94 Commits
Author SHA1 Message Date
Vantha 5a92c22d90 Compute actual size of GUI objects lazily
This shifts the responsibility of updating the actual size more towards
IGUIObject, and enables only ever doing it when the value is actually
needed. This allows us to remove the delay of size changed
notifications, since the value is now already recalculated as
infrequently as possible anyways.

All of that ensures that the actual size (returned by GetActualSize) is
always up-to-date e.g. when reading it from the parent, which was
previously broken.

Fixes #8200
2026-04-12 00:17:02 +02:00
Vantha 8a2a450686 Align text as usual if the scrollbar is invisible
Previously, while `scrollbar` was set to true, the text was always
vertically aligned to the top, no matter what its `text_valign` was, by
the scrolling logic. However, this was done even when the text's caption
was so short that no scrollbar was required in the first place (and not
rendered). Falling back to the specified `text_valign` value in that case
instead seems like the expected behavior.

On a few occasions in the GUI, the text was supposed to be aligned to
the top in either case, but still set `text_valign` to a different value
(for whatever reason), which didn't have any effect previously. But
now since it does, the values have to be corrected to specify what is
actually desired.
2026-04-06 21:39:18 +02:00
Vantha 56a98fa5ee Fix error when toggling session GUI
A typo caused errors when toggling the in-game UI with the hotkey,
because GetGUIObjectByName failed. The issue was introduced in
64de934dd3.
2026-04-03 11:01:22 +02:00
Vantha 9ff42ccae6 Fix unresponsiveness after campaign game ends
Presumably since 094a7c2268, when a game played as part of a campaign
ended (by the player winning or loosing), after closing the victory
dialog by pressing "Stay", the session UI became completely unresponsive,
so that no buttons could be clicked. The cause for this was that the
child page campaigns/default_menu/endgame/page.xml was never closed, so
remained invisibly open above the session GUI and blocked all of the
inputs.
Additionally the Campaign session class tried to close the
page_session.xml page, which was not supposed to happen, it was
introduced by mistake in 094a7c2268 replacing the logic to close the
campaigns/default_menu/endgame/page.xml child page again.
2026-04-01 13:03:56 +02:00
Vantha e0db65ba1b Remove pointless const's from ICmpCinemaManager.h
Were mistakenly introduced in d882ab74a1
2026-03-24 11:15:27 +01:00
Vantha 01476b9836 Only render the minimap texture if it'll be displayed
This patch implements a way for minimap-type GUI objects to request the rendering
of the minimap texture each frame. If it wasn't requested the minimap
texture isn't rendered at all and the objects only request it while they are
being displayed. This saves unnecessary work and fixes a bug where the
minimap briefly showed the revealed map after a cinema path ended
playing, since it isn't updated every frame (only 2x per second).
2026-03-03 11:25:52 +01:00
Vantha 67c96094f0 Disable smooth LOS during cinema paths
The whole map is revealed when starting to play a cinema path and
then hidden again when it finished (if necessary).
This patch fixes the ugly fade in at the start and fade out after
the end previously caused by this.
2026-03-03 11:25:52 +01:00
Vantha 004fdfdb58 Initialise m_DrawPaths inside the class
Default values like this are better set inside the class already rather
than in the constructor.
2026-03-03 11:25:52 +01:00
Vantha 64de934dd3 Revamp the cinema GUI code
This patch introduces a new class for managing the cinema overlay (two
black bars) and cutscene mode. This makes it more extensible for the
future, e.g. allowing to display text on the bars.
Since <include> elements can only be placed inside an <object>, this
patch needs to restructure session.xml a bit and also adds some
explanation comments while at it.
2026-03-03 11:25:52 +01:00
Vantha d882ab74a1 Revamp CinemaManager component
Clean up the the implementation, improve the naming, and
add some more documentation as well as more in-depth tests.
2026-03-03 11:25:52 +01:00
Vantha 1d3cdec48d Move cutscene mode to renderer
This patch splits "cutscene mode" (disabling silhouttes, territory
borders and other visual overlays) from the cinema manager component
and moves it to the renderer, since it doesn't influence the simulation
anyway. The mode can now be independently controlled by the GUI. This
is done so it can also be used for other narrative elements like speech
or dialogue in the future. Cutscene mode is still always enabled while
cinema paths are playing, though.
By design, this also fixes the issue that range overlays weren't hidden
during cutscene mode.
2026-03-03 11:25:52 +01:00
Vantha c7247936bf Introduce separate LosRevealWholeMapForAll flag
It was previously stored at the end of the array of per-player flags and
set by calling SetLosRevealWholeMap with the player ID -1. However, ever
since the introduction of observer mode in 883f307b40, -1 is the player
ID of observers everywhere else including for GetLosRevealWhole:
GetLosRevealWhole(-1) always returns true in order to reveal the map to
observers, however, the cinema manager, for example, called it meaning
to find out whether the whole map is revealed to all players.
To fix this and avoid confusion about this in the future, this patch
splits this flag from the per-player flag array and introduces new
functions to set and retrieve it.
2026-03-03 11:25:52 +01:00
Vantha 21a61721a7 LosRevealAll -> LosRevealWholeMap
This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
2026-03-03 11:25:52 +01:00
Vantha d7eafb8c5d Fix wrong cinema path duration at nondefault sim rates
For example, at 2x, the cutscenes were cut off in half -- by the cinema
manager disabling itself to early.

Refs #3814
2026-03-03 11:25:52 +01:00
Vantha ab378c016e Disable Han stockades in Survival of the Fittest
The other civs use structures/wallset_palisade, but the Han have a
special one, structures/han/wallset_palisade, which the trigger script
didn't disable.

Fixes #8763
2026-03-03 11:24:59 +01:00
Vantha c799e4221a Add SpecificNames for the phases of the Germans
Sources:
https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/w%C4%ABhs%C4%85
https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/burgz
https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/haimaz

See https://wildfiregames.com/forum/topic/140596-specific-phase-names-for-the-germans

Fixes #4667
2026-02-23 23:17:09 +01:00
Vantha 963fed0036 Fix request timeout error dialog
The error dialog only showed "Failed to connect to server. The
connection request timed out." while since 78900842b1 it was supposed to
display a longer, more detailed message with a link to the FAQ. But this
never worked.
2026-02-20 21:26:52 +01:00
Vantha 0168ad9cbe Support setting multiply and add to 0 in techs
Previously (only) setting `multiply` and/or `add` to zero in a tech
modification caused warnings saying the format wasn't recognised.
With this patch, those cases are now handled as one would expect.
2026-02-20 21:26:19 +01:00
Vantha b5c4a4635c Revert temporary workarounds for font baseline issues
Those workarounds were added in order to hide issues with the font
rendering in the short term for R28 and will hopefully be properly fixed
for R29.
2026-01-29 19:05:34 +01:00
Vantha 2483e7172b Temporary workaround for font baseline issue
Quick temporary fix for #8505 for the release of R28.
2026-01-29 19:05:34 +01:00
Vantha 7fd788af0f Temporary workaround for icon misalignment
Quick temporary fix for #8194 for the release of R28.
2026-01-29 19:05:34 +01:00
Vantha 40dfde9890 Add the Germans to the fireship tip
Fixes #8660
2026-01-22 12:55:03 +01:00
Vantha b93634fb28 Clean some rebase oversights of 832501fc9b 2026-01-21 19:05:58 +01:00
Vantha 6a5baa1a68 Remove unused pop cap type appendage
Unused ever since they were added in 5741f77c6e.
2026-01-14 11:22:31 +01:00
Vantha bb31e6b6b1 Prevent invalid GetEntityState GuiInterface calls
As long as there's no entity under the cursor, 11 calls were made per
tick with an undefined entity ID, which are now caught.

In general, an "entity state" can very well be null if the passed ID
is undefined, invalid or no entity with the ID exists (anymore). This
last case is only noticed by the GuiInterface and currently used to
detect destroyed entities.
2026-01-02 11:49:28 +01:00
Vantha 9b8ff77265 Complete the per-player pop cap implementation
The 'PopulationLimit' attribute of each player seems to have been
without effect for a long time, but this patch fixes it.

Fixes #7850
2025-12-29 21:29:34 +01:00
Vantha 3a73dffc1c Add fallback values for pop cap and pop cap type
Make InitGame.js responsible for providing proper (defined) values.

Refs #7850
Fixes #7695
2025-12-29 21:29:34 +01:00
Vantha 2e450f0f52 Remove inconsistent override in CDropdown.h
It was added in 670f1e5d42 and, while not illegal, was inconsistent with the
rest of the header file, which caused compiler warnings.
As a quick solution the override keyword is simply removed again.
In the long run, it would be good to still modernise the style of all files
in that directory (at once).
2025-12-29 13:46:47 +01:00
Vantha 832501fc9b Remove columnar walking behavior of formations
This behavior is a remnant of the very first implementaion of
formations, when there weren't different types of yet, only
box for fighting and column for walking.
Now that we have different types of selectable formations, however, this
behavior is no longer desired, it also caused a lot of ugly reordering
when giving walk commands. See the issue for more details.

Fixes #8580
2025-12-26 10:54:00 +01:00
Vantha 4d08446285 Improve Engine.GetTextSize deprecation message 2025-12-23 14:37:23 +01:00
Vantha 670f1e5d42 Fix warnings on the charts tab of summary screen
Engine.GetTextWidth has been deprecated since e845da025a

Idea:
If you look at a dropdown as just a text field (its header) that can
change caption like any other, then getPreferredHeaderTextSize is the
equivalent to getPreferredTextSize (present on buttons and text fields).

Fixes #8493
2025-12-23 10:28:22 +01:00
Vantha fbb6052c30 Fix oversight in 83f4d8789b 2025-12-23 10:28:22 +01:00
Vantha ccd1046d67 Parallelize the execution of range queries
Use futures to spawn several threads that concurrently work through the
active range queries each turn instead of doing everything serially on
the main thread -- similar to how the pathfinder computes pathfinding
requests asynchronously. This significantly increases performance.
Note: It still can't run in parallel to the rest of the simulation update since
the range computations depend on the state of the simulation (like the
position of units).
2025-11-26 16:10:29 +01:00
Vantha ab49af1b1c Correct the name of the Germans' sandbox map 2025-11-25 10:52:37 +01:00
Vantha 36e93989d4 Correct some settings of the Germans' sandbox map 2025-11-25 10:29:30 +01:00
Vantha 44984699f1 Remove some invalid entries from messages.json
'StatusName', 'ApplierTooltip' and 'ReceiverTooltip' are attributes of status
effects, which are defined in JSON files (and already extracted
correctly from there), not XMLs.
2025-11-18 11:34:10 +01:00
Vantha 7032293207 Add context and comment attributes where useful
Add context and comment attributes to all translated XML elements in the
simulation that can specify any string -- unlike "Rank", which has to be
"Basic", "Advanced", or "Elite".
Most of them aren't used right now, but they can be in the
future and by mods, without touching the schemas again.

Fixes #8540
2025-11-18 11:34:10 +01:00
Vantha faa049fe4b Don't set up command and selection panels twice
In the (common) case that the player controls all selected units or is
an observer, the 'Selection' and 'Command' panels were set up ahead and
then in the for loop again, which was wasteful.
2025-11-14 10:59:45 +01:00
Vantha 83fc0dbca8 Only load command buttons that will be displayed
There are currently 19 entity commands in total, but only the first 6
possible (depends on the active selection, e.g. patrolling isn't
possible if no units are selected) ones are ever displayed as buttons
(defined by g_SelectionPanels.Command.getMaxNumberOfItems)  However,
when updating (once per turn or whenever the selection changes),
g_SelectionPanels.Command.getItems always called `getInfo` on all of
them, even though all data computed after the first 6 wasn't read or
used anywhere later. So, stopping immediately after the 6th and never
returning an array longer than 6 saves all of the dead time without
affecting the outcome in any way.

It's important to mention, that this issue isn't exclusive to the
'Command' selection panel: the getItems methods of the other panels can
also return an array longer than their getMaxNumbertOfItems value
(that's why they specify it in the first place). However, for the
command panel this happens for many common selections and seemingly to
by far the largest extent. For the other panels it happens much more
rarely, only for especially large and obscure selections, and even then
does not have nearly as big of an impact. So, modifying the other
getItems methods as well (to never return too many items) is probably
not worth it, and the more robust solution is to instead keep the
safeguard system of getMaxNumbertOfItems.
2025-11-14 10:59:45 +01:00
Vantha 19f6dd031d Improve the SpecificName of Celtic civilians
While "Brogiacos" and "Tegesacos" fit in terms of meaning, they are only
reconstructed words, "Ambactos" on the other hand is attested and
actually historically relevant.
2025-11-10 22:55:42 +01:00
Vantha be83ba4029 Provide context for the translation of "Germans" 2025-11-09 22:52:32 +01:00
Vantha 5d4eab73f9 Improve the description of the Germans' civ bonus
Importantly, the word "Germans" is removed since it is prone to being
translated incorrectly and the other civ bonus descriptions don't
contain the civ's name either.
2025-11-09 22:52:32 +01:00
Vantha f38bc89611 Add SpecificNames to the Germanic units
The names are in Proto-Germanic and mostly taken from Wiktionary.
They can be confirmed by directly searching the individual
Proto-Germanic terms online.

Champion Cavalry: "Aþalaridjô" (noble+rider)
Cavalry Spearman: "Gaizaridjô" (spear+rider)
Cavalry Javelineer: "Skeutaridjô" (quick+rider)
Worker: "Būraz" (dweller, farmer) -- deliberately decided against the most literal translation,
	which would be "Arbijaz", because that seems to be more connected to serfdom and the unit
	rather represents a generic commoner.
Infantry Swordsman: "Swerdamannaz" (sword+man)
Infantry Spearman: "Gaizamannaz" (spear+man)
Infantry Clubman: "Kulbawigô" (staff/club+warrior)
Infantry Javelineer: "Gaizawerpanaz" (spear/javelin+thrower)
Infantry Slinger: "Slingwanaz" (swinger/slinger)
Scout Ship: "Skeutabaitaz" (quick+boat)
Fishing Boat: "Fiskārijaz" (fisherman)
Fire Ship: "Brandabaitaz" (fire+boat)
Arrow Ship: "Harjaskipą" (army/war+ship)
Wagon: "Wagnaz" (direct translation)
Priest: "Gudjô" (direct translation)
Ram: "Rammabagmaz" (strong+tree/beam)
Trader: "Kaupô" (direct translation, also part of the word used for the market)
Merchant(ship): "Mangārī" (direct translation, very similar to "Kaupô")
2025-11-09 22:52:32 +01:00
Vantha 05b1ac4559 Correct an overlooked 'Women' to 'Workers' 2025-11-09 22:52:32 +01:00
Vantha a71688fc2c Remove incorrect Germanic SpecificName
The SpecificName tag is meant to contain the name in the civ's native
language, Proto-Germanic for the Germans.
"Kriegsschiff", "Übungsbereich" and "Stadttor" on the other hand are
modern German words.
2025-11-09 22:52:32 +01:00
Vantha 4d9fc0bb53 Convert wrong Germanic SpecificNames to GenericNames
SpecificNames are meant to contain the names in the civ's native
language. The English names are supposed to in be the GenericName tag.
2025-11-09 22:52:32 +01:00
Vantha 75feace618 Add a sandbox map for the Germans 2025-11-04 11:09:34 +01:00
Vantha 7b1d4426aa PetraBot: Never play when the region analysis fails
If the region analysis at the start of the game fails, the bot can't
actually play and the managers aren't initialised. And to prevent errors
from the update functions, the OnUpdate at the root had an early return
if the entity count was 0. However, in some edge cases the region
analysis can fail even if the AI has entities.
This patch fixes this potential error by storing the result of the
region analysis directly and checking that instead.
2025-10-23 22:09:30 +02:00
Vantha a25750f62d Fix a crash when the Petrabot region analysis fails
When the region analysis fails, that's usually because the AI doesn't
have any units or CCs at all.
Previously, the whole game crashed when serializing because this.noBase
was still undefined.
2025-10-23 22:09:30 +02:00
Vantha ce512e383f Move PlayerRemoved.js to gamesettings/attributes/
All other gamesettings are placed in that directory already.
Having one script somewhere else risks breaking stuff like autostart.
2025-10-22 09:54:34 +02:00
Vantha 7dab8d3f02 Erase the lamdba from the Germanic big hall icon
The great hall of the Germans used the icon of the syssition, which contains
the Spartan civ emblem, which in turn contains a red Greek uppercase
lambda (Λ) for "Lacedaemon". This is obviously incorrect to use for the Germans.
So this patch instead creates a new, generic hall icon for the great
hall out of the syssition icon by just removing the lambda from it. That
way they remain similar and players can recognise them both as
halls and champion-training structures.
2025-10-12 21:36:04 +02:00
Vantha 48d8238354 Reset 'removed' flag before autoassigning players
Fixes #8396
2025-10-11 09:49:26 +02:00
Vantha f65e839ac5 Add a new button style: 'BrownButton'
Each sprite is comprised of dynamically scaled 9 slices stored in a designated directory.
Base, over, pressed, and disabled variants are combined into a button style called
'BrownButton'.

The sprites have a native/maximum total resolution of 266 x 74 pixels.
(which is larger than any other button sprites)

Brightness of the base sprite is kept neutral so that it fits on both
light and dark backgrounds.

Disable compression and mipmapping as they don't work well with sliced
sprites.
2025-09-28 22:59:27 +02:00
Vantha 2fd624260f Remove some invalid GetGUIObjectByName calls
Their return values (undefined) were unused since 2cccd9825d, which is why they
didn't break anything. But due to the latest GetGUIObjectByName API
changes, they triggered some errors. They can be fully removed safely
now.

Fixes #8340
2025-09-16 08:52:11 +02:00
Vantha a5b5331fa4 Fix chat line button sizing
The issue was that the rright value was 100%.
That's why the buttons would always extend across the full width of the
screen.
Replacing the value right in the XML would result in an invalid size, so
we can remove it from there and create a full, separate size in the code
each time (Object.assign just edits it), since the top and bottom values
specified in the XML were overwritten anyway.
And since the left margin of 3 is fixed, we better move it to the parent
object to avoid a constant like that in the code.

Fixes #8322
2025-09-10 08:55:02 +02:00
Vantha 83f4d8789b Lift window width constraint of .getPreferredTextSize
The method's point is to calculate a text's height and width if it was written
in a single line -- no matter how long the caption, even if it's wider
than the window.
2025-08-24 11:03:34 +02:00
Vantha 4dace890cf Fix some 'Failed to get GUI object by name' errors
Fixes #8297
2025-08-22 10:50:28 +02:00
Vantha 2026a5fece Clean up Engine.GetGUIObjectByName calls
GetGUIObjectByName was previously made stricter, logging an
error if it doesn't find the target object.
This commit deals with the resulting error-causing (invalid) calls,
by deleting them if they're unnecessary or converting them to the new
TryGetGUIObjectByName (which doesn't log any errors).
2025-08-14 10:22:56 +02:00
Vantha 6515c3fb1f Show an error when Engine.GetGUIObjectByName fails
It previously failed silently and just returned undefined which would often
only cause errors later on. Printing an error as soon as that happens helps
with debugging, by directly catching typos, for example.

For cases where the queried object may not exist, a new Engine function
called TryGetGUIObjectByName is introduced. It doesn't log any errors
and behaves exactly as GetGUIObjectByName used to.
2025-08-14 10:22:56 +02:00
Vantha 9c8c8bc42a Enable normal-map-specific compression for skins and terrains
Normal maps contain redundant color information and the engine supports
compression algorithms (like DXT5n) optimized for that.
It has previously only been enabled for the water normal maps.

Pull Request: #8114
2025-07-01 13:42:53 +02:00
Vantha bef29e4af5 Add some new tips 2025-06-27 15:34:44 +02:00
Vantha fd847c2a23 Refactor GUI object resizing JS code passages
It is possible to modify sizes by setting the properties directly.
(Without having to create a copy of it)
This allows to shorten those passages quite a bit without any functional change.
2025-06-17 12:57:37 -05:00
Vantha 7938a120d1 Rename the 'Objectives' dialog to 'Match Settings' 2025-06-15 19:24:03 +02:00
Vantha 6a7ad264e4 Add pitch-rolling to some bush and grass props
Fixes the issue that they noticably stick out horizontally when placed on slopes.

(thanks to the previous commit these values will be adopted by the "special/actor" template when loading it in)

Reviewed-By: Itms
Reviewed-On: https://gitea.wildfiregames.com/0ad/0ad/pulls/7542
2025-06-10 23:01:09 +02:00
Vantha eb2f59eeaa Allow actors to override the entity's anchor type
Optionally let actor templates define their own anchor types.
These override the default value defined in the template.
Useful for actors without their own entity template.

Reviewed-By: Itms
Reviewed-On: https://gitea.wildfiregames.com/0ad/0ad/pulls/7542
2025-06-10 23:01:09 +02:00
Vantha b772ebc262 Small normal map improvement 2025-05-27 22:19:24 +02:00
Vantha 279233aca1 Two improved normal maps 2025-05-27 07:26:33 +02:00
Vantha fa046392bb Adjust the resource icon placement in tooltips 2025-05-09 13:20:19 +02:00
Vantha 314088af14 Center all small resource icons 2025-05-09 13:16:43 +02:00
Vantha 4d323177b8 Correct error message when the host disconnects
After 78900842b1, the following message was shown to clients when the
host disconnected during game setup:
"Lost connection to the server.
[Invalid value undefined]"

This patch fixes that.
2025-04-02 08:36:38 +02:00
Vantha 78900842b1 Improve the "UDP port 20595" connection error dialog
Add a unique disconnect reason for timeouts of connection attempts.
Rewrite the displayed error message and provide a link directly to the FAQ entry.
(The old message was very misleading and only brought players on the
wrong track during troubleshooting)
2025-03-13 15:34:20 +01:00
Vantha 5741f77c6e Add a 'team population' gamesetting
Remove the world population setting from the game setup.
Add a dropdown for choosing the "Population Cap Type".
(-> containing Player Population, World Population, Team Population)

Use a single "Population Cap" dropdown adapting to the pop cap types.
Move all population data into a single .json file.

New system component "PopulationCapManager" for distributing pop caps.

Resolves: #6918
2025-03-06 13:25:43 +01:00
Vantha 13dd7c0bb7 Remove empty and invalid sprite assignments
(They were overwritten by the code anyway)
2025-02-26 16:20:27 +01:00
Vantha 0177b97c69 Complete the GUI XML checks in checkrefs.py
Add checks for sprites, styles, scrollbars, tooltips, and colors.
And too for entire objects referenced by the "use_object" attribute.
(even though that is currently unused)
2025-02-26 16:20:27 +01:00
Vantha 734f8e1192 Add an "OnAttackDetected" trigger 2025-02-26 11:56:52 +01:00
Vantha aec5bf42da Layout and code improvements on the welcome screen
Move the lines from the .txt to the .xml .
Add separate objects for each paragraph and icon.
Position the icons depending on the paragraph length in the current
language.

This eliminates potential for breakage during translation.

Fixes #7484
2025-02-20 11:15:57 +01:00
Vantha 1a7947f9c9 Remove empty duplicate of TipDisplay.js
It was accidentally only emptied instead of removed in 38b71c1bac.
2025-01-28 08:40:00 +01:00
Vantha 7485b37ba3 Fix alignment issue with 'imgleft' and 'imgright'
Bug was introduced by f8d2927748.

Fixes #7397
2025-01-19 17:50:16 +01:00
Vantha 33111dc816 Fix phase names not updating on the structure tree
Reload all cached phase data when switching civ.
Add missing query for the generic phase technologies to the phase idents.
2024-12-29 22:21:28 +01:00
Vantha 314bc4185b Fix incorrect SpecificName syntax introduced in 94baa560b1 2024-12-29 22:21:28 +01:00
Vantha bae50fe4f7 More SpecificName improvements 2024-12-21 22:35:24 +01:00
Vantha d7dda097e1 Extend the tips page for multiple images per tip
Enable the Tips and Tricks page to show multiple images for each tip.
Add a small GUI panel below the image for switching between them.
Only show it when the current tip has more than one images.

Introduce tipfiles.json to assign images to the text files.
(And stop of relying on file naming)

Add a tip about wonders, and make some slight changes to other texts.
Improve existing tip images and add a bunch of new ones.
2024-12-20 19:46:07 +01:00
Vantha 960bd5eace Unique network transmission handling of flares
This patch addresses issues concerning a1796ed71f:

Allow for a more elegant implementation of observer flares.
And still display flares even if the sender is lagging behind:
Split off flares from simulation commands.
Remove the new, problematic 'observer commands' entirely.
Provide an engine function 'SendNetworkFlare' to the JS interface.
-> which sets off the (pretty ordinary) transmission process.
Add a new type of net messages exclusively for flares
-> contains the flare's position and its sender's GUID.
2024-12-16 18:03:25 +01:00
Vantha 75205699d0 Disable flaring during replays
Correct unintended behaviour introduced in a1796ed71f.
2024-12-16 18:03:25 +01:00
Vantha 4b2424b885 Improve some SpecificNames and GenericNames 2024-12-16 00:03:51 +01:00
Vantha f796beee11 Enable most ships to collect sea treasures
Previously, only merchantmen were able to collect treasures on the sea.
This patch enables all types of ships to do so:
fishing boats, merchantmen, and warships (except fireships).
2024-11-16 22:01:42 +01:00
Vantha 6582e7348e Fix the mouse event mask of the flare button
Update the reference in Minimap.xml to some name changes in
a1796ed71f.
2024-11-14 13:55:58 +01:00
Vantha a1796ed71f Enable observers to see and send flares
This patch gives observers the possibility to see and send flares.
Players keep their color after resigning and "true" observers flare in white.
Observers render all flares; the ones sent by any player or observer.
Player continue to only see their allies' flares.
The flare notification option is converted into a dropdown.
-> adding the possibility to only receive them as observer.
2024-11-14 11:58:15 +01:00
Vantha 64b1efddf4 Add chat notifications for flares
- Players now receive flare chat notifications mentioning the sender's name.
- Clicking the notification moves the camera to the flare's location.
- The feature can be toggled in the game options and is enabled by default.

Fixes #6212
2024-10-19 10:07:30 +02:00
Vantha 3e4238876f Rearranging some options
The category 'Game Session' didn't have any more space for upcoming new
entries.

Changes:
-Split 'Game Session' into 'Display', 'Chat & Notifications', and
'Gameplay'.
-Move some options out of 'General'.
-Updated the option categories' and some individual options' tooltips.
2024-10-16 14:19:09 +02:00
Vantha eb3f0f4cc1 Fix translation of tips
The tip text files were moved to a new location in 38b71c1bac.
This patch updates the translation extractor accordingly.
2024-09-30 17:03:51 +02:00
Vantha 6f2c69760b Clean up tip image files to prevent libpng warnings 2024-09-30 06:22:47 +02:00
Vantha 38b71c1bac Add a Tips and Tricks page containing the loading screen tips
- Small popup page accessible from the main menu via Learn to Play.
- Lets the player read through the tips with 'Previous' and 'Next' buttons.
- Tips continue to be shown on the loading screen.
-> but there without the scrolling ability.

- Added two new hotkeys for quicker tip changing (item.prev and item.next)
-> set to the left and right arrows respectively by default.

- Responsible scripts are placed in gui/reference/tips/.
- The tip text files have been moved to gui/reference/tips/texts/.
- Tip image files have been moved to art/textures/ui/tips/.

- Added a series of new sprites (textures in art/textures/ui/tipdisplay/)
-> comprises a title decoration, a bullet point sprite, and a new button
style.
2024-09-30 06:22:47 +02:00
Vantha 09f55a1afc Revising the loading screen tips and adding new ones 2024-09-06 14:53:35 +02:00