This overall decreases the deathball effect from units walking to each
other a bit.
- Fix formations - this cleans up a UnitMotion hack for formations,
making it possible to increase pushing ranges without breaking closely
knit formations like testudo.
- Make MINIMAL_PUSHING and the MOVE_EXTENSION configurable, and add a
STATIC_EXTENSION as well.
- Increase the pushing range significantly, making units sparser.
Differential Revision: https://code.wildfiregames.com/D4098
This was SVN commit r25708.
- Rename to subalpine to fit the theme better & tweak tooltip
- improve the shore textures
- remove the snow dir texture which contrasted too heavily.
Differential Revision: https://code.wildfiregames.com/D4027
This was SVN commit r25701.
- Change the grass actor, which was too lighting dependent and heavy on
performance
- Change the main terrain texture which was quite noisy
- Change shore textures to be more seamless.
Based on a patch by: marder
Differential Revision: https://code.wildfiregames.com/D4025
This was SVN commit r25700.
Switch some logic from C++ to JS in PREGAME for player assignments. Refs
#3049Fixes#6204
Reported by: Imarok
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4092
This was SVN commit r25699.
A GUI sprite can have e.g. "color:" and "stretched:", but 'sprite' was
moved from after the first call.
Refs #6206
Differential Revision: https://code.wildfiregames.com/D4094
This was SVN commit r25698.
Reverts D1762 / 014c2922f2.
Because any territory connected to a root does not decay, this made it
possible to anchor CC territories by adding a fortress somewhere, thus
making it much, much harder to push against an enemy territory.
This led to a much more turtley gameplay and overall made the game
worse.
For now, I do not reintroduce the larger territory range (which was
reduced in 014c2922f2).
Differential Revision: https://code.wildfiregames.com/D3989
This was SVN commit r25697.
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57
Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
As a side effect of 6b7a80b260, this is now trivial to do.
We don't (currently) have any aura-based civ bonuses in Vanilla 0A.D.,
but hopefully modders will find it useful.
This was SVN commit r25690.
(The `civ` key (in the team bonus aura templates) was added in
190d6e7cf5 for the
purpose of identifying which aura belongs to which civ. It's no longer
used.)
Proposed by: @Nescio
Comments by: @Freagarach
Refs: 190d6e7cf5
Differential Revision: https://code.wildfiregames.com/D3864
This was SVN commit r25689.
std::atomic<bool> does not value-initialise the boolean.
This caused windows tests to use way too much CPU and fail.
Differential Revision: https://code.wildfiregames.com/D4089
This was SVN commit r25687.
Fixes 592453c62f
wasObstructed and wentStraight are not reset when Move() isn't called,
but PostMove may still be called (if the unit was pushed). This will
OOS.
Differential Revision: https://code.wildfiregames.com/D4088
This was SVN commit r25686.
This shows off the new maps, and shows off campaigns in a straighforward
manner.
Differential Revision: https://code.wildfiregames.com/D4020
This was SVN commit r25684.
Forgotten in c012888e2a. This is useful for campaigns that would want to
use the full gamesetup, and in general makes the gamesetup slightly more
flexible.
Differential Revision: https://code.wildfiregames.com/D4082
This was SVN commit r25683.
Food/Wood techs now cost Wood and metal (with food techs being slightly
less expensive as they provide less bonus). Metal/Stone techs now cost
Food and Stone instead of Wood and Metal, reducing the load on those
resources, and making Stone slightly more critical.
Initial work by: Nescio
Accepted By: chrstgtr, Valihrant
Differential Revision: https://code.wildfiregames.com/D3704
This was SVN commit r25682.
- Support biomes
- Hills, forests, food & metal mines won't spawn on the isthmus anymore,
to avoid obstructions and make things a little fairer
- Stone mines spawn only on the isthmus and players start only with
small stones
- Tidier forests
- The central passageway is sometimes slightly offset left/right
- The central passageway is surrounded by a walkable shallow, which
prevents effectively walling the actual passageway.
- Widen the river slightly.
Overall the intention is to make the map less of a turtle-fest, though
it remains chokepointy by nature.
Differential Revision: https://code.wildfiregames.com/D4062
This was SVN commit r25681.
- Denser forests
- frozen lake biome gets some watery holes in there, just to make it
slightly more mazey.
- Tweak the lighting of the specific biomes to avoid overexposing the
ground textures.
Differential Revision: https://code.wildfiregames.com/D4073
This was SVN commit r25680.
- Slightly denser forests with the new helper
- good default biome for African Plains in Atlas.
Differential Revision: https://code.wildfiregames.com/D4072
This was SVN commit r25679.
- reuse settings from the temperate biome
- More wood / slightly denser
- replace the aleppo pine with the Fir, looks better
- Rework the terrain textures
Differential Revision: https://code.wildfiregames.com/D4061
This was SVN commit r25674.
- Support the 3 african biomes.
- Bigger forests (same # of trees overall)
- More hills/watering holes, more animals there.
Differential Revision: https://code.wildfiregames.com/D4060
This was SVN commit r25673.
The new texture is less visually intrusive thus a better general fit.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4026
This was SVN commit r25671.