen
df524c31d1 Do not allow minimum size drop to 0 because of population scale [Petra attack plan]
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.
2019-12-14 15:44:22 +00:00
2fa18b1503 Replaces direct Camera member usage by appropriate method call (m_Orientation > GetOrientation()).
This was SVN commit r23234.
2019-12-14 12:56:47 +00:00
Angen
a7b7486dea Set correct animation variant for formation member when starts to move
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.
2019-12-14 10:10:26 +00:00
Alexandermb
67a17a7a9d Fix healer "healing_m.dae" animation being unsync first and last frame.
Reported by @elexis in ca901415c7

This was SVN commit r23232.
2019-12-13 14:36:18 +00:00
df329d1b81 Optimise out of frustum rendering of texture overlays.
Reviewed By: wraitii
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D1847
This was SVN commit r23229.
2019-12-10 23:13:37 +00:00
6110d108c1 Removes hard-coded clip planes from water shader.
Differential Revision: https://code.wildfiregames.com/D2443
This was SVN commit r23228.
2019-12-10 21:39:09 +00:00
9391756294 Add a more explicit message when requested animation rig does not match rigged model.
Reviewed By: @Angen
Discussed With: @Alexandermb

Differential Revision: https://code.wildfiregames.com/D2447
This was SVN commit r23225.
2019-12-08 19:50:36 +00:00
2b9e125ee5 Fix missing arrow on top of the action-remove-guard.png icon.
This was SVN commit r23224.
2019-12-08 19:04:35 +00:00
Angen
3a79451638 ComputeMotionParameters correctly when formation member is added or removed
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.
2019-12-08 13:59:33 +00:00
Angen
4b8c82bbcb Allow to play different sound when building new structure and when repairing existing structure
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/D2276
Fixes: #5374
Reviewed by: @Freagarach
This was SVN commit r23221.
2019-12-07 18:42:26 +00:00
Angen
0fa06de9b6 Refactor ColorActivateFastImpl function
Refactor function from 6fbce9c355, making it shorter, cleaner and easier
to read.


Differential Revision: https://code.wildfiregames.com/D2415
This was SVN commit r23220.
2019-12-07 18:17:08 +00:00
Angen
f4562b87b6 Remove duplication of code from WaterManager
Use already defined function ReloadWaterNormalTextures with the same
code.
Fixes the TODO from 2d7d5b446d / aab15123f1

Differential Revision: https://code.wildfiregames.com/D2413
Reviewed By: @vladislavbelov
This was SVN commit r23219.
2019-12-07 15:32:47 +00:00
Angen
51bdba7045 Show progress bar when upgrading entities
9230c107c5 allows to apply animations on entity which is upgrading. This
is adding progress bar for upgrading entities.
Suggested by @wowgetoffyourcellphone in D2371#101856

Patch by: @Freagarach
Differentail Revision: https://code.wildfiregames.com/D2442

This was SVN commit r23218.
2019-12-07 13:40:40 +00:00
Angen
86acba17f0 Fix formation-walking infinite loop introduced in b807c39e6a
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.
2019-12-07 13:21:08 +00:00
Angen
b10b193020 Fix idle unit not attacking nearest unit.
In 945d1ba2e6 checking for new targets have been moved to timer to be
executed in next turn, but los range updates were not changed, that
introduced side-effect, that was overlooked.
If unit in IDLE gets los range update, so potential target enters its
range, it will try to attack it. It is ok, if unit took into account all
units around before that, what in case timer have not been executed yet,
did not happen.

Fixing issue by introducing checks for unit being really idle.

Reported on forum:
https://wildfiregames.com/forum/index.php?/topic/27214-borg-expansion-pack-mod-implementation-in-0ad-alpha-24-release/&do=findComment&comment=387987

Patch by: @Freagarach
Differential Revision: https://code.wildfiregames.com/D2422
This was SVN commit r23216.
2019-12-07 13:01:42 +00:00
aef0c3c13a Move Ogre3D GLSL Preprocessor to a third_party folder and restore its original name. Also restore the Wrapper name to reflect what it's wrapping and move it to renderer.
Reviewed by: @Angen
Comments by: @elexis
Differential Revision: https://code.wildfiregames.com/D2338
This was SVN commit r23215.
2019-12-07 11:48:03 +00:00
57abe7a644 Fix the Atlas build in the Windows autobuilder pipeline, refs #5574.
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.
2019-12-07 08:54:32 +00:00
Alexandermb
c11fc6c0fc Add a missing group tag in ptolemies/camelry_archer_b_m.xml
Mentioned by @angen on 1fd64f0712

This was SVN commit r23210.
2019-12-06 19:28:47 +00:00
Alexandermb
1fd64f0712 Fix incorrect variant on camels based on the reports of 61b8a32ad5 Unrelated but mentioned there.
This was SVN commit r23209.
2019-12-06 18:04:13 +00:00
Angen
a3941e8cca Fix UnitmotionFlying and implement CMessageMotionUpdate::FromJSVal
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.
2019-12-06 17:36:25 +00:00
53d00a63bb Fix boar running animation broken in 9229ed6c42
Patch by: @Vido
This was SVN commit r23206.
2019-12-05 12:10:34 +00:00
Angen
f1b07b2ff4 Remove forgot return from refactoring in 8446b92f1b
This was SVN commit r23205.
2019-12-04 18:42:01 +00:00
9119728bfc Fix boar walking animation broken in 9229ed6c42
Patch by: @Vido
This was SVN commit r23204.
2019-12-04 11:25:11 +00:00
Alexandermb
e9179f0df8 Fix latest warnings mentioned by @Stan with checkref
This was SVN commit r23202.
2019-11-29 13:45:07 +00:00
Alexandermb
f4fe197d04 Ops this didn't belong here.
This was SVN commit r23200.
2019-11-29 03:00:50 +00:00
Alexandermb
5f5f0af6f4 Sync horse trader death.
Fix Concern raised in P23195

Cart helmets not committed before.

This was SVN commit r23199.
2019-11-29 01:57:59 +00:00
Alexandermb
3b7b04d001 Replace "horse_base" with "base"
Avoiding redundance with name since folder already represents the whole
horse props

This was SVN commit r23198.
2019-11-28 22:16:26 +00:00
Alexandermb
0c7c70c5b9 Remove an empty space on some capes.
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.
2019-11-28 22:14:19 +00:00
Alexandermb
b984590095 Remove Unused Capes
Following 61b8a32ad5

This was SVN commit r23196.
2019-11-28 21:51:56 +00:00
Alexandermb
61b8a32ad5 Horse actors and variants cleaning.
New animations:

New Walking animation.
New Death animation.
New Attacking animation.
New Idle animation.
New Promotion animation.
New riders animations.

Remove unnecesary duplicated files.

Standarize capes for easier usage.

This patch allows horses to use multiple walking animations whitout
duplicating props such hair or blankets.

This was SVN commit r23195.
2019-11-28 21:38:21 +00:00
1453c51cb6 Fix warning about attempted empty batch train occurring if g_BatchTrainingEntityAllowedCount % batchedSize == 0, refs #1432, #4059, 7e21db08d5, 2735494a92, 2e3ac4cf20, fixes #5602, reported by nani, reproduced by faction02.
This was SVN commit r23192.
2019-11-25 20:59:21 +00:00
5d2c20beb0 Replace boost::unordered_map, boost::unordered_set with std::unordered_map, std::unordered_set to establish consistency.
Replace boost::hash_combine with a lib/hash.h hash_combine performing
the same statement.
Replace inconspicuous global boost hash_value specializations with
std::hash specializations.
No performance difference was observed in three simple MeshManager
measurements.

Remove unused TAG_MASK and h_tag in h_mgr.cpp following 0748c5a75e.
Replace typedef with using keyword and sort header includes.

Differential Revision: https://code.wildfiregames.com/D2441
Tested on: clang  9.0.0, gcc 9.2.0, Jenkins/vs2015, Jenkins/gcc6

This was SVN commit r23191.
2019-11-25 14:30:25 +00:00
acbfd21992 Remove cape redundant props.
Authored by: @Angen
Reviewed by: @Stan
Differential Revision: https://code.wildfiregames.com/D2434
This was SVN commit r23187.
2019-11-24 16:37:37 +00:00
ec12025304 Add an orange firefly particle actor.
This was SVN commit r23186.
2019-11-24 16:31:11 +00:00
9230c107c5 Allow artists to add upgrade animations.
Reviewed by: @Angen
Differential Revision: https://code.wildfiregames.com/D2371
This was SVN commit r23185.
2019-11-24 11:34:57 +00:00
52f282a7e1 Move CGUI constructor to the top of its file following 5cc814759f.
Move object type definitions to own file, since CGUI doesn't use the
GUIObject types otherwise and for similarity with GUISettingTypes,
making it slightly easier to maintain and read.

Differential Revision: https://code.wildfiregames.com/D2439
Tested on: clang 9.0.0, Jenkins/vs2015, Jenkins/gcc6

This was SVN commit r23184.
2019-11-24 10:26:48 +00:00
427b975fdf Simplified double tower garrison classes with Freagarach's suggestion
This was SVN commit r23183.
2019-11-24 09:21:17 +00:00