Removes usages of fixed pipeline functions in shader path.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2944
This was SVN commit r23954.
Differential Revision: D2796
Patch by: Nescio
Reviewed by: Angen, Stan
0 A.D. currently uses the term "Italiote" [sic]. It's best to use
precise language:
Italic refers to a branch of Indo-European and the peoples that speak it
(cf. Celtic).
Italian refers to the modern language, descendant from Latin, the people
that speak it, and their country (cf. Romanian).
Italiot (from Ἰταλιώτης) refers to Greeks living in Italy (cf. Cypriot).
From the context it's clear what 0 A.D. actually means (Samnites etc.)
is Italic.
This patch therefore:
Corrects the art file names.
Also renames the other embassy icons for consistency (cf. D2551).
Corrects the embassy template file name.
Adjusts the affected templates, AI, and map file.
Deletes the unused Celt, Iberian, Italian classes.
Updates the embassy template tooltips (cf. D2578) and cart.json civ file
entries.
Orders the <Identity> node in the templates as specified in Identity.js.
This was SVN commit r23949.
Add missing entries and remove deprecated rotary mill.
Also some cosmetic changes.
Patch by: @Nescio.
Differential Revision: D2887
This was SVN commit r23946.
ShaderModelRendererInternals is defined twice, once by ModelRenderer.cpp
and once by HWLightingModelRenderer.cpp.
Having two different definitions in the global namespace is a violation
of the C++ One-Definition-Rule.
Patch by: StefanBruens
Reviewed By: wraitii, Vladislav
Differential Revision: https://code.wildfiregames.com/D2932
This was SVN commit r23941.
As reported by Freagarach following a7da40ac2f.
32e8ed51aa introduced a "MoveObstructed" message, that could be sent
when the entity ran into obstructions, to stop early.
In HandleObstructedMove, my intention, as written in the comment, was
that the caller would do its thing (call StopMoving(), move out of the
world etc.) and thus ComputeGoal would return early.
However, I mistakenly left the `cmpPosition->GetPosition2D()` in between
that and ComputeGoal, which would then fail.
This fixes that by moving it after the `ComputeGoal` call.
Also add a sanity StopMoving() call to a7da40ac2f's move-out-of-world
call.
Reported by: Freagarach
Differential Revision: https://code.wildfiregames.com/D2935
This was SVN commit r23940.
The default size used to be Medium, when "Normal" makes more sense for
that.
Further, "medium" is now halfway between tiny and giant sizes, which
also makes more sense.
Patch by: Nescio
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D2927
This was SVN commit r23939.
This makes it faster, particularly for small radiuses.
Patch by: badosu
Comments by: elexis
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D2710
This was SVN commit r23938.
Makes the tooltips of technologies that modify armour consise.
Patch by: @Nescio.
Differential Revision: D2579
Reviewed by: @Gallaecio.
This was SVN commit r23937.
A workshop is a more generic place of doing work whilst an arsenal is a
place where artillery is handled, which is the purpose of the structure
in 0 A.D..
Patch by: @Nescio.
Differential Revision: D2756
This was SVN commit r23935.
Those buildings get 1 vision (making them selectable), but no longer
provide vision on their own.
Wall Towers have their vision increased slightly to make it larger than
their attack range and to compensate for it.
Patch by: Nescio
Accepted By: borg-, genava55, wraitii
Differential Revision: https://code.wildfiregames.com/D2505
This was SVN commit r23934.
CLogger.h uses std::deque but doesn't include the required header file.
This fails since 5473393e30 on Arch Linux
Reported by: navigo_ps91
Reviewed By: irishninja
Differential Revision: https://code.wildfiregames.com/D2928
This was SVN commit r23933.
Define them in specific templates as animals generally have specific
actors.
Use values in 0.5 steps and pick them appropriately for each actor.
Patch by: Nescio
Accepted By: wraitii, genava55
Differential Revision: https://code.wildfiregames.com/D2721
This was SVN commit r23930.
Introduced by 21106e011f and d4db7d2e0b respectively, these templates
were introduced without taking gameplay considerations into account, and
players disliked them.
De-activate them from regular play until a better solution can be found.
Test Plan: Check for completeness and correctness. Agree unbuildable is
an improvement over brokenness.
Patch by: Nescio
Accepted by: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2495
This was SVN commit r23928.
This fixes the transfer of key inputs from WxWidgets to SDL, making it
possible to type in the in-game GUI from Atlas.
Also fixes whitespace issues in some Atlas files.
The following improvements are OSX specific:
- fixes an SDL assertion related to unused subsystems in Atlas.
- Remove the 'osxguiapplication' override. This fixes the editor
starting up in the background and not accepting input when launched from
in-game.
- To prevent an issue with sdl/wxwidgets conflict when running from
inside the game, actually boot a new instance (see #2427)
Reported by: wik (Many thanks for your investigations)
Tested by: trompetin17, Stan
Fixes#2427Fixes#2846
Differential Revision: https://code.wildfiregames.com/D2788
This was SVN commit r23926.
Improve unitAI: don't move if the requester can reach us and we are
close enough. This avoids an issue where ships moved more than necessary
when picking up many units.
Also improve requester UnitAI -> retry pickup if the target entity is
Idle.
Improve unitMotion: periodically recompute paths in "known bad path"
mode to adapt to moving targets.
Expose UnitMotion reachability to scripts and other code.
This adds a test map for some common and some tricky pickup cases, using
triggers.
Based on a patch by: causative
Reviewed By: Freagarach
Fixes#3472
Differential Revision: https://code.wildfiregames.com/D665
This was SVN commit r23925.
All entities with UnitAI wastefully listened to global
ConstructionFinished messages. Now the message is only sent to assigned
builders.
Differential Revision: D2697
Reviewed by: @wraitii.
This was SVN commit r23924.
This makes it less likely to add double entries. Also corrects
indentation in the `<StatisticsTracker>`-node.
Patch by: @Nescio.
Differential revision: D2834
This was SVN commit r23923.
Women could already build/repair such buildings, they simply could not
be used to place foundations.
This reduces micro and removes a minor annoyance.
Accepted By: Nescio, borg-, badosu, itms
Differential Revision: https://code.wildfiregames.com/D2911
This was SVN commit r23921.
Promoted units move out of the world but keep their current orders,
which can trigger invalid states.
As cleanup, handle this case in GATHER.FINDINGNEWTARGET
A more general fix seems possible by putting the UnitAI in a default
state.
Reported by: psypherium
Reviewed By: Angen
Fixes#5788
Differential Revision: https://code.wildfiregames.com/D2920
This was SVN commit r23920.
This crash occured on the receiver machine, making it effectively a
remote crash attack.
Reported by: Riddler66
Based on a patch by: elexis
Fixes#5726
Differential Revision: https://code.wildfiregames.com/D2629
This was SVN commit r23918.
Implement a simple HTTP server to start games, receive the gamestate and
pass commands to the simulation.
This is mainly intended for training reinforcement learning agents in 0
AD. As such, a python client and a small example are included.
This option can be enabled using the -rl-interface flag.
Patch by: irishninja
Reviewed By: wraitii, Itms
Fixes#5548
Differential Revision: https://code.wildfiregames.com/D2199
This was SVN commit r23917.
This class is an AI hint that such units are to be treated as moving
fast, e.g. war dogs, or cavalry.
This makes it easier to introduce camels and chariots correctly.
Further work is required to make the AI unit choices less hardcoded.
Patch by: Nescio
Reviewed By: Angen, wraitii
Differential Revision: https://code.wildfiregames.com/D2251
This was SVN commit r23916.
“Rubble Materials” and “Geometric Masonry”, paired techs, could be
researched by most civs. They had limited use, were incoherent with
civ-specific art, and were researchable at wall-towers, at which points
techs that affect walls make less sense.
As such, they are deleted.
Patch by: Nescio
Accepted By: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2880
This was SVN commit r23915.
The "health" of the palisade wallset was not being displayed correctly
in the
Structure Tree for any civ that didn't have the same resultant civbonus
effect
as the first civ shown when the 'Tree was opened.
The issue was caused by caching the parsed form of an entity template
when it is
first requested, then using that for *every* civ.
This wouldn't matter if every civ had completely different entities from
every
other civ, and no civ had civbonus technologies that affect shared
entities.
However, in "vanilla" 0 A.D., the templates of the palisade wallset, and
those
of the sheep, pig, and goat trainables, are shared between multiple
civs. And
the athen, brit, gaul, mace, and spart civs all have civbonus
technologies that
affect structure health.
(And as for mods, who knows...)
The solution provided here is to cache parsed entities by civ, like we
already
do with technologies.
Issue raised by @Nescio in b2842e8021
This was SVN commit r23913.
The code assumed that a player was being passed when it wasn't.
Reported by: Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D2904
This was SVN commit r23910.
Removing strict binding of selection to footprint by adding optional
choice similar in footprint. If present, that one will be used, else it
will fallback to footprint size.
Allowing to use any selection shape without affecting gameplay, because
foorprint is used for projectile hit detection.
Differential revision: https://code.wildfiregames.com/D2844
Reviewed by: wraitii
This was SVN commit r23900.
Ranged units have a base walk multiplier of 1.2, melee of 1.0. Pikemen
are slightly slower.
Heros have 100 vision range, infantry have 80.
Approved by: borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D2884
This was SVN commit r23895.
This patch fixes some oversights missed in recent commits:
* `pers.json` entry in D2532/d1d4a1d6b9.
* `brit.json` entry in D2533/c04a1ebac3.
* Delete two auras rendered obsolete in D2686/c1d71abe0b.
* Tooltip and `mace.json` entry in D2867/9eff418cb5.
* `maur.json` entry in D2821/133d163689.
* `sele.json` entry in D2858/95cc3937bd.
* Indentation, tooltip, and `{civ}.json` entries in D2839/32615ae6be.
* Indentation, tooltip, and `{civ}.json` entries of Hellenistic
Metropolis technology.
* Purged some non-existent things in various `{civ.json}` files.
* Added a history string and updated the technology tooltip for the
Immortals.
* Fixed Cart walls civ bonus tooltip.
Patch by: Nescio
Reviewed By: borg-
Differential Revision: https://code.wildfiregames.com/D2885
This was SVN commit r23894.