1
0
forked from 0ad/0ad
Commit Graph

22658 Commits

Author SHA1 Message Date
adcd1d105c Improve the validator.py script. Fix false positives with particles and variants. Use a logger instead.
This was SVN commit r26333.
2022-02-09 22:07:36 +00:00
0e1da6af7a Add missing spec map on the 7x9 decal reported by source/tools/xmlvalidation/validator.py
This was SVN commit r26332.
2022-02-09 21:37:09 +00:00
d8aac590d0 Some new Roman helmet textures. Actors coming.
This was SVN commit r26331.
2022-02-09 18:35:55 +00:00
6010cc9aab Attempt to fix some animation variant files.
This was SVN commit r26330.
2022-02-09 18:33:49 +00:00
fa446685c8 - Move Carthaginian skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Delete old and (now) unused examples.
- Renamed textures to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors where applicable).
- Attempt to set all txt/xml files to EOL-native

This was SVN commit r26329.
2022-02-09 18:31:53 +00:00
93b22c5f86 Allow cheats to convert units to arbitrary players.
This allows the "wololo" cheat to switch units to an arbitrarily defined
player. If no player is specified, it defaults to the player entering
the cheat.
The player manager will warn when using a wrong player number.

Patch by: @Nullus
Differential revision: https://code.wildfiregames.com/D4479
Comments by: @Stan
This was SVN commit r26328.
2022-02-09 15:49:26 +00:00
9417a345d1 Allow selecting multiple non-owned entities when control all is on.
(Not with dragging, since that would be hard to use, UX-wise.)
It allows easier debugging; less switching between players.

Differential revision: https://code.wildfiregames.com/D4477
Comments by: @asterix, @Silier, @Stan
This was SVN commit r26327.
2022-02-09 07:02:14 +00:00
d0549d7994 Use (civ-specific) standards to show formations.
Since we can have battalion-style formations (a70a20fd42), it is nice to
show a TW-style banner for them.
Code adapted from @Silier at
https://wildfiregames.com/forum/topic/68008-formation-standards-total-war-style-flags-over-battalions/.

Differential revision: https://code.wildfiregames.com/D4467
Comments by: @asterix, @Silier
Refs. #4545

This was SVN commit r26326.
2022-02-09 06:54:12 +00:00
Angen
ed70f931ba Fix missing implicit conversion in TradeDialogBarterPanel
undefined is not boolean

Implicit conversions required since 0406c4dfde

Fixes: #6429

This was SVN commit r26325.
2022-02-08 20:45:28 +00:00
621f5ce77b Fix Italian texture refs for these actors. Noticed by @Stan.
This was SVN commit r26324.
2022-02-08 18:40:10 +00:00
25681c99eb Add new Punic Cavalry for Carthage and Persian Skirmish Cavalry actors for Seleucids. Will improve on these later.
This was SVN commit r26323.
2022-02-08 18:37:34 +00:00
58a6b13cb5 Improve the look of the 3 Roman heroes.
This was SVN commit r26322.
2022-02-08 18:34:57 +00:00
03d04385b2 Additional unit variants added.
Props additions and improvements.
Made the long cape use more variants.

This was SVN commit r26321.
2022-02-08 18:33:48 +00:00
2e02f885c1 Add garrisoned and projectile prop points to cart houses. Fix naming conventions for the meshes and the ao textures.
Refs: https://code.wildfiregames.com/D4421
Refs: #4581

This was SVN commit r26320.
2022-02-08 11:17:08 +00:00
729835d59c Restore the tooltip style for the Civ Overview page.
Patch by: @Langbart
Fixes: #6380
Differential Revision: https://code.wildfiregames.com/D4481
This was SVN commit r26319.
2022-02-08 10:11:29 +00:00
f763f20535 - Move Italian/Italiote/Samnite skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Delete old and (now) unused examples.
- Renamed textures to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors where applicable).
- Attempt to set all txt/xml files to EOL-native

This was SVN commit r26318.
2022-02-08 09:26:08 +00:00
3994105946 Fix checkrefs after ea72437739.
Noticed by checkrefs by @Stan.

Differential revision: https://code.wildfiregames.com/D4480
Reviewed by: @Stan
This was SVN commit r26317.
2022-02-08 05:55:01 +00:00
c0d0bb850d Disable transparency for performance on some helmets. Don't use parallax, as it does nothing but artifacts on normals with no alpha channel.
EOL to native.

This was SVN commit r26316.
2022-02-07 14:11:41 +00:00
cedc674ef7 - Move Arab skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed them to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors while I'm at it).
- Fix texture refs for some spart textures noticed by @Stan.

This was SVN commit r26314.
2022-02-07 08:12:19 +00:00
ddce577e59 - Move Spartan skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed them to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors while I'm at it).
- Attempting to use the correct SVN move commands this time.

This was SVN commit r26313.
2022-02-07 05:42:20 +00:00
845932ea55 Some unit props:
- Boeotian cavalry helmet with "plume" as seen in many references.
Bronze, Gold, and Silver variants. Silver crested Boeotian helmet with
laurel wreath.
- Custom pelte shield for the Spartan Phalangite.
- Special helmet for the '300' Leonidas.

This was SVN commit r26311.
2022-02-07 05:22:41 +00:00
be16ffe802 - Move Athenian skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed them to the new texture naming standards.
- Adjust unit actor refs for these textures.
- Accidentally used the wrong svn move option this time. Will use
correct one moving forward.
- Thanks be to @Stan for his assistance.

This was SVN commit r26310.
2022-02-07 03:02:36 +00:00
8ca4afcf20 Add garrisoned, smoke, and projectile prop points to brit houses. Fix naming conventions for the meshes.
Refs: D4221, #4581

This was SVN commit r26309.
2022-02-06 11:55:04 +00:00
119348f976 Add garrisoned and projectile prop points to ptol houses. Fix naming convention issues.
Now that they do not trigger errors anymore, restore the old houses as
variations.

This was SVN commit r26308.
2022-02-06 11:13:01 +00:00
Angen
0a72a02ea0 Make scale variables constant
b4fbbed379

This was SVN commit r26307.
2022-02-06 11:11:35 +00:00
Angen
7e5e06bae8 Fix timeout confirmation box depending on fps
Introduced in b4fbbed379
Use Date.now() to calculate passed time.
Rewrite to class.
Also actually pass timeout from json.

Differential revision: D4318
Comments by: @vladislavbelov, @Stan
This was SVN commit r26306.
2022-02-06 11:04:42 +00:00
Angen
8d71975cc0 [Gameplay-a26] Increase workshop garrison limit to 5
Differential revision: D4344
Patch by: @Langbart
Reviewed by: @wowgetoffyourcellphone
Comments by: @marder, @chrstgtr
This was SVN commit r26304.
2022-02-06 09:23:41 +00:00
a17fad722a Moves framebuffer management to CDeviceCommandContext.
Tested By: Langbart, nwtour
Differential Revision: https://code.wildfiregames.com/D4475
This was SVN commit r26302.
2022-02-05 16:59:23 +00:00
Angen
c317fb3ec0 Fix test_GuiInterface after 0a3fab87da
This was SVN commit r26301.
2022-02-05 12:46:39 +00:00
Angen
0a3fab87da Display rank action in tooltip
Patch by: @nwtour
Differential revision: D4340
Reviewed by: @Silier
The patch adds a description from the technology file to tooltip when
hovering over rank icon.

This was SVN commit r26300.
2022-02-05 12:12:58 +00:00
eaff28c448 Store possible formations for a civ in XML instead of the JSON.
The JSON was purely GUI at first, but has gotten some simulation content
over time. Not all of that was necessary/correct to do.
When the formations were added (58836c624a) there was only a generic
player.xml
(https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/templates/special/;11735)
and differentiation was added only later.
The formations in the XML is more logical and allows inheritance.

Differential revision: https://code.wildfiregames.com/D4466
Idea approved by: @wowgetoffyourcellphone
This was SVN commit r26299.
2022-02-05 06:39:53 +00:00
ea72437739 Move GenericName, History and Icon from the civ-JSON to cmpIdentity.
Since the players/civs already have cmpIdentity, use it.
This forces civs to have corresponding XML in the `special/players/`
folder.

Also moves the files from `special/player/` to `special/players/`
consistent with other folders. And moves the generic `player.xml` one
level up.

Differential revision: https://code.wildfiregames.com/D4473
Help and comments by: @Stan, @wraitii
This was SVN commit r26298.
2022-02-05 06:24:45 +00:00
37aa0456c8 Fixes missed assignment to currentTech in ParticleRenderer added in 5adbe4f1a3.
This was SVN commit r26296.
2022-02-04 16:27:35 +00:00
5116a8e3b6 Skeletal folder Cleanup and Organizing
Reduced resolution of a bunch of unit textures to the consistent 256x256
(and some animals from 1024 to 512)
Introduce some new textures and texture improvements
Begin to introduce some civ folders (that reorganization is coming
later)
Adjust some unit actors to look nicer

This was SVN commit r26295.
2022-02-04 10:11:59 +00:00
87d5ca5dd2 Reduce resolution of many shield textures. Also remove some unnecessary alpha channels. Disk savings of about 30 MB.
This was SVN commit r26294.
2022-02-04 09:45:02 +00:00
e3fc39469c Point a number of templates to their new <Icon> portraits.
Improve the look of the Seleucid cavalry actors to match their new
portraits.

This was SVN commit r26292.
2022-02-03 00:36:35 +00:00
30f0c58a0e Improved Portraits. Reviewed by: Stan
Adds consistent backgrounds, colors, lighting, and better camera
orientations (less apparent foreshortening).

This was SVN commit r26291.
2022-02-02 23:42:38 +00:00
643894c16b Disables depth test for minimap effect after a1f98b016b. Fixes #6426
This was SVN commit r26290.
2022-02-02 18:43:23 +00:00
ac77d1c3e0 Moves scissor test management to DeviceCommandContext.
This was SVN commit r26288.
2022-02-01 17:58:21 +00:00
aeaf495da3 Renames GL::CTexture levelCount to MIPLevelCount to match Tex.
This was SVN commit r26287.
2022-02-01 16:48:24 +00:00
a1f98b016b Moves depth and stencil tests to PipelineState and DeviceCommandContext.
Differential Revision: https://code.wildfiregames.com/D4471
This was SVN commit r26286.
2022-02-01 16:38:55 +00:00
709e8292b0 Moves color mask, depth mask and function management from CShaderPass to DeviceCommandContext.
Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4465
This was SVN commit r26284.
2022-01-31 20:10:06 +00:00
22db9202f1 Fixes EOL in PipelineState files after 5adbe4f1a3.
This was SVN commit r26283.
2022-01-31 11:47:58 +00:00
8c068aab07 Removes possibility to link lowlevel library dynamically.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4470
This was SVN commit r26281.
2022-01-31 06:53:30 +00:00
99118fc2b7 Add garrison flags and projectile prop points to spart houses.
Refs: https://code.wildfiregames.com/D4221, #4581
- Fix naming of files.
- Improve AO
- Disable parallax on nature.

This was SVN commit r26279.
2022-01-30 23:17:41 +00:00
cfa567f24d Remove temperate_dead_forest actor from maps, as we have to no way to remove actors when placing buildings.
Patch by: @Langbart
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4464
This was SVN commit r26278.
2022-01-30 21:44:26 +00:00
3f73495653 Bring Walruss and Muskox back to the arctic biome.
Patch by: @marder
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4266
This was SVN commit r26277.
2022-01-30 21:38:05 +00:00
02c96903c5 Renames sgn function to Sign to fit the naming of other MathUtil functions.
This was SVN commit r26276.
2022-01-30 20:51:01 +00:00
0e403632cf Allow giving different weights to different templates when pushing.
This makes it possible to make units heavier, which both push more & get
pushed less by other units.
In particular, the diff does it for siege units & elephants.

This improves movement for these units in crowd situation, since they
will now basically not move when other regular units push into them.

Supported By: asterix, marder
Refs #6127

Differential Revision: https://code.wildfiregames.com/D4452
This was SVN commit r26275.
2022-01-30 14:22:27 +00:00
4df03ed2d2 Run the AI in the same Compartment as the simulation. Let the AI access Sim data.
This is a paradigm change for AI computation.
Historically, the AI was intended to be run in a separate thread from
the simulation. The idea was that slow AI wouldn't stop the renderer
from being smooth.

In that original design, the AI received a copy of the game world and
used that to run its logic. This meant the simulation could safely do
whatever it wanted in the meantime. This copy was done via AIProxy &
AIInterface.

This design ended up having significant flaws:
- The copying impacts the simulation negatively, particularly because
AIProxy subscribes to a lot of messages (sometimes sent exclusively to
it). This time cannot be threaded, and impacts MP games without AIs.
- Copying the data is increasingly difficult. Modifiers are a headache,
LOS is not implemented. Lots of logic is duplicated.

The intended benefits of the design also failed to realise somewhat:
- The AI was never threaded, and in fact, it is probably better to try
and thread Sim + AI from the renderer than just the AI, at which point
threading the AI specifically brings little benefit.

The new design is much simpler and straighforward, but this has some
side-effects:
- The AI can now change the simulation. This can be used for cheating,
or possibly for a tutorial AI.
- The AI runs in the same GC zone as the simulation, which may lead to
more frequent Sim GCs (but overall we might expect a reduction in
temporary objects).
- The AI state was essentially cached, so replacing some functions with
Engine.QueryInterface might be slower. The tradeoff should be balanced
by lower AIProxy computation times.

Future work:
- Threading some specific AI tasks could still be worthwhile, but should
be done in specific worker threads, allowed to run over several turns if
needed.

Technical note: the AI 'global' is in its own Realm, which means name
collisions with the same are not possible.

Other notes:
- The RL Interface uses the AI Interface and thus will gradually lose
some data there. Given that the RL Interface can now request data
however, this should be dine.

Refs #5962, #2370

Differential Revision: https://code.wildfiregames.com/D3769
This was SVN commit r26274.
2022-01-30 13:33:34 +00:00