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Author SHA1 Message Date
46a5b704ac Avoid GUI errors for captured structures with paired tech of different civ.
If there is a building that has a paired tech researchable, where the
two techs have a civ requirement but the parent pair tech doesn't, then
the selection panels will throw errors.
This has happened with add6b0206c,
https://wildfiregames.com/forum/index.php?/topic/24732-de-alpha-24/page/2/
and other incidences.
Now when both paired techs have an unmet civ dependency they are not
shown, when one of them hasn't, it is shown.

Fixes: #5915
Original patch by: @elexis
Changes by: @Freagarach
Differential revision: D2171
Comment by: @Imarok
This was SVN commit r24621.
2021-01-15 08:55:01 +00:00
6a871f7d3c Building snapping loading screen tip.
Since many players might not notice the new snapping feature
(a8f241da5d), a loading screen tip is nice.

Patch by: @elexis
Differential revision: D2545
Comments by: @bb, @Nescio, @vladislavbelov
Some minor changes by: @Freagarach
This was SVN commit r24620.
2021-01-15 08:47:31 +00:00
313bd29786 Add loading screen tip for heroes.
Because heroes permanently die (de3ed2cd19) it is nice to users of that.

Differential revision: D3294
Comments by: @Nescio, @Stan
This was SVN commit r24619.
2021-01-15 08:36:57 +00:00
0944856cc1 Allow hotkeys/config settings to be empty.
This changes ConfigDB to support empty settings, marked with `= ""`. It
also changes hotkey to handle unused hotkeys, but stil have them appear
in the hotkey editor.
Fixes an issue where the current editor would bug when saving an empty
hotkey.
Removes the old system for unused hotkeys, adjust hotkey files
accordingly.

Reported by: FeldFeld
Differential Revision: https://code.wildfiregames.com/D3307
This was SVN commit r24618.
2021-01-15 08:05:10 +00:00
e5bd8a7aa5 Fix Jebel Barkal giant.
Adjusts the jb.js to not try and place walls outside of the map.
Only adds really added walls to the entity list (refs. #5919).

Patch by: @elexis
Differential revision: D3299
Tested by: @Freagarach, @Stan
Fixes: #5177
Refs. #5150

This was SVN commit r24617.
2021-01-15 07:59:19 +00:00
292d2c5d19 NetClient: don't LOGERROR when flushing messages while disconnected.
The NetClient code is now threaded, and this means it can try to flush
messages while 'knowingly' being disconnected.
This can be avoided by storing some state in NetClientSession

Improves 2d40068cd1, refs #3700

Differential Revision: https://code.wildfiregames.com/D3352
This was SVN commit r24616.
2021-01-15 07:54:55 +00:00
03fa2f4728 [Gameplay A24] - Adjust elephant temlate values.
- Changes the Hero Elephant damage to twice that of Champion Elephants
(consistent with other classes).
- Reduces Champion Elephant crush damage resistance to the same of other
Champions.
- Give all elephants the same walk speed.
- Removed the bonus vs cav from GAIA elephants.

Patch by: @Nescio
Differential revision: D2853
Reviewed by: @borg-, @wraitii
Comments by: @Feldfeld
This was SVN commit r24615.
2021-01-15 07:49:35 +00:00
9c88071149 Fix gamesetup map size not updating for clients.
Clients don't get map size updates shown in the gamesetup (they do
appear in the description).

Tested by: Freagarach
Differential Revision: https://code.wildfiregames.com/D3351
This was SVN commit r24614.
2021-01-15 07:48:12 +00:00
8421ba77fb Fix PetraAI not building many houses.
Previous to 7f77cf2f3e the AI got its population bonus per entity from
the Cost component, which every entity happened to have.
Thereafter, the population bonus was handled by a separate component,
which was not always present leading to `(void 0)` additions to the pop
cap and PetraAI not constructing houses.

Differential revision: D3360
Reviewed by: @Angen, @wraitii
This was SVN commit r24613.
2021-01-15 05:59:23 +00:00
89060a3efa [Gameplay A24] - Enable elephant stables for all civs with elephants.
And moves elephant training thereto.
This means the Persians get to train them again, by popular demand.
Mauryas are not the only ones anymore that have the elephant stables,
but they can build it earlier.

Patch by: @Nescio
Differential revision: D3362
Reviewed by: @borg-
This was SVN commit r24612.
2021-01-15 05:53:26 +00:00
c064772609 Adjust subsection sizes of civinfo page
To better fit the content being displayed.

Patch by: @Nescio
Accepted by: @s0600204
Differential Revision: https://code.wildfiregames.com/D3295
This was SVN commit r24611.
2021-01-14 22:56:54 +00:00
6fa478e31a Fix common OOS following 7460d0e56e.
7460d0e56e uses a GCHashTable to recognize objects. However, It should
have used MovableCellHasher to maintain a stble hashmaps when GC
pointers change.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3363
This was SVN commit r24610.
2021-01-14 20:08:32 +00:00
346bd50c8c Do not show message box in lobby for an empty message with no sender.
Reviewed By: wraitii
Trac Tickets: #5348

Differential Revision: https://code.wildfiregames.com/D3354
This was SVN commit r24609.
2021-01-14 19:12:12 +00:00
86ddf09640 [Gameplay A24] - Drastically change artillery attacks.
Artillery is not that effective in 0 A.D., partly because their damage
per second is unimpressive (especially compared to rams or war
elephants), partly because of their splash damage.
Splash damage was added in f72d820cd4 (nearly eight years ago). The
values have changed multiple times, as has the exact calculation (see
simulation/components/Attack.js). While it's quite interesting in
theory, in practice it's not that effective. @fatherbushido explained
how it works on the forums. It's important to understand the actual
splash damage depends on the distance to the centre of entities, in
contrast to ordinary attacks, which do full damage when they hit the
footprint (edge).
Splash damage has some serious problems:
- It may have no effect vs entities with footprints longer than the
splash radius, such as many (most?) structures and warships.
- The AI does not take it into account.
- It's anachronistic: exploding shells did not exist yet in 0 A.D.'s
timeframe. Missiles were rigid objections, and even the very largest
projectiles were well under a metre in diameter.

This patch therefore removes splash damage from artillery (except bolt
shooters).
Fireships and fireraisers now deal fire damage instead of a combination
of other damage types.

Basically, stone throwers are good against large unit masses and
structures only, while bolt shooters are unit killers.
Artillery and bolt towers no longer get additional projectiles from
garrisoned units.
Roman artillery does not get a larger range but keeps the increased
damage.

Patch by: @Nescio
Differential revision: D2494
Reviewed by: @borg-, @wraitii
Comments by: @Angen, @Stan
This was SVN commit r24608.
2021-01-14 16:18:26 +00:00
c2f5ddfc68 Fix wrong variable usage in UnitActions.js.
Introduced in 32583008a0. Experienced by @wraitii.

Differential revision: D3359
Reviewed by: @wraitii
This was SVN commit r24607.
2021-01-14 12:29:26 +00:00
0c673522b6 [Gameplay A24] - Adjust some siege engine stats.
- Changes footprints to better match their visuals.
- Lowers ram cost to compensate for ther reduced effectiveness (against
units).
- Loot = 20% cost.
- Change experience loot to relate to health.
- Give Kush ram +2 garrison capacity and +20 attack damage since it is
the same actor as the Persian ram.
- Adjust fireraiser template.

Patch by: @Nescio
Differential revision: D3345
Reviewed by: @borg-
This was SVN commit r24606.
2021-01-14 12:27:05 +00:00
837a9dfac5 [Gameplay A24] - Move shared vision / dropsites to CC.
Since they are conceptually more policical techs than commercial.

Patch by: @Nescio
Differential revision: D3321
Reviewed by: @borg-
This was SVN commit r24605.
2021-01-14 12:17:46 +00:00
9a3da390b9 [Gameplay A24] - Seperate forge armour techs.
This separates the pierce and hack damage resistance techs but lets them
apply to all soldiers (including elephants).

Patch by: @borg-
Differential revision: D3287
Reviewed by: @Nescio, @wraitii
This was SVN commit r24604.
2021-01-14 12:14:03 +00:00
e3b2cc61c1 Use the same background for the techs.
This was SVN commit r24603.
2021-01-14 12:11:17 +00:00
3886776a04 Fix some icons as per Nescio's comment on 0138039a67
Refs: https://code.wildfiregames.com/D1779 14a8ec3b20

This was SVN commit r24602.
2021-01-14 11:09:08 +00:00
b594266008 Use correct hotkey in tooltip of Reference Suite's Close Buttons
The various pages of the Reference Suite (`structree`, `civinfo`,
`viewer`) all
use the same `CloseButton` object, and the same hotkey to close each
page.

The hotkey that is listened for is the one assigned to `cancel`, however
the
tooltip was attempting to display the hotkey assigned to `close` (which
doesn't
actually exist).

This was SVN commit r24601.
2021-01-14 01:48:21 +00:00
5b626246ae Removes remaining after 6f3b4b31fd shadow calculations in water models.
This was SVN commit r24600.
2021-01-13 23:31:37 +00:00
a9c27b412b Removes CPU lighting after no FFP
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3346
This was SVN commit r24599.
2021-01-13 21:03:55 +00:00
6f3b4b31fd Removes GLSL shaders code duplication for fog and shadows
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3340
This was SVN commit r24598.
2021-01-13 20:44:27 +00:00
f06733f305 [gameplay A24] Enable gaul assembly
Refs: https://code.wildfiregames.com/D3320

Patch by: @Nescio
Reviewed by: @borg-
Differential Revision: https://code.wildfiregames.com/D3344
This was SVN commit r24597.
2021-01-13 15:59:58 +00:00
847793ee7f Do not count formation members as 'idle' if the controller is not.
This made citizen workers show up in the 'idle worker' GUI button when
e.g. formation-patrolling between two points (since 6778fc4ea6 / D2913)

Co-written with: Freagarach

Differential Revision: https://code.wildfiregames.com/D3335
This was SVN commit r24596.
2021-01-13 15:27:18 +00:00
6ed6dcdfd9 Fix xmlvalidator following a4852c4c01
The xmlValidator complained about GUI pages.
ff924aaffc missed that script.

Fixes #5912

Differential Revision: https://code.wildfiregames.com/D3349
This was SVN commit r24594.
2021-01-13 10:33:01 +00:00
65772447f7 Fix shadows-on-water option.
Fixes 26f7a3df96 & 8a1b3d6769.
Use watershadows instead of shadowsonwater for coherence.

Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3348
This was SVN commit r24593.
2021-01-13 10:04:25 +00:00
9bfdc46aa3 Fix issue with duplicate tags. Perl script doesn't like it.
This was SVN commit r24592.
2021-01-13 09:15:02 +00:00
ae5e10b956 Fix typo in e8d99aedee after rebasing.
Spotted by @Angen.

This was SVN commit r24591.
2021-01-13 09:01:45 +00:00
5bd78d774d [Gameplay A24] - Alter ptol structure bonus.
Remove free structures but reduce their wood cost.

Patch by: @Nescio
Differential revision: D3329
Reviewed by: @borg-
This was SVN commit r24590.
2021-01-13 07:00:55 +00:00
e8d99aedee [Gameplay A24] - Change nisean_horses technology.
Nisean war horses were reserved for the heaviest shock cavalry (i.e.
champion spearmen in 0 A.D.).
- Limit to Champion Cavalry Spearmen.
- Increase training time by 10%.
- Food cost raised to 400.
- Made the "Horse Breeding" technology a requirement.

Original patch by: @borg-
Taken over by: @Nescio
Reviewed by: @borg-
Comments by: @Feldfeld, @Palaxin, @ValihrAnt
This was SVN commit r24589.
2021-01-13 06:54:21 +00:00
fd904dd635 [Gameplay A24] - Add new Gaul civ bonus.
Giving their cavalry +10% melee attack damage.

Patch by: @Nescio
Differential revision: D3328
Reviewed by: @borg-
This was SVN commit r24588.
2021-01-13 06:40:40 +00:00
0138039a67 Add some new technologies icons and update some others from Delenda Est
This was SVN commit r24587.
2021-01-13 02:36:14 +00:00
90bdbc9470 Add a unused gaul carnyx player actor for https://code.wildfiregames.com/D3320
This was SVN commit r24586.
2021-01-13 01:48:23 +00:00
b7443e5508 Improved sounds by @Samulis.
Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24585.
2021-01-13 01:40:13 +00:00
401d76e1c0 Improved sling impact sounds by @Samulis.
Rename to match conventions, set piority to 80 as per the wiki.

Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24584.
2021-01-13 01:39:50 +00:00
501ce20226 Improved shield impact sounds by @Samulis.
Rename to match conventions, set piority to 80 as per the wiki.

Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24583.
2021-01-13 01:31:58 +00:00
882459ebc3 Improved arrow impact sounds by @Samulis.
Rename to match conventions, set piority to 80 as per the wiki.

Refs: #5856 https://code.wildfiregames.com/D3113

This was SVN commit r24582.
2021-01-13 01:21:43 +00:00
2f32b68f1a Fix priorities according to https://trac.wildfiregames.com/wiki/SoundGroup
This was SVN commit r24581.
2021-01-13 00:53:38 +00:00
e5339a66c6 Improved construction sounds by @Samulis
While at it fix the priority following
https://trac.wildfiregames.com/wiki/SoundGroup

Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24580.
2021-01-13 00:48:44 +00:00
735c8918af Improved gather meat sounds
Fix an incorrectly named variant,
Enable gather meat sounds
Replace the sword attack sound by a knife attack sound

Patch by: @Samulis
This was SVN commit r24579.
2021-01-13 00:06:03 +00:00
0f1ba33750 Improved lumbering sounds by @Samulis
Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24578.
2021-01-12 23:55:15 +00:00
e5cbd3decd Removes unused GL texture properties after removed FFP.
This was SVN commit r24577.
2021-01-12 23:18:29 +00:00
f1a3b446f7 Removes the unused terrain rendering function after removed FFP.
This was SVN commit r24576.
2021-01-12 23:14:08 +00:00
2556fb9ba9 Use the correct sound for healer creation
Patch by: @lion.kanzen
This was SVN commit r24575.
2021-01-12 23:08:22 +00:00
5093182c4e Improved foraging leaves sound (when gathering fruit). Actually enable the sound. Fix naming.
Patch by: @Samulis
This was SVN commit r24574.
2021-01-12 23:02:57 +00:00
01c10bf74d New selection sound for the library by @lionkanzen
This was SVN commit r24573.
2021-01-12 22:47:05 +00:00
f44c16462b Improved archery sounds by @samulis
Refs: ​https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24572.
2021-01-12 22:42:14 +00:00
3a1dbf315e Improved javelin attack sounds by @Samulis
Refs: https://github.com/0ADMods/SoundsMod/pull/2

This was SVN commit r24571.
2021-01-12 22:33:07 +00:00