Differential revision: D4211
Since 498f0d420b available mods where cached and not updated when new
where installed.
Fixing above.
This was SVN commit r25850.
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look
for it, guiobjects require exact data type so casting does not work when
it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.
This was SVN commit r25849.
Introduced in c87229aa48, FindWalkAndFightTargets returns after the
first UnitAI finds a target, instead of also querying the rest of the
members.
Differential revision: https://code.wildfiregames.com/D4208
Comments by: @Stan, @wraitiiFixes: #6260
This was SVN commit r25847.
Attack orders can be and looks like are pushed in front of formationwalk
order.
That is generally also logic in single entity behaviour.
In case formation gets destroyed and then target dies, attacker is
supposed to stop attacking target immediately.
That essentially leads to getting to old formationwalk command, what was
not issue for packable units until 674cdae166, that introduced
formationcompoennt into the order.
Hovewer abandoning this order without being in formation makes more
sense. Probably this one and FormationLeave should be FORMATIONMEMBER
specific commands and error out in INDIVIDUAL state, but thats too much
refactoring and potential rabbit hole.
Differential revision: D4206
Reviewed by: @wraitii
Accepted by: @asterixFixes: #6263
This was SVN commit r25845.
Bug introduced in 76acc4e146.
The previous CUnit code had logic to select random aesthetic variants
once initially. The new code removed that, as I completely missed its
purpose, assuming that the random selection, being based on a seed,
would pick the same variants every time. This is incorrect because
entity selections can change the RNG calls, thus the variants, and thus
entity appearance can change when the animation changes (typically, a
horse will change color when walking and running).
The solution is to re-introduce the choice of actor selections on CUnit
creation. This makes sure that units don't change their purely-aesthetic
selections when e.g. animations change.
Reported by: Wowgetoffyourcellphone
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4205
This was SVN commit r25844.
d2948937a0 introduced code to read Heightmap images into RM terrain
data. However, the original diff contained a bug where it read
Out-of-bounds array data for grayscale images. This bug was hidden by
another issue until D1816 / cbc04ba83b, which changed the code and made
the OOB read actually relevant. The effect was twofold:
- The height chosen was not the max of the 3 color channels, but the max
of the 3 neighboring pixel (thus slightly lowering the quality of
generated maps)
- The height for the bottom-right coordinates were random memory values,
thus garbage.
This random height ended up resulting in non-deterministic map
generation, which was reported on Ngorongoro.
The cause of this silent failure is that the transformation to BGRA is
not applied for grayscale images, as the alpha transformation is
processed first and exits. This is not per-se buggy, so it is not
changed here.
The fixed behaviour is specialized for the common grayscale case, and
retains the max-of-3-color-channel intended behaviour otherwise.
Fixes#6261.
Reported by: Feldfeld
Differential Revision: https://code.wildfiregames.com/D4203
This was SVN commit r25843.
- Restore original language names, and keep an English fallback in case
the font is missing for some languages.
Fixes: #6023Fixes: #6255
This was SVN commit r25839.
Since 3d7af82328 PetraAI constructed many ships (and cavalry) because
they have the "Ranged" class and we didn't check for "Infantry" anymore
when training workers.
Basically a patch by: @Angen
Differential revision: https://code.wildfiregames.com/D4193
Reviewed by: @Angen
Refs. #6250 by fixing the ships case.
Fixes the concern on 3d7af82328.
This was SVN commit r25828.
PetraAI can't cope with that and it may be a suprise for other players
as well, when a captures production entity has autoqueue enabled.
Differential revision: https://code.wildfiregames.com/D4185
Refs: #6213
This was SVN commit r25819.
Fix map not generating with nubia and steppe biomes (Missing farmsteads
and mercenaries)
Fix an oak being placed no matter the biome and use a biome tree instead
Use the goat instead of a sheep for the alpine biome.
Refs: 4de9c4c164, #6180
This was SVN commit r25816.
std::array leave the values in an undefined state which can very well be
'true'.
Tested By: Freagarach
Fixes#6205
Differential Revision: https://code.wildfiregames.com/D4170
This was SVN commit r25802.
I had used a debug image which I left in and which looks broken.
Removing it defaults to the normal 'missing preview' 0 A.D. image which
looks more correct.
Differential Revision: https://code.wildfiregames.com/D4172
This was SVN commit r25801.
Settings like Landscape, Daytime & team placement are map dependent. If
"random" map is chosen, we first must select the map before selecting
these.
This wasn't done correctly and so starting "random" map that picked e.g.
Unknown could fail.
Biomes were already correctly handled.
Reported by: langbart
Fixes#6227
Differential Revision: https://code.wildfiregames.com/D4173
This was SVN commit r25800.
e0800bc092 introduced a `repairable` toggle, but did not mirage that
function, meaning one could not repair an allied miraged structure.
Reported by: Langbart
Patch by: Freagarach
Refs #6226
Differential Revision: https://code.wildfiregames.com/D4171
This was SVN commit r25799.
Prevents overflow in some translations, and aligns it better with the
tip image.
Patch by: Langbart
Fixes#4754
Differential Revision: https://code.wildfiregames.com/D4167
This was SVN commit r25793.
Updates the map previews of all the Best for MP maps & Empire
This removes the fancy mainland biome switch because it was the only map
to do that and we lack the tools to automate it.
Differential Revision: https://code.wildfiregames.com/D4159
This was SVN commit r25789.
- Actually win at the end, thus advancing the campaign
- Count rams properly
- Show the ready button for the city-phase when cheating.
Reported by: langbart
Fixes#6188
Differential Revision: https://code.wildfiregames.com/D4161
This was SVN commit r25788.
Too similar to either Nearestern Badlands or Mainland.
It seems better to remove it from the filter for this release.
Differential Revision: https://code.wildfiregames.com/D4160
This was SVN commit r25787.
I think there is a small mismatch between CheckMovement & the vertex
pathfinder when computing passability because one is ray-based and the
other just uses edges. However, it's out of my reach to fix it for now.
This can lead to units being stuck near building edges occasionally.
This introduces an un-intrusive recovery strategy (aka a hack) in
HandleObstructedMove that should get the units unstuck.
Should fix#6114 (to a sufficient extent anyways)
Differential Revision: https://code.wildfiregames.com/D4162
This was SVN commit r25786.
Link to the forums instead of solely the known issues. We have an FAQ
button already, and there are fewer known issues than in the past.
Remove the bit about formations, which isn't really relevant anymore,
and instead add a request for contributions.
Differential Revision: https://code.wildfiregames.com/D4156
This was SVN commit r25785.
The pathfinders are not aware about turn time, and pathing becomes quite
poor with such low turn rates, leading to units that take much longer to
move than they used to.
Until the pathfinders are updated, we should refrain from using very low
turn rates on actual units.
Refs #6142
Differential Revision: https://code.wildfiregames.com/D4163
This was SVN commit r25784.
The campaign screen currently shows both the name of the run (selected
by the user) and the name of the campaign. This is, by default, the
same, and thus looks weird.
Reported by: langbart, marder
Tested by: marder
Differential Revision: https://code.wildfiregames.com/D4158
This was SVN commit r25780.
The graphical interface will show autoqueued units as 'ghost' units so
the player gets immediate feedback on what's happening.
The autoqueue disengages if it runs out of resources or entity limits:
this reflects that the autoqueue cannot resume on its own.
By changing the spot where the autoqueue pushes items, the autoqueue no
longer 'buffers' one unit in advance, but remains very slightly less
efficient than manual queuing. This also prevents cheats from leading to
a ton of units accidentally being created.
Accepted By: Freagarach
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4144
This was SVN commit r25779.
There was an issue in 07e44a75a1 that made the game details mostly red
with incompatible mods.
This fixes that: now only the 'Mods' title is red, and I added specific
text to highlight why it's colored that way.
Based on a patch by: Langbart
Differential Revision: https://code.wildfiregames.com/D4153
This was SVN commit r25778.