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
Use `std::ranges::max` so that only one iteration is needed to find the
texture of highest priority.
Using `std::ranges::max` with an empty range is undefined behavior. So
there has to be a special case.
Adds a 1/125 chance for a corpse to undergo a decay movement in a given frame.
This allows a probability passed from the template to determine the sinking behavior of the entity.
Fixes#7548
Naval Redux 2.1
1 Greatly streamline the tech tree after some criticism it was too lengthy.
2 Move Scout ship to Village Phase
3 Tweak some ship costs
4 Implement some ideas from @Real_T_S
5 Acquiesce to all of @Real's demands
Their return values (undefined) were unused since 2cccd9825d, which is why they
didn't break anything. But due to the latest GetGUIObjectByName API
changes, they triggered some errors. They can be fully removed safely
now.
Fixes#8340
this commit fix and error in HWDetect when the libraries versions use
only MAJOR.MINOR like zlib in some linux os that is "1.3" that need
char[4] (1.3\0) conversion from Script::ToJSVal.
this commit create an overload template that matches "references to
array of uknown bound" and forward it to existing const char* / const
wchar_t* specializations.
this bug was reported by Vantha.