Cancel packing when next command requires unpacked state and cancel
unpacking when next command requires packed state.
Fixing unit refusing to move because keeps unpacking to attack targets
in range.
Partially Fixes: #4015, #5328
Differential Revision: https://code.wildfiregames.com/D1520
Patch by: @causative
Comments by: elexis, Freagarach, Stan
This was SVN commit r23298.
Display tooltip with disabled action and icon to player with
information, that markets are too close to setup trade route.
Differential Revision: https://code.wildfiregames.com/D2285
Reviewed by: @Freagarach
Comments by: elexis, Stan, Imarok, nani
This was SVN commit r23297.
Overal enhancement of the camel mesh and animations.
New animations for the camel riders allowing for more camel cavalry unit
types (Swordsman, Spearman, Javelinist, Archer, Lancer. Shield and No
Shield Variants).
New death animation.
New idle animations.
Better motion for the running, walking, trotting animation.
New melee attacking animations for the camel.
Improvement of the rein for a more performance friendly actor.
This was SVN commit r23296.
Make comments to start with capital letter and ends with dot.
Remove not needed continue call.
Merge if condition
Differential Revision: https://code.wildfiregames.com/D2001
Reviewed by: @Stan
This was SVN commit r23289.
Problem description:
When unit gets command to move to the range exactly X units from some
point/entity, what means minRange == maxRange, that triggers computing
goal when distance < minRange with result distance(goal, target) >
maxRange, because minRange computation uses clearance even when is
treating target as circle.
Solution:
Do not use clearance when treating target as circle, so computation when
distance < minimum range is done in same way as computation when
distance > maximum range and so computed goal has correct position.
Reported on forum:
https://wildfiregames.com/forum/index.php?/topic/27384-strange-landing-on-the-island-and-unable-to-attack/
Differential Revision: https://code.wildfiregames.com/D2512
Tested by: gameboy
This was SVN commit r23283.
* The gamesetup class rewrite in D2483 will enable Skirmish and Random
maps to fix AIs and Civs by specifying them.
Hence remove them from all maps that don't intend to fix them (i.e.
all except Egypt 3v3).
* Remove default values (and the few irrelevant non-default values) so
that the player-chosen settings may be persisted between Skirmish map
selection changes, refs #3120, D2483.
* Remove invalid settings: mapType, AISeed and random map settings
Script, Size, Seed, Nomad, BaseHeight, BaseTerrain, refs b8216a9164,
75c24843b2.
* Remove StartingCamera values since they are useless, refs #4839,
D1098.
* Add the "new" keyword to Atlas Valleys and Vesuvius from c4f530be28,
so they appear in the "new" filter.
* Unhide Barcania (3)
This was SVN commit r23279.
Fixing problem with filters reported in 64bfa089af.
Use filtered version of mods for manipulation in javascript instead non
filtered one.
Fixing following problems when filter is applied:
not enabling selected mod
displaying wrong tooltip
getting out of bounds error when using keyboard arrows to select
next/previous mod
This is also disabling possibility to sort enabled mods manually when
filters are applied. See comment in moveCurrItem for more details.
Differential Revision: https://code.wildfiregames.com/D1944
This was SVN commit r23269.
Move some pickup logic to Approaching state from parent Garrison state
to react to state changes among childrens of Garrison state properly.
Reported by: causative
Patch by: causative, Freagarach
Fixes: #5557
Differential Revision: https://code.wildfiregames.com/D2174
This was SVN commit r23268.
cc1ea7cca0 changed order in which cheer order is given and old orders
copied. That lead to replacing all orders with cheering order.
Patch by: Freagarach
Differential Revision: https://code.wildfiregames.com/D2358
This was SVN commit r23267.
This code is planned to get refactored or removed anyway, so just do a
cheap workaround.
Reviewed by: Imarok
Fixes: #4360
Differential Revision: https://code.wildfiregames.com/D2353
This was SVN commit r23262.
Summary:
This bug was introduced in 62dd922bc0.
Fixed by not using the predicate of the `wait` command.
It was wrong and even if it was right it wouldn't be really usefull.
Reviewed by: Angen
Fixes: #5620
Differential Revision: https://code.wildfiregames.com/D2373
This was SVN commit r23259.
Set formation member rotation to the same angle as formation has when
member stays idle.
Differential Revision: https://code.wildfiregames.com/D2469
This was SVN commit r23248.
Aśoka was listed twice; kept the common English name Ashoka the
Great and removed Ashokavardhan
Acharya was not a Maurya, therefore removed
Bindusara was Chandragupta's son and Aśoka's father, therefore
listed second
Corrected s into sh (ś) where necessary
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2157
This was SVN commit r23245.
According to the `timer_DisplayClientTotals` comment 953d2621dd broke
correctness of `clients` after the function call.
Patch By: echotangoecho
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D812
This was SVN commit r23240.
It removes hardcoded value from Trader.js to templates.
This change allows to have merchant ships among civilisations or one
civilisation itself which would give different bonus when garrisoned
traders.
Supports modifications to that value with technologies and auras.
Differential Revision: https://code.wildfiregames.com/D2106
This was SVN commit r23238.