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
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.
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.
Since ec19e5d663 German Support Wagons cannot train Units anymore so
that Wagon Trains cannot unlock this ability as well.
Reported by @xordspar0
Fixes#8799
When merging twin formations, the calls to AddMembers()
and RemoveMembers() got inverted. RemoveMembers()
calls UnsetFormationController() on each member, which overwrites
the formation controller reference just set by AddMembers() to
INVALID_ENTITY.
Since the completion is checked using the promise the `onTick` function
can be removed.
This replaces the `AutoStart` `AutoStartClient` and `AutoStartHost` by
async functions.
The functions can now return something to the engine. That is used to
inform the engine which page to open. That was previously done in
JavaScript. Which is ugly because it doesn't know whether it's in
visual-mode.
In-Game the Germans Cimbrian Clubman unit is erroneously declared
Builder and Worker
This removes these two Classes from the visible Classes
Fixes: #8806
Code is implemented relating to selecting the building starting from the surface and making Height functional.
Inbefore Height does not do anything and it is set by how tall the building is 3D wise.
Fixes: #8781
0ace1b44b2 added setting some animation into a controller state,
but formation controllers don't have any animations.
Probably some code intended for individuals has been copied there
by mistake.
This likely caused the visual system to reevaluate the actor somehow
because the animation didn't exist.
Fixes#8817
Update the font alias regex pattern from:
(mono|sans)-(bold-|italic-)?(stroke-)?[0-9]{1,3}
to:
[a-z]+-(bold-|italic-)?(stroke-)?[0-9]{1,3}
Previously the pattern only allowed the `mono` and `sans` font families.
This change generalizes the pattern to accept any lowercase font family
name, making it compatible with the font alias convention described in:
https://gitea.wildfiregames.com/0ad/0ad/wiki/Adding_font_support
This allows new fonts to be registered through aliases without modifying
the regex each time a new family is introduced.
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.
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.
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.
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.
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
Add default hotkeys for unit selection by class and for placing common buildings,
building on the previous buildings and units hotkeys work.
Several existing bindings are reassigned to avoid conflicts and group related actions
on consistent key combinations.
Reword the text on the splashscreen to sound more inviting and increase
the dialog size to ensure there's enough space for the message in all
languages.
Fixes#8682
Chat lines with different text heights were being positioned incorrectly
because each line's position was calculated using its own height rather
than the cumulative height of all previous lines.
This caused overlapping text and inconsistent vertical spacing when
messages had varying font sizes or line counts.
Now properly track cumulative height as we iterate through lines to
ensure each message appears at the correct vertical position regardless
of individual line heights.
ARB is a legacy backend which uses old assembly shaders. It makes
writing shaders more complex. According to the stats
https://feedback.wildfiregames.com we small amount of players with
ARB.
Fixes#8533
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.
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.
Use ProductionQueue.RemoveItem() instead of direct StopBatch() calls
to ensure both components stay in sync when entity training lists
change due to ownership changes.
Fixes#8691