Set last carried resource when transforming gatherer as that information
is needed to set correct animation variant.
Missing since 7499b23991 (was still relevant in that time for
"RETURNRESOURCE.APPROACHING")
Differential revision: https://code.wildfiregames.com/D2471
This was SVN commit r23353.
Allows to pass variant name when moving units to formation used by
UnitAi when formation is moving. That variant will be passed as
parameter of order FormationWalk so formationmember can set requested
variant.
This passed variant will be ignored if formation defines own variant
based on position of member.
When none of above is true, that means nor formation nor order defines
variant, member will fallback to default variant in order to show
carried resources if has some what makes it more consistant with
animation variants used in individual state.
Differential Revision: https://code.wildfiregames.com/D2550
This was SVN commit r23352.
moved (four) specific structures
corrected ai file(s) accordingly
corrected appropiate map files (five scenarios and one skirmish)
moved one sound
moved an icon
moved the remaining art files for consistency.
Based on a patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2543
This was SVN commit r23347.
After formation member ends walking, he tries to face target point.
However that eliminates rotation set by SetInPosition from formation
component. Partly fixed in 9d0b4db973 with setting correct rotation in
idle state, but one could still notice that there is glitch when unit
does quick turn to target point and then back. However that solution
would be still required if logic in SetInPosition would not be changed
to always set correct rotation. Another alternative would be to unset
unit at position with every walking order but that would have the same
effect and this is just more performance friendly to not splice member
from position every time.
Notice that information from inPosition is currently not used, so that
change in it is not braking anything.
This was SVN commit r23346.
Add some special maps for the old hellenes/gymnasium.xml actor.
Comments by: @Angen
Based on a patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2208
This was SVN commit r23340.
Change the weapon of gaul infantry swordmen to (Celtic) csword, because
all other Celtic swordsmen (cavalry, champions, heroes, ptol
mercenaries) use it already and the spatha is a Roman cavalry sword;
Change the weapon of athen cavalry swordsmen to falcata
(kopis/makhaira), a chopping sword, because ancient sources (e.g.
Xenophon) emphasize cavalry used that, not a xiphos (similar to gladius
or akinakes), a short stabbing sword, unsuitable for horsemen.
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2033
This was SVN commit r23339.
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.
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.
Fix redeclarations of variables
Fix variable shadowing
Remove duplicated cmpPlayer
Move querying of the same components out of loop
Change if (foo.length > 0) to if (foo.length)
Change if (foo == 0) to if(!foo)
Fix remaining var -> let
Remove white space from empty object { } to {}
Restyle more complicated objects
Differential Revision: https://code.wildfiregames.com/D2470
Comments by: elexis, Stan, nani
This was SVN commit r23322.
These two headers were missing in various places, preventing build in
some cases.
Patch By: linkmauve
Tested By: Freagarach
Differential Revision: https://code.wildfiregames.com/D2481
This was SVN commit r23321.
Differential Revision: https://code.wildfiregames.com/D2526
Tested on: clang 9.0.1, Jenkins/gcc6, Jenkins/VS2015, Jenkins/macOS
This was SVN commit r23319.
Nuke HAVE_PCH and use only one macro for PCH logic.
This macro is enabled (=1) or disabled (=0) based on --without-pch and
no_pch parameters in premake5
Visual studio does not more override this logic
Differential Revision: https://code.wildfiregames.com/D1380
Reviewed by: @Itms
This was SVN commit r23314.
Windows binaries built with toolset v140_xp.
Tested under Windows, Linux and macOS.
Includes a patch for building on musl Linux, contributed by voroskoi,
containing code by leper.
Use the opportunity to set native line endings in the NVTT bundle.
The NVTT DLL was the last one built with VS 2010, refs #5379, #5527.
Differential Revision: https://code.wildfiregames.com/D2475
This was SVN commit r23305.
When entity is in "enter" phase of state and it was called SetNextState,
code have to return true in order to abort current state to work
properly ( else return false ).
Differential Revision: https://code.wildfiregames.com/D1943
This was SVN commit r23300.
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.