Change the time to completion to a countdown and remove the tooltip on
the health bar.
Move the number of builders to the time speed-up tooltip.
Remove the build rate tooltip.
Differential Revision: https://code.wildfiregames.com/D572
Early review by: wraitii
Comments by: bb
This was SVN commit r21072.
TS_ASSERT_EQUALS_APPROX must not silently pass if epsilon wasn't given.
Sort Vector2D.rotate summands by component rather than saving one
character.
This was SVN commit r21062.
The AuraManager serialized the affects array of the aura JSON files,
while the Auras components create new affects arrays upon
deserialization.
So the AuraManager of rejoined clients failed to identify and remove the
according aura effects of units who received the aura effect before the
rejoin.
Fix it by not serializing the array but only the strings inside the
array.
It were preferable to rebuild the modification cache and remove the
serialization altogether, refs #3834.
f24523dc8f introduced the same OOS on rejoin, refs #3909, #4239, but it
wasn't noticed due to the revert in d7e51f2a4f.
Differential Revision: https://code.wildfiregames.com/D1201
Reviewed By: bb
Comments By: gameboy
Fixes#4924
This was SVN commit r21014.
The commit had removed the fallback color as there is no traceable use
case.
Copy the Player color from the old to the new player entity in
ReplacePlayer before the ownership changes occur, so that it is always
initialized before read.
Refs 9329506e0d
Reported By: temple
This was SVN commit r20951.
Use the distance to the nearest point on the dropsite's obstruction
rather than the center of the dropsite.
Differential Revision: https://code.wildfiregames.com/D1160
Reviewed by: wraitii
Comments by: bb, elexis
Fixes: #4592
This was SVN commit r20950.
Summary:
{F316877}
Often we'll have a large group of units that we want to move to a new
location, but if we do that by having them building a dropsite, then if
the building's finished before everyone gets there, units still en route
will start gathering near their current position instead of near the new
location.
Test Plan: Agree.
Reviewers: wraitii
Reviewed By: wraitii
Subscribers: wraitii, Vulcan
Differential Revision: https://code.wildfiregames.com/D1162
This was SVN commit r20876.
Load technologies through the globalscript from D1108 / c90d72deb5
rather than querying the simulation for that.
Same can be done for auras afterwards.
This was SVN commit r20756.
Removes the serialization of JSON files, shrinking savegame files and
rejoin states sent across the network, refs #3834, #4239, #3909,
f24523dc8f.
Removes the AI C++ code to read JSON files from e33d4a52e9 since the AI
can now use the globalscript.
Allows the AI to read Aura templates and removal of GUIInterface code to
improve performance.
Serialization of the JSON objects in other simulation components was
removed in 9c0e37f2c0 / D1109, a6f14f5631 / D1130.
Serialization removal planned by sanderd17
AI part proofread by mimo
Simulation part proofread by bb
Discussed with Itms on irc
Differential Revision: https://code.wildfiregames.com/D1108
This was SVN commit r20737.
For instance useful when working with location vectors on arrays, such
as terrain generation in random map scripts, refs #4845.
This was SVN commit r20723.
Improve some of the comments mentioned by fatherbushido in b3dbcc457b.
Rename avg to average and test it.
Inline constructor defaults.
Don't use array functions nor for...of loops here to maximize the
performance, refs c751500907.
This was SVN commit r20706.
Add global filelisting helper.
Remove getXMLFileList and getJSONFileList from the unsorted
gui/common/functions_utility.js.
Make hidden maps prefix more transparent.
Remove hardcoded magic numbers that are string lengths.
Shorten loading screen code and separate pathnames from code.
Differential Revision: https://code.wildfiregames.com/D1107
Reviewed By: bb
This was SVN commit r20692.
Macemans and swordsman are different, and more civs than just maur might
get them (maybe in mods), so a parent template for them is good to have.
Updating the tech so it keeps affecting the same (but notice it doesn't
do anything with macemans).
Patch By: Nescio
Differential Revision: https://code.wildfiregames.com/D1036
This was SVN commit r20682.
This will enable us in the future to have technologies that change
projectiles.
This is also somewhat of a refactoring.
Patch By: Mate-86
Reviewed By: wraitii
Trac Tickets: #1909
Differential Revision: https://code.wildfiregames.com/D945
This was SVN commit r20676.
Do not check for system components,
Do not inline in loops for performance
Use QueryPlayerIDInterface instead of querying the playerEnt
Patch By: temple
Differential Revision: https://code.wildfiregames.com/D1137
This was SVN commit r20652.
By refactoring unitAI slightly, we can easily improve our support for
running/walking/idle animations.
Other gatherer entities (and other entities with custom walking
animations for certain variants) will need to be updated individually at
a later point to support this feature.
Reviewed By: bb, fatherbushido (a while ago)
Differential Revision: https://code.wildfiregames.com/D311
This was SVN commit r20631.
Move default Heal range visualization texture properties to the template
and only display Heal ranges if the template was given.
Differential Revision: https://code.wildfiregames.com/D1128
Refs #3915, #4349, D238, D432, D568
This was SVN commit r20624.
This also allows non-selectable entities like building previews to cast
range visualizations.
Patch By: Sandarac
Differential Revision: https://code.wildfiregames.com/D555
Refs #3915, #4349, ee5bb1fd61 / D238.
Comments By: Vladislav
This was SVN commit r20622.