caused by a79a47effe and de3ed2cd19 petra will be blocked by not being
able to train hero again as she does not do rotations.
add check for matchlimits reached for permadeaths
more propper solution to handle training with numbers greater than 1
will be needed in the future.
Differential revision: D3559
Accepted by: @Freagarach
This was SVN commit r24897.
692e236499 assumed that `this.capacities` would always exist, but that
proved incorrect, in particular if a value modification message is sent
before ownership change is processed.
Fix that by initializing them on init.
Reported by: Langbart
Fixes#6019
Differential Revision: https://code.wildfiregames.com/D3562
This was SVN commit r24896.
- e7e218a3bc contained a small mistake: this.order wasn't cleared when
clearing the orderqueue, which led to a broken codepath in
PushOrderFront.
- Since 71a61d5f50, formation orders their members to reform in IDLE.
This will automatically pack any unpacked siege.
Reported by: langbart
Tested by: langbart
Fixes#6018
Differential Revision: https://code.wildfiregames.com/D3561
This was SVN commit r24895.
Add a fallback material for the basic_trans_wind_parallax_spec.xml so it
default to a less costly one on lowest settings.
Rename basic_trans_wind_parallax_spec.xml to
basic_trans_wind_norm_spec.xml to reflect there is no parallax disabled.
Discussed with @vladislavbelov.
This was SVN commit r24889.
- Remove unused decals as the rubble takes over
- Add destruction smoke to most buildings
- Fix very small destruction smoke for gates
- Fix fortress props "popping up" when ranges and arsenals are
destroyed.
This was SVN commit r24878.
When giving several queued formation-walk orders, then a queued
non-formation order (such as gathering), the gather order would be
silently dropped. This did not happen if only one formation-walk order
was given, which is why this issue was not noticed in 59d0885d68
To fix it, explicitly only drop pre-"leave formation" orders in the
queue for formation members.
Reported By: faction02
Differential Revision: https://code.wildfiregames.com/D3550
This was SVN commit r24869.
COMBAT.APPROACHING will fallback to WalkAndFight if the order is forced
and the movement fails (happens e.g. on target death).
That behaviour was added in 5568bd4c16 (and tweaked in d9c6879450), to
make the unit move to the general position asked by the player as a
fallback.
However, it did not allow capture, which meant units would occasionally
start attacking structures, instead of capturing (the default).
This makes that fallback allow capture in all cases, which is generally
more expected than the reverse.
Fixes#6003
Differential Revision: https://code.wildfiregames.com/D3548
This was SVN commit r24866.
5d96346ac5 proved unsufficient to fix formation 'waltzing'. This is a
better fix, which makes sure units actually try to reach their
designated offset in the first place.
Further, it removes code that recalculated offsets un-necessarily, which
led to an issue with "sloppy" formations such as open and closed orders.
Fixes#5997
Differential Revision: https://code.wildfiregames.com/D3543
This was SVN commit r24865.
When reforming manually, the case of formation template beeing the same
was ignored what resulted in creating new formation controllers.
Differential revision: D3542
This was SVN commit r24859.
FSM states would be left/re-entered, resetting the timer, which did not
happen pre a16e7c0a56 and is undesirable in general.
This explicitly checks for a few cases where timers are relevant.
Essentially a Patch by: Freagarach
Differential Revision: https://code.wildfiregames.com/D3531
This was SVN commit r24855.
When closing the mod downloader, the list of enabled mod is reset, which
can lead to an out-of-index assertion failing in the engine if an
enabled mod was selected before.
Reported by: Vas
Fixes#6001
Differential Revision: https://code.wildfiregames.com/D3537
This was SVN commit r24854.
Gamesetup Net synchronisation messages are sent on any change, which
includes slider changes. They can be quite slow for clients to process,
so it makes sense to introduce some 'debounce' here. I picked 400ms
somewhat arbitrarily.
Sliders also call UpdateGameAttributes, which can also lag, so run it
only once per 50ms at most.
Reported by: nani
Differential Revision: https://code.wildfiregames.com/D3536
This was SVN commit r24852.
86ddf09640 had buffed them by giving them Fire damage, which ships have
no resistance against. This made the too strong.
Patch By: Feldfeld
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3538
This was SVN commit r24851.
As pointed out by Edwarf in the forum post, the elephant stable is
rather expensive compared to the arsenal (both are city-phase
structures).
This patch keeps the elephant stable's resource costs unchanged (it is
visually larger than the other three military structures), but lowers
the building time from 240 s to 180 s.
Differential revision: D3515
Reviewed by: @borg-
Patch by: @Nescio
This was SVN commit r24850.
As pointed out by Edwarf in this forum post, the espionage technology is
rather expensive. This patch removes the wood and stone costs and
reduces the research time.
Differential revision: D3516
Reviewed by: @borg-
Patch by: @Nescio
This was SVN commit r24849.
Post f78d3ddf71, chat uses a list, which has natively a larger interline
space.
This introduces a new style to revert to A23-like interline, making chat
denser and better looking.
Patch By: nani
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3533
This was SVN commit r24846.