Let PetraAI use MatchesClassList more.
Differential revision: https://code.wildfiregames.com/D2150
Reviewed by: Angen
Comments by: Stan
This was SVN commit r25584.
To allow incorporating more options, this splits the graphics settings
into two tabs, one containing general options (such as
silhouettes/windowed), and one with more advanced settings.
Accepted by: asterix
Differential Revision: https://code.wildfiregames.com/D3985
This was SVN commit r25581.
Disable AO on quarried objects as its arguably broken.
Adds a second uv in case it's enabled again to prevent crashes in Atlas.
Use normal instead of parallax for the texture that do not have height
information.
This was SVN commit r25576.
Summary: Ran into this when testing things in the lobby - I'm not sure
it can happen if everything is working correctly, but I've had it
repeatedly when testing broken stuff. Feels safer.
Test Plan: ^
Differential Revision: https://code.wildfiregames.com/D4018
This was SVN commit r25574.
Defence towers were removed from the requirements in 29ab4b5af3, but
PetraAI was not made aware of this.
Differential revision: https://code.wildfiregames.com/D4015
Reviewed by: @Angen, @wraitii
Comment by: @Imarok
This was SVN commit r25564.
- Update the stone and metal mine meshes and
textures/skins/gaia/decal_quarry_sahara_a.png
- Slight tweak to the steppe grass
- Add some ptol eyecandy
Templates will come in a following commit.
This was SVN commit r25556.
Following D3108 / 876f6d5e50, sounds are attenuated by their actual
distance. However, as noted by players on A24, the dropoff is stark and,
when zoomed out, can easily result in not hearing things that are
happening in the middle of the screen.
The new default settings almost double the max-range, change the minimum
range to have greater dynamic range, and reduce the stereo depth
slightly to better match the default camera FOV.
These are stored per sound-grounp, possibly allowing future tweaks on a
per-soundgroup basis, and are configurable.
Tested by: Imarok
Discussed over mail with: Samulis, Porru
Differential Revision: https://code.wildfiregames.com/D3612
This was SVN commit r25547.
Structures now decay in the same time span, including walls/palisades.
This buffs houses/storehouses against capture slightly.
Exceptions:
- Fortresses decay 4 times slower (but, as of now, they are also
territory roots).
- Wonders decay 4 times slower.
Differential Revision: https://code.wildfiregames.com/D3993
This was SVN commit r25539.
CanAttack queries the miraged Resistance which did not exist, thus
failing.
This mirages Resistance explicitly (fixing parts of #5883)
Fixes 88549e77e1, reverts the mirage.xml change in 738b200dda
Refs #5883
Reported by: Asger_Spear
Differential Revision: https://code.wildfiregames.com/D4001
This was SVN commit r25517.
Loops buildable templates to find the best.
Differential revision: https://code.wildfiregames.com/D3876
Comments by: @Angen, @Stan, @wraitii
This was SVN commit r25514.
So an joined observer can see that information.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D3964
Comment by: @wraitii
Idea accepted by: @asterix
This was SVN commit r25512.
Also moves the function to the shared_script, since that is the
prototype it uses and the function doesn't use anything of the
terrain_analysis (as per @Angen's request).
Differential revision: https://code.wildfiregames.com/D3906
Comments by: @Angen, @wraitii
This was SVN commit r25511.
As noted by Angen in a26535d023, refs 3bcf360107
When starting with incompatible mods, the non-incompatible mods were no
longer shown. This fixes that.
I think the code looks cleaner from this new control flow that
explicitly only mounts "mod".
Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
This was SVN commit r25510.