The extra space is part of the name and prevents the build tarball to be
excluded from archived artifacts.
Reported-By: Itms <itms@wildfiregames.com>
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
tar --no-same-owner is only default for non root users, therefore if
extracting as root owner ship is by the user id creating the archive.
This is an issue if extracting happens in a container and cleanup
outside the container by a non root user like on our CI when building
the appimage. Therefore package the tar archives for fcollada and nvtt
with owner and group root.
Fixes: #8440
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Kushite expert cavalry spearman uses advanced cavalry spearman rider mo
del when gathering meat.
This commit changes so its expert counterpart is used instead of advanc
ed and art looks consistent.
Fixes#7649
The great hall of the Germans used the icon of the syssition, which contains
the Spartan civ emblem, which in turn contains a red Greek uppercase
lambda (Λ) for "Lacedaemon". This is obviously incorrect to use for the Germans.
So this patch instead creates a new, generic hall icon for the great
hall out of the syssition icon by just removing the lambda from it. That
way they remain similar and players can recognise them both as
halls and champion-training structures.
Removing all entities when loading a game isn't implemented. So the
setting should not be selectable: #8413.
It seems this was tried in b36782388b. But it removed the ai-item
instead of the removed-player-item. That lead to an additional error:
#8425.
Fixes: #8413Fixes: #8425
Patch by @elexis.
The package sent in fa85527baf / #2420 plus this missing return causes the NetServerTurnManager
to be stalled forever if a client succeeds to send this package on disconnect.
In NotifyFinishedClientCommands, Disconnect calls OnDisconnect calls UninitialiseClient calls m_ClientsData.erase,
but then m_ClientsData[client].readyTurn = turn; reinserts the disconnected client, making the turnmanager wait forever for the disconnected client.
refs https://wildfiregames.com/forum/topic/134742-bug-game-incredibly-slowfreeze-at-start-because-because-of-1-player/
The --libdir switch got lost at some point, which is useful for running
tests with a system build.
Further allow to switch the type of output at runtime avoiding an
unnecessary rebuild.
Finally allow to specify an output file, this means there is no need to
redirect stdout which might break the CI in case the tests write
something to stdout like in case of LOGERROR resulting the test result
not being valid xml.
Ref: #7534
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
The `isSavedGame` attribute has been introduced in ea12766834. The
variable has been turned in a member variable in 3a6540110b this
occurrence was missed when rebasing.
Fixes: #8417
Entities with a production queue when queueing or unqueueing items for
will set an appropriate animation which is desired for structures, like
the forge producing smoke, but not so for units as it interferes with
UnitAi animation state.
Units don't have animations for training or researching so the idle
animation will be set in that case instead. If such a unit is in motion
this results in the unit gliding. To avoid this just skip setting an
animation for entities having a UnitAI.
Reported-by: wowgetoffyourcellphone
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
In case a healer is currently healing and is part of a selection ordered
to attack the healer gets moved along but the fsm state isn't changed
which leads to healer healing while gliding to the target.
Introduce a WalkToTargetRange function which does transition state in
addition by issuing an order instead.
Fixes: #6134
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
When loading a savegame more settings are loaded then normally. Thous
settings (such as TriggerScripts) can't be changed from the
matchsetting-screen.
With this commit the saved matchsettings.mp.json isn't overritten when
loading a savegame.
Fixes: #7632
Filtering the maps sometimes changes the selection. Also it's not
required to filter the maps as the setting is already selected and
frozen.
This reuses the code which is used by campains since there the map might
also be frozen.
Fixes: #7682
Add a Dockerfile having all needed tooling. Using a container also means
those are the libs that will end up being used in the AppImage.
Then add a script for building pyrogenesis either form git or from
extracted source tarballs and for assembling the AppImage and finally
creating the AppImage.
Add building the AppImage to the "bundles" pipeline.
Also add a wrapper script to use podman to drive the whole process
for convenience for local builds.
Ref: #7577
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Commit fe192fe58f added one extra level,
so we have to layout the parent of the parent now to actually layout the
sidebar.
Fixes: #8388
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Each sprite is comprised of dynamically scaled 9 slices stored in a designated directory.
Base, over, pressed, and disabled variants are combined into a button style called
'BrownButton'.
The sprites have a native/maximum total resolution of 266 x 74 pixels.
(which is larger than any other button sprites)
Brightness of the base sprite is kept neutral so that it fits on both
light and dark backgrounds.
Disable compression and mipmapping as they don't work well with sliced
sprites.
-During each attack on a low preference target unless player-directed, update the range query and find a new target.
-Adjust behavior for elephants to work better versus infantry.
fixes#1488