Make all the props in the blacksmith buildings separate
Add three tools, one hammer, two tongs
Use the new briton shields on the blacksmith
Use the new helmets on the blacksmith
Add new crates, and gives it a bit more geometry.
Update the anvil eyecandy prop
This was SVN commit r22290.
Speed up edge update by being clever, only updating dirty tiles instead
of everything (effectively doing to "TODO be clever" here).
This is a substantial speed improvement when an update is necessary.
Differential Revision: https://code.wildfiregames.com/D1834
This was SVN commit r22279.
Following 809f297707, this decouples the hierarchical pathfinder and the
long pathfinder. The long pathfinder was the class owning the
hierarchical pathfinder, which didn't particularly make sense and
resulted in some interface awkwardness.
At the moment, the long pathfinder still needs to hierarchical
pathfinder to compute paths (to make sure they are reachable).
Differential Revision: https://code.wildfiregames.com/D1867
This was SVN commit r22278.
This:
- cleans up a code duplication and clarifies the intent.
- reorders things around for clarity
- improves variable names.
Commented By: elexis
Differential Revision: https://code.wildfiregames.com/D1840
This was SVN commit r22277.
def47cb7ae had an issue where the move speed was not correctly reset
after chasing a unit.
Reported By: Angen
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D1861
This was SVN commit r22275.
Replace the old spears by new spear models,
Use the eyecandy barrel instead of the one, hence removing useless
underground geometry
Use the eyecandy anvil instead.
Add smoke to the chimney,
Fix the roof UVMapping
Rename to gaul.
This was SVN commit r22274.
Added gather meat position for carthaginian cavalry spearman italic,
they were standing above the horse when gathering meat
This was SVN commit r22269.
*New Horse textures
*New Horse fauna (Breed, Marwari, Lusitano, Celtic)
*Cleaner distribution of animations for riders and horse files
*Better usage of variants to reduce amount of lines in Horse Actors
*Chariot for Kushites Done by @Sundiata
*Single armature for chariots
The missing riders will be added in the next commit.
Patch by: @Alexandermb
Reviewed by: @Lordgood, @Stan
This was SVN commit r22260.
removes <SpecificName> from the generic template_* files
removes <GenericName> from the gaia/ruins/* files
removes <GenericName> from the gaia/treasure/* files
removes <Icon> from the gaia/treasure/* files if it's identical to the
parent template
adds the appropriate actors to their specific children in the cases they
were not yet included there
adds the appropriate specific names to their specific children in the
cases they were not yet included there
use title case for the gaul theatron
<Actor> is still present in the following generic templates:
template_formation.xml
template_unit_catafalque.xml
Reviewed by: @Stan
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D1759
This was SVN commit r22256.
Iterating using a for..in over an array returns the indices as string,
not number, which C++ did not accept.
Differential Revision: https://code.wildfiregames.com/D1864
This was SVN commit r22254.
The vertex pathfinder was implemented directly in CCmpPathfinder,
instead of being a separate helper like the hierarchical pathfinder or
the long pathfinder.
This moves it to its own helper VertexPathfinder, which gets us ready
for D14 and pathfinder threading. Some struct definitions need to be
moved around.
Differential Revision: https://code.wildfiregames.com/D1855
This was SVN commit r22253.
Because of the limited precision of our fixed-point numbers, the
timeLeft calculation could sometimes return results above the actual
time left, resulting in units moving a few fixed::epsilons farther than
they should be, which makes them switch to the running animation. This
was rather unstable however, so there was a constant 'flickering'
between walking and running.
If we divide last instead of first in the operation, the errors get
gobbled up by the division and we no longer have this issue.
Reported by: wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D1856
This was SVN commit r22249.
Motive behind the change: calls to Profile() currently crash unless they
are triggered from the main thread, but it's somewhat difficult to know
that from the code. It makes more sense to silently ignore those
particularly so we can easily have the same code be threaded or not.
This also removes a few profiling calls that don't make much sense.
Differential Revision: https://code.wildfiregames.com/D1853
This was SVN commit r22248.
Following b56f7f39d4 I dwelled in the fogging code. Some confusion could
have been avoided by some comments.
Also early-exit the loop to avoid doing un-necessary js->c++
transitions.
Reviewed By: Itms
Differential Revision: https://code.wildfiregames.com/D1737
This was SVN commit r22247.
1x1 is now a 1x1 grid unit for the game 2x2m unit in blender , that you
can see using THE Wireframe mode or the special texture in atlas.
Resize and adapt existing foundations accordingly
Unify construction dust, it only appears when building (scaffold
variant)
Add 64 foundations from 2x1 to 9x9 and corresponding dirt decals
Add three new scaffolds based on Lordgood's for walls
Rename props to use lowercase names as per art conventions and update
the maps accordingly.
Use 0x instead of a b c and d as per the art convention.
Add missing materials tags, and only use special textures when necessary
Template update will be done in the following commit.
This was SVN commit r22239.