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364 Commits

Author SHA1 Message Date
Freagarach e17cd7754e Split hotkeys of turrets.
Following 21e866fcf0.
Also support leaving a turret by using a hotkey.
Currently the hotkeys are by default bound to the same ones as
garrisoning.

Differential revision: D3773
Icons by: @wowgetoffyourcellphone and @Stan.
This was SVN commit r25240.
2021-04-12 12:31:29 +00:00
wraitii 76acc4e146 Implement quality levels for actors & corresponding setting.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.

Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
  - such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
  - such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).

Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.

Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.

Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
2021-04-08 07:22:24 +00:00
wraitii 28bd4f0092 Introduce a 'Builder' class for entities that can build structures.
- Increases moddability
- Increases the clarity of visible classes (gatherer & builder vs
Worker)
- Introduce an 'Idle builder' hotkey.

Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3290
This was SVN commit r25174.
2021-04-01 07:26:59 +00:00
wraitii 5ebf2020b0 Netcode: allow observers to lag behind the live game.
Observers no longer lag the game for players. There is still some time
to serialise the game when sending it to a joining observer, and
depending on the chosen 'max lag' the game may stop while observers
sufficiently catch up, but this impact too is reduced.

- Make the NetServerTurnManager ignore players marked as 'observers' for
the purpose of ending a turn, effectively making it possible for
observers to lag without it affecting the players in any way.
- Add a config option (network.observermaxlag) that specifies how many
turns behind the live game observers are allowed to be. Default to 10
turns, or 2 seconds, to keep them 'largely live'.
- The controller is not treated as an observer.
- Implement a simple UI to show this delay & allow the game to speed up
automatically to try and catch up. This can be deactivated via
network.autocatchup.
- Move network options to the renamed 'Network / Lobby' options page.
- Do not debug_warn/crash when receiving commands from the past -
instead warn and carry on, to avoid DOS and "coop play" issues.

Refs #5903, Refs #4210

Differential Revision: https://code.wildfiregames.com/D3737
This was SVN commit r25156.
2021-03-29 07:53:06 +00:00
Freagarach 21e866fcf0 Technically seperate Turrets from GarrisonHolder.
While they often look alike, their behaviour is totally different.
This split has some implications:
- There are now separate auras for garrisoning and turrets.
- Entities can now have both turret points and garrison slots,
independent of eachother.

In general previous behaviour is maintained as much as possible.

Differential revision: D3150
Comments by: @Nescio, @wraitii
Tested by: @v32itas
This was SVN commit r25123.
2021-03-26 10:18:30 +00:00
Freagarach ebc2ec5498 Give option to switch between specific and/or generic entity names.
As requested on the forums (e.g.
https://wildfiregames.com/forum/index.php?/topic/25202-transliteration-of-ancient-greek-into-english/&tab=comments#comment-378174).

Differential revision: D2126
Closes: #3397

This was SVN commit r25116.
2021-03-25 06:58:47 +00:00
vladislavbelov ae07dcb4ff Removes joystick from camera controller.
Differential Revision: https://code.wildfiregames.com/D3700
This was SVN commit r25070.
2021-03-17 16:28:48 +00:00
Freagarach afd1eaee0d Allow players to push orders to the front of the queue.
Differential revision: D3605
This was SVN commit r25020.
2021-03-06 06:12:07 +00:00
vladislavbelov 143fdf551f Moves glGetError under config to prevent a performance drop on some platforms.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3620
This was SVN commit r24986.
2021-03-02 21:24:34 +00:00
Stan 68b81f63b1 Bump version to alpha 25.
Last alpha 24 commit was [[SVN:24937]]. [[SVN:24938]] was because the CI
wasn't turned off.

Comments by: @wraitii, @Freagarach, @Nescio,
Differential Revision: https://code.wildfiregames.com/D3571
This was SVN commit r24939.
2021-02-27 08:48:30 +00:00
vladislavbelov f175bc4f8d Fixes big screenshots with water (reflection or refraction camera), adds big screenshot customization.
Commented By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3557
This was SVN commit r24891.
2021-02-12 21:20:07 +00:00
Itms 44f5c6ff50 New public key for A24 mods.
Reviewed By: Stan
Differential Revision: https://code.wildfiregames.com/D3471
This was SVN commit r24788.
2021-01-25 17:31:25 +00:00
vladislavbelov e7e6fe139e Allows to override GL version for SDL.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3448
This was SVN commit r24768.
2021-01-22 19:40:02 +00:00
wraitii 8c429b9a68 Fix unit-only Attack move.
attackmoveUnit is more specific than attackMove, so since d0a42f2f00
won't fire at the same time. However the GUI code expected that,
breaking it.

Instead, properly check for either attackmove or attackmoveUnit.

Also fix an issue with d0a42f2f00 where hotkeys would be release if
switching to a more specific combination of the same hotkey.

Reported by: snelius
Fixes #5944

Differential Revision: https://code.wildfiregames.com/D3436
This was SVN commit r24752.
2021-01-21 15:58:33 +00:00
wraitii 4af962618e Add Shift+Space as an alternative Pause hotkey
Mac keyboards have no "Pause" button. As an alternative, introduce
'Shift+Space' (used in Factorio).
P is already used for Patrol.

Reported by: langbart
Fixes #5943

Differential Revision: https://code.wildfiregames.com/D3435
This was SVN commit r24743.
2021-01-21 09:31:50 +00:00
wraitii e10202d64d Tweaks to the 'auto formation' feature.
- Add an option to control the 'null formation' override, so it can be
turned off/on independently of having a default formation set. It
defaults to "Walk/Patrol only".
- Make only 'walk' and 'patrol' orders use the default formation.

This makes the system more flexible, and easier to use for competitive
play.

Differential Revision: https://code.wildfiregames.com/D3413
This was SVN commit r24703.
2021-01-19 16:14:07 +00:00
s0600204 6bb1de61ec Format hotkey tooltip when an alternate key-name is used
Some keys have multiple names that they may be identified by in config
files,
such as the Escape key which may be identified by either "Esc" or
"Escape", or
the number-pad keys which may be identified with a name in the form
"Num{xxx}"
(e.g. "NumMinus") or the alternate "Keypad {x}" (e.g. "Keypad -").

The alternate names were not being picked up and formatted correctly
when
displayed in tooltips. Now they are.


Accepted By: wraitii
Differential Revision: https://code.wildfiregames.com/D3358
This was SVN commit r24668.
2021-01-17 16:04:51 +00:00
vladislavbelov 549b6893ce Removes sky toggling by a hotkey.
Reported By: Langbart
This was SVN commit r24663.
2021-01-17 14:27:44 +00:00
vladislavbelov 57389cb9cb Partly restores the requested functionality to hide skies removed in 78d4dd0109.
This was SVN commit r24662.
2021-01-17 13:28:37 +00:00
vladislavbelov 78d4dd0109 Removes useless option to show sky
Differential Revision: https://code.wildfiregames.com/D3382
This was SVN commit r24651.
2021-01-16 21:16:31 +00:00
vladislavbelov 6282960991 Removes useless option for shadows on water
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3368
This was SVN commit r24630.
2021-01-15 15:45:39 +00:00
wraitii 0944856cc1 Allow hotkeys/config settings to be empty.
This changes ConfigDB to support empty settings, marked with `= ""`. It
also changes hotkey to handle unused hotkeys, but stil have them appear
in the hotkey editor.
Fixes an issue where the current editor would bug when saving an empty
hotkey.
Removes the old system for unused hotkeys, adjust hotkey files
accordingly.

Reported by: FeldFeld
Differential Revision: https://code.wildfiregames.com/D3307
This was SVN commit r24618.
2021-01-15 08:05:10 +00:00
wraitii 65772447f7 Fix shadows-on-water option.
Fixes 26f7a3df96 & 8a1b3d6769.
Use watershadows instead of shadowsonwater for coherence.

Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3348
This was SVN commit r24593.
2021-01-13 10:04:25 +00:00
wraitii 2d40068cd1 Thread the NetClient session.
This threads the netclient session, which avoids timeouts when the
main-thread is not polling (map creation, very long simulation frames).

Unlike the NetServer, which should be as independent as possible from
the main thread, the NetClient is fundamentally tied to the game thread.
Therefore, this only threads the session object.
To ensure good performance and ease-of-use, lock-free queues for
in/out-going messages are used.

This fixes artificial timeouts, while also improving actual ping reports
(since frame-time is no longer a factor).
It effectively reverts D1513/eda236522c and 2e7e1c0b2b, all hacks around
lag-timeouts (and bits of 1a3fb29ff3).

Based on a patch by: Stan
Comments by: Vladislavbelov
Fixes #3700, refs #3373

Differential Revision: https://code.wildfiregames.com/D2848
This was SVN commit r24518.
2021-01-06 15:26:11 +00:00
wraitii 59d0885d68 Allow picking a default formation for walk (and walk-like) orders.
This allows choosing a "default formation", which is activated
automatically for units given walk orders (and attack-walk etc.).
Conversely, units in formation that are given a gather/build/... order
are taken out of formation and given the order individually.
The default formation can be selected by right-clicking on any formation
icon.

This leverages formations for walking, where they are quite efficient
(in fact, perhaps too efficient), while circumventing issues with
various orders.

Choosing the "null formation" as the default formation de-activates the
behaviour entirely, and plays out exactly like SVN.

This makes it possible to queue a formation-order then a
noformation-order (i.e. walk then repair), though the behaviour isn't
very flexible.

For modders, it should be relatively easy to change the setup for each
order, and/or to force deactivating/activating formations in general.

Tested by: Freagarach, Angen
Refs #3479, #1791.
Makes #3478 mostly invalid.

Differential Revision: https://code.wildfiregames.com/D2764
This was SVN commit r24480.
2020-12-31 10:04:58 +00:00
wraitii ae9ea5b859 Map browser, used in the gamesetup and in the main menu.
This grid-based system allows browsing all available maps at a glance,
encouraging more diversity and making it nicer to pick a map.

Moves the mapCache and the map filters controller to the gui maps/
folders, and include that folder where it is used, instead of them being
in common/ or the gamesetup.

Comments By: Freagarach
Patch By: Nani (reworked by elexis then wraitii)
Fixes #5315 (though further work, such as proper scrolling, would be
nice).

Differential Revision: https://code.wildfiregames.com/D1703
This was SVN commit r24459.
2020-12-27 15:26:19 +00:00
Stan 421fbfd278 Make Profiler2 configurable in visual mode. Non visual doesn't load the config so it's not possible. Also update the profiler2 page to be able to change the port
Differential Revision: https://code.wildfiregames.com/D2444
This was SVN commit r24340.
2020-12-07 08:11:23 +00:00
wraitii a4852c4c01 Let players remap hotkeys in-game, fix default hotkeys being qwerty-specific.
- Provide a "Hotkey" screen to let players remap hotkeys in-game using a
convenient setup.
- Make all .cfg hotkeys refer to scancodes (i.e. position on the
keyboard), so that default hotkeys now translate correctly for AZERTY,
QWERTZ and other layouts.
- 'BackSpace' is now an alias for 'Delete', and works for killing units.
This fixes #1917, as macs don't have a proper delete key and would need
to use Fn+Del otherwise. This shifts "timewarp" to Shift+BackSpace.

Functionally, this switches hotkeys to scancodes, as that makes more
sense (they are combinations of key positions, not actual text output).
SDL includes are cleaned and key names are reused.

Fixes #2850, Fixes #2604, Refs #1810, Fixes #1917.

Follows work in 3d7784d2af.

Various diffs tested by: Angen, Stan, Freagarach
Comments by: Nescio
Differential Revision: https://code.wildfiregames.com/D2814
This was SVN commit r24215.
2020-11-19 09:27:26 +00:00
Freagarach 8e547cdce5 Add num pad hotkey equivalents.
Such that now e.g. control groups can be selected using those.

Patch by: @Nescio
Differential Revision: D3029
Accepted by: @wraitii
This was SVN commit r24120.
2020-11-03 18:16:19 +00:00
vladislavbelov 26ae55cad0 Adds contrast-adaptiv-sharpening filter, also helps to partly remove FXAA texture blurring.
Patch By: OptimusShepard
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2642
This was SVN commit r23947.
2020-08-07 22:16:55 +00:00
wraitii 5473393e30 Add an interface for Reinforcement Learning.
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.
2020-08-01 10:52:59 +00:00
wraitii e9361705ae Refactor HWDetect and rendering options setup.
Remove duplication when setting graphic options by reading the configDB
directly.
Properly protect the ModIO config keys.

Approved By: linkmauve
Refs #5538

Differential Revision: https://code.wildfiregames.com/D1931
This was SVN commit r23747.
2020-06-07 13:16:57 +00:00
bb 37980a3e48 Move all session hotkeys under session in default.cfg
This appears to comply with "This can be changed once all settings
belong to a section." from afecbf02f3 which did not set these hotkeys
under session.

Patch By: Nescio
Differential Revision: D2616
This was SVN commit r23726.
2020-06-01 15:11:26 +00:00
vladislavbelov 113b1c49b9 Adds anti-aliasing option with FXAA algorithm.
Differential Revision: https://code.wildfiregames.com/D2537
This was SVN commit r23484.
2020-02-05 21:53:10 +00:00
elexis 912dda50d6 Option to allow having the same entity in multiple control groups.
Differential Revision: https://code.wildfiregames.com/D2176
Patch By: Freagarach
This was SVN commit r23476.
2020-02-02 17:17:16 +00:00
vladislavbelov 8ea416b125 Adds an option to enable/disable building snapping by a hotkey.
Comments By: elexis, bb
Differential Revision: https://code.wildfiregames.com/D2546
This was SVN commit r23459.
2020-01-29 17:41:39 +00:00
elexis 34138a7764 Gamesetup class rewrite, fixes #5322, refs #5387.
* Decouples settings logically which in turn allows fixing many problems
arising from previous coupling.
* Fixes the persist-match-settings feature, refs #2963, refs #3049.
* Improves performance of the matchsetup by rebuilding GUI objects only
when necessary.

Provides groundwork for:
* UI to control per-player handicap, such as StartingResources,
PopulationCap, StartingTechnologies, DisabledTechnologies,
DisabledTemplates, ..., refs #812.
* Map specific settings (onMapChange event), refs #4838.
* Chat notifications announcing which settings changed, refs D1195,
* Multiple controllers setting up the game (since setting types can
check for permissions in onUpdateGameAttributes without the need for a
new data model or a second gamesetup data network message type), refs
#3806, subsequently dedicated server, refs #3556.
* MapBrowser (MapCache, MapTypes, onUpdateGameAttributes interface),
refs D1703 and D1777,
* Multiplayer saved games (decoupling and setting dependent unique
logic), refs #1088.
Refs
https://wildfiregames.com/forum/index.php?/topic/20787-paid-development-2016/
https://wildfiregames.com/forum/index.php?/topic/20789-paid-development-2016/

Enable maps to restrict setting values:
* If a map specifies an AI or Civs for a playerslot, the controller
can't assign a player/other AI or Civ to that slot, refs #3049, #3013.

Fix per player StartingResources, PopulationCap, StartingTechnologies,
DisabledTechnologies, DisabledTemplates following 9177683653, refs #812,
fixes #4504. Use this for DisabledTechnologies on Polar Sea.

Persist user settings for Skirmish maps:
* All user chosen settings are persisted when changing the selected map
or maptype,
  except where the selected map overwrites the setting value and
  except for Scenario maps which still use the default value where the
map doesn't specify the setting value.

* Tickets relating to that Skirmish mapchange user setting persistance:
 - Selecting a map doesn't change the selected civilizations, fixes
#3120 (together with 7cf83f19fd removing map specified Civs).
 - Selecting a map type doesn't reset the selected settings, fixes
#5372.
 - Selecting a map doesn't change the selected victory conditions,
unless the map specifies those, refs #4661, #3209. (Atlas still writes
VictoryConditions to every map.)
 - Consume the player color palette from Skirmish maps, refs 4996d28110
/ #1580. Preserve the selected playercolors when switching the
Skirmish/Random map by chosing the most similar colors if the map comes
with a different palette.

Rated games:
* Hide and disable Rated game setting unless there are exactly two
players, fixes #3950, supersedes D2117.
* Display conspicuous warning if the game is rated, so players are
perfectly aware.

Autostarted games:
* Allow using the gamesetup page to autostart matches with arbitrary
maps, not only this one tutorial, as reported in D194 and 15e2b42525,
refs D11.

Networking:
* Keep gamesetup page open after disconnect, allowing players to read
chat messages indicating why the host stopped the server, fixes #4114.
* The message subscription system allows new and mod settings to run
custom logic on arbitrary setting changes (most importantly on map
change).
  This removes hardcoded logic restrictions from the gamesetup option
unification rewrite in b4e5858f6d/D322, refs #3994,
  such as the hardcoding of setting references in selectMap to biomes
from f2550705d3/D852 and the difficulty from 9daa7520ef/D1189,
RelicDuration, WonderDuration, LastManStanding, RegicideGarrison,
TriggerScripts, CircularMap, Garrison, DisabledTemplates.

Checkboxes:
* Display values of disabled checkboxes with Yes/No labels, fixes D2349,
reviewed by nani.

Clean g_GameAttributes of invalid values and gamesetup GUI temporaries,
refs #3049, #3883:
* Delete useless values:
 - VictoryScripts, because they are redundant with TriggerScripts,
introduced in 8915037631.
 - mapType which was written twice to g_GameAttributes following
9177683653
 - Description, Keywords, Preview since that doesn't impact simulation
and can be loaded from the MapCache
 - mapFilter, mapPath, SupportedBiomes, SupportedTriggerDifficulties
since they are only used in the gamesetup
* Delete conditional values if the condition is not met:
 - AIDiff, AIBehavior if there is no AI in that slot
 - Nomad and Size if the maptype is not Random
 - Biome, TriggerDifficulty if the map doesn't support that
 - WonderDuration, RegicideGarrison, RelicCount, RelicDuration if the
according VictoryConditions are not enabled
 - LastManStanding if TeamsLocked
 - Rating if there are more than 2 players

MapCache:
* Refactor to MapCache class, store maps of all types and use it in the
replaymenu, lobby and session as well.

SettingTabsPanel:
* Remove hardcodings and coupling of the SettingTabsPanel with
biomes/difficulties/chat UI from D1027/ac7b5ce861.

GamesetupPage.xml:
* Restructure the page to use hierarchical object organization
(topPanel, centerPanel, centerLeftPanel, bottomPanel, centerCenterPanel,
centerRightPanel, bottomLeftPanel, bottomRightPanel), allowing to
deduplicate object position margins and size math and ease navigation.

New defaults:
* Check LockedTeams default in multiplayer (not only rated games).
* Persist the rated game setting instead of defaulting to true when
restarting a match, which often lead to unintentional rated games when
rehosting.
* 60 FPS in menus since they are animated

Autocomplete sorting fixed (playernames should be completed first).
Refactoring encompasses the one proposed in Polakrity and bb D1651.

Differential Revision: https://code.wildfiregames.com/D2483
Tested by: nani
Discussed with:
* nani for blackbox testing, code architecture, performance and
MapBrowser in PMs on 2019-12-19, 2019-12-31, 2020-01-06
* Angen for the simulation diff on
http://irclogs.wildfiregames.com/2020-01/2020-01-03-QuakeNet-%230ad-dev.log
* bb on SettingsTabPanel on
http://irclogs.wildfiregames.com/2020-01/2020-01-05-QuakeNet-%230ad-dev.log
* Imarok on data model and revised multi-controller plans for #3806 on
http://irclogs.wildfiregames.com/2020-01/2020-01-07-QuakeNet-%230ad-dev.log
Emojis by: asterix, Imarok, fpre, nani, Krinkle, Stan, Angen, Freagarach
This was SVN commit r23374.
2020-01-11 20:14:17 +00:00
vladislavbelov 8e48e1b17e Adds optional fixed shadows without swimming effect
Fixed shadows have fixed rendering distance. Also they don't have a
swimming (blinking) effect on camera movement/rotation.

Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D2465
This was SVN commit r23333.
2020-01-05 22:44:39 +00:00
vladislavbelov a8f241da5d Adds snapping to edges for buildings
Allows to place buildings a bit faster and more perfectly aligned. Also
it helps to find a nearest placeable position in some cases.

Reviewed By: elexis
Comments By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D2079
This was SVN commit r23330.
2020-01-05 01:08:05 +00:00
elexis c16eddaedc Rewrite loading screen to use class semantics, refs #5387.
Add config option to display the loading screen stage description.
Add tip functions for future use, refs D1730.
Harmonize coordinates.

Differential Revision: https://code.wildfiregames.com/D2418
This was SVN commit r23150.
2019-11-12 15:54:09 +00:00
elexis 38e06fce7e Rewrite FPS/Realtime/Gametime/Ceasefire counters to use object semantics using class notation, refs #5387.
Rebuild the counters every 250ms instead of every frame and minimize
object creation.

Differential Revision: https://code.wildfiregames.com/D2391
Comments By: Stan
This was SVN commit r23096.
2019-10-27 12:39:28 +00:00
elexis 0ecc005654 Remove nonexistent hotkey used in cccc55ce97, undefined until 50166bb456, unused since a964e83c79.
refs #wfg 2008-07-12

This was SVN commit r22822.
2019-09-01 11:22:43 +00:00
elexis 214f805f83 Diplomacy and Objectives dialog hotkey.
Delete unused pauseMenuButton from 7a7ebaa983.

Differential Revision: https://code.wildfiregames.com/D2132
Reported By: minohaka
This was SVN commit r22650.
2019-08-12 10:54:25 +00:00
Imarok bc93f51a1c Add an experience status bar
Earlier version reviewed by: bb
Comments by: elexis
Differential Revision: https://code.wildfiregames.com/D1460
This was SVN commit r22226.
2019-04-25 15:58:54 +00:00
Imarok 6fb7479109 Acoustic notification when people join a hosted game
Patch by Polakrity.
Sound by Samulis.
Reviewed by: Imarok
Fixes: #4101
Differential Revision: https://code.wildfiregames.com/D932
This was SVN commit r22088.
2019-02-15 18:55:38 +00:00
elexis 6fe427664b Bump version to alpha 24.
Last alpha 23 commit was 0044c5c2e8.

Differential Revision: https://code.wildfiregames.com/D1705
Reviewed By: Itms
Comments By: Stan, smiley, bb
This was SVN commit r21951.
2018-12-26 11:28:37 +00:00
Itms d0dd3ccbc8 New mod signing key for A23b.
Fix indentation in previous commit (3e2c7f88e0).

Differential Revision: https://code.wildfiregames.com/D1686
This was SVN commit r21944.
2018-12-08 20:49:59 +00:00
user1 3e2c7f88e0 Update client\'s default.cfg for the new muc room arena23b
This was SVN commit r21943.
2018-12-06 13:36:28 +00:00
elexis 1bd9f4393b Allow users to disable TLS encryption entirely in the GUI to ease use of the lobby if gloox/GnuTLS crashes upon TLS handshake, refs #5349, #4705.
Differential Revision: https://code.wildfiregames.com/D1679
Based on patch by: Itms
Tested on Fedora: Itms, bb and myself

This was SVN commit r21932.
2018-11-27 14:41:44 +00:00
elexis 237c706dff Allow the user to print and save the text of the terms and conditions before the conclusion of the contract and use the word "Clickwrap agreement".
See EU Court of Justice decision C-322/14, refs #5257.
Adds one string.

Differential Revision: https://code.wildfiregames.com/D1657
This was SVN commit r21919.
2018-10-25 12:32:28 +00:00