cdfa6cb8b4 made it such that a ResourceGatherer takes a target to commit
resources, this extends that to dropping resources at the dropsite.
While add it also added some tests for ResourceDropsite and -Gatherer.
Differential revision: D3300
Comments by: @Stan, @wraitii
This was SVN commit r24543.
Since one may start a match with all visible and then the tech is
useless and hides what is underneath.
Patch by: @Nescio
Differential revision: D2999
Reviewed by: @borg-
This was SVN commit r24541.
Fix larger structures being able to shoot further than they can see.
(At least for most cases, a large elevation bonus can still mess this
up.)
Patch by: @Nescio
Differential revision: D3314
Reviewed by: @borg-
This was SVN commit r24540.
Make linter useful again.
- var -> let
- Linter issues (except default cases for switches).
- Delete unused comments.
- Removed some trailing commas in objects.
Differential revision: D3298
This was SVN commit r24537.
Adds a new class `CivSpecific` which, when combined with the `Structure`
class,
is then used by the `civinfo` page to identify buildable structures
specific to
a selected civilisation. (The `SpecialBuilding` class previously used
was
removed from templates over half a year ago.)
This should resolve the main concern raised on 190d6e7cf5.
The `civinfo` captions have also been updated to match.
Patch by: @Nescio
Accepted by: @s0600204
Differential Revision: https://code.wildfiregames.com/D2733
This was SVN commit r24535.
Currenlty when one looks into specific name of kush arsenal there is
weird character at the end.
According Nescio there is empty character.
Introduced in 2b3c829e74
Differential revision: D3313
Reviewed by: @Nescio
This was SVN commit r24534.
Following general comments by players that the new turn rates were too
slow for good feeling/gameplay, this increases turn rates for most
units.
This remains a rather conservative increase, so further changes may be
needed.
Differential Revision: https://code.wildfiregames.com/D3274
This was SVN commit r24533.
Fixes the default name.
Remove comment that was invalid after 876b035336.
Deepfreeze data.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3306
This was SVN commit r24532.
In 52f311da2b code was made resource agnostic except a few places.
This fixes one of them.
(Notice that this approach also addresses Vladislavs recommendation to
load all textures at XML parsing time rather than at JS runtime
(D1745).)
Ticket: #3934
Patch by: @elexis
Differential revision: D2329
Reviewed by: @Freagarach, @wraitii
This was SVN commit r24531.
Follows 107d3d461f and other 'pthread->std::thread' diffs.
Windows uses Structured Exception Handling to allow reporting errors
(both C++ and hardware) nicely. This works by wrapping the code in a
__try __catch block.
The pthread wrapper did this automatically, but we now need to do it
explicitly for std::thread.
Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3261
This was SVN commit r24530.
To allow all civs to counter rams.
The rams are to be differentiated in future patches. This is kind of a
placeholder to fix balancing.
Patch by: @Nescio
Differential revision: D2815
In favour: @badosu, @Feldfeld, @genava55, @ValihrAnt, @wraitii
Reservations: @borg-, @Imarok,
This was SVN commit r24528.
Since 8cb7c4ec34 they had the same cost/health/food, this fixes that.
- Enables all four animals at all corrals; the Mauryas have a zebu
instead of an ordinary cow, and cart, kush, ptol sanga cattle, since in
reality the big four (goat, sheep, pig, cattle) had already spread
throughout the Old World in the Stone Age and in our time frame were
available practically everywhere; it was not an either-or situation;
each animal had a somewhat different function.
- Gave them different stats:
-- 1:1 cost:health ratio
-- 1:2 cost:meat ratio
-- Four goats approximately equal three sheep or two pigs or one cow.
Patch by: @Nescio
Differential revision: D3301
Reviewed by: @borg-
Comments by: @Angen, @wraitii
This was SVN commit r24527.
Differential Revision: D1492
Fixes#5112
Original patch by smiley
Commandeered, edited and tested by @FeXoR
Discussed by @smiley, @elexis, @vladislavbelov and @FeXoR
This was SVN commit r24525.
Makes all (standard) structures don't heal at first, execept for the
wonder (heal rate of `5`) and temple (`3`).
Replaces the barracks healing technology by one that allows healing in
all structures (`+1`).
Summarising:
This patch makes the 0 rate the default and merges the technologies to a
single one, researchable at the temple, but affecting garrisoned units
in all structures, except for outposts and walls (i.e. those with
visible turret points). The new situation is:
```
0: structures by default
1: structures with technology
3: temple by default
4: temple with technology
5: wonder by default
6: wonder with technology
```
Patch by: @Nescio
Differential revision: D3264
Reviewed by: @borg-
This was SVN commit r24523.
When an entity promotes it autogarrisons in the turret position but
because `GARRISONE.enter` returns early a turret never reaches the
`IDLE`-state and thus won't automatically react on nearby enemies.
This is explicitly a temporary fix.
Differential revision: D3293
Reviewed by: @wraitii
This was SVN commit r24521.
This threads the netclient session, which avoids timeouts when the
main-thread is not polling (map creation, very long simulation frames).
Unlike the NetServer, which should be as independent as possible from
the main thread, the NetClient is fundamentally tied to the game thread.
Therefore, this only threads the session object.
To ensure good performance and ease-of-use, lock-free queues for
in/out-going messages are used.
This fixes artificial timeouts, while also improving actual ping reports
(since frame-time is no longer a factor).
It effectively reverts D1513/eda236522c and 2e7e1c0b2b, all hacks around
lag-timeouts (and bits of 1a3fb29ff3).
Based on a patch by: Stan
Comments by: Vladislavbelov
Fixes#3700, refs #3373
Differential Revision: https://code.wildfiregames.com/D2848
This was SVN commit r24518.
The 'arena' allocator does not take memory alignment into account, which
can result in crashes at -O3 with gcc 7.5 (presumably because of SSE
instructions).
This accounts for alignment issues, fixing the issue.
Also do various cleanup in lib/allocators.
Reported by: Bellaz89, Freagarach
Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3181
This was SVN commit r24517.
Change description.
Affect Champions training time instead of fortress' batch time modifier.
Patch by: @borg-
Differential revision: D3273
Reviewed by: @Nescio
This was SVN commit r24514.
Large units risk being stuck between other units. This is true in
general, but particularly weird with formations, since individual units
may well not be stuck, only the invisible formation controller.
This alleviates the issue by ordering units to move individually when
the controller appears stuck.
It introduces a new "VERY_OBSTRUCTED" unit motion message, which
triggers when a unit has failed to move for several turns.
Reported By: Angen
Reviewed By: Freagarach
Fixes#4935
Differential Revision: https://code.wildfiregames.com/D3209
This was SVN commit r24511.
And move the damage_types to simulation/data (i.e. one level up).
Differential revision: D3276
Idea accepted by: @wraitii
Tested by: @Stan
This was SVN commit r24509.
Follows D2814 / a4852c4c01
Hotkey tooltips used 'untranslated' hotkeys instead of the accurate
ones, as they directly pulled from config values.
Noted & tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3277
This was SVN commit r24504.
By specifying the players which are allowed to use(/see) a command
button and adding an enabled/disabled property to the info.
Differential revision: D2343
Comments by: @Angen, @Stan
This was SVN commit r24501.
Reads attack effects from JSON files to allow easier introduction (one
still needs to modify other components).
Differential revision: D2661
Comments by: @Angen, @bb, @Stan, @wraitii
This was SVN commit r24500.
Moves attack sound groups to where the weapon is defined (where it was
not already the case).
Removed sounds from entities that can't use the sound.
Patch by: @Nescio
Differential revision: D2855
This was SVN commit r24499.
Allows four `Ranged+Infantry` to occupy turrets on the tower.
Also gives all siege wall segments the same cost-to-health ratio.
Patch by: @Nescio
Differential revision: D2993
Reviewed by: @borg-
This was SVN commit r24498.
This commit removes two things from the `{civ}.json files, for the
following
reasons:
1. The team-bonus information, as the only thing that was reading it
(the
`civinfo` page) no longer does so.
2. Information about civ-bonuses that have been implemented via a single
auto-researchable technology, as the `civinfo` page is now capable of
displaying information from technology files and, in fact, now does
so.
This was SVN commit r24494.
As of 190d6e7cf5, the `civinfo` page no longer reads information about
Heroes and Special Structures/Technologies from the `{civ}.json` files,
but
from relevant templates.
Nothing else uses the entity/tech descriptive information contained in
the
`{civ}.json` files, so we can safely remove it.
Note: The Team and Civilisation Bonus information contained within the
`{civ}.json` files are not touched in this commit.
This was SVN commit r24493.
Instead of loading information about heroes, special buildings, et al.,
from the
`{civ}.json` files, load the information desired from templates.
Determination of "specialness" works as follows:
* Heroes are detected via the `Hero` class.
* Special Structures are detected via the `SpecialBuilding` or `Wonder`
class.
* Technologies are determined to be "special" when they can be
researched by
the currently selected civ, but are not open to be researched by
every civ.
* Team Bonuses are any applicable aura that reside in the appropriate
folder.
Accepted by: Freagarach
Comments by: Stan
Differential Revision: https://code.wildfiregames.com/D759
This was SVN commit r24492.
- Rename macros to be more explicit
- Move detection code to a separate file
- Remove a lot of checks in ARB mode (ModelDef.cpp would check for sse
multiple times per frame)
- Make explicit the SSE2 dependency for Windows
Comments by: @vladislavbelov @wraitii @OptimusShepard
Differential Revision: https://code.wildfiregames.com/D3212
This was SVN commit r24489.