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20341 Commits

Author SHA1 Message Date
Stan fedcc2f0f1 Delete two unused old icons.
Refs: P194

This was SVN commit r23402.
2020-01-15 15:46:53 +00:00
elexis f5808baac8 Don't continue to process pending netmessages in the gamesetup_mp page after having switched to the session page already.
If there was a player rejoining, a "start" and a "playerassignments"
message pending for that player, the playerassignments message would not
update the assignments of the session page, but the one of the obsolete
gamesetup_mp page, thus triggering "unknown player" messages for that
player during the session.
This seems to only happen when two players rejoin simultaneously and
with very rare timing / race condition, and thus was not reproducible
without modifying the code.
Issue since b454ccca79.

Differential Revision: https://code.wildfiregames.com/D2559
Should fix #5660.

This was SVN commit r23401.
2020-01-15 13:34:07 +00:00
elexis f82fd8ed5c Fix lineendings.
This was SVN commit r23400.
2020-01-15 13:24:17 +00:00
elexis b59257a53f Nerf citizen javelinist team bonuses, because they allowed too quick reinforcements and economy boom.
Differential Revision: https://code.wildfiregames.com/D2392
Patch By: ValihrAnt
This was SVN commit r23399.
2020-01-15 12:06:21 +00:00
elexis cca241c322 Fix some oversights in the gamesetup class rewrite 34138a7764/D2483 and one in the landscape gamesetup option D2564/af15d5972d.
* Relic count setting didn't work at all, reported by gameboy.
* GameSettingsPanel columnWidth wasn't lowered when using 1024*768,
necessary when all victory conditions are enabled (two columns),
reported by bb.
* Landscape setting didn't work with the random random map, reported by
bb.
* SavegameDetails used an obsolete function name.

This was SVN commit r23398.
2020-01-15 11:51:42 +00:00
Gallaecio 193e607677 gui/manual/intro.txt interpunction
This patch is split from D2305. It does the following:
* replace programmer's quotes () in text with proper opening and closing
quotation marks ()
* start sentences with a capital
*  →
* remove an incorrect colon ()
* use imperative

Author: Nescio

Reviewed By: Gallaecio, Freagarach
Differential Revision: https://code.wildfiregames.com/D2560
This was SVN commit r23397.
2020-01-15 09:42:28 +00:00
vladislavbelov 49415f8716 Splits debug display of frustums for an easier debugging of a culling and shadows
This was SVN commit r23395.
2020-01-14 23:51:29 +00:00
Stan dc56447328 Optimize resource trickle by not running timers when not necessary.
Reviewed by: @bb
Comments by: @Freagarach
Differential Revision: https://code.wildfiregames.com/D2400
This was SVN commit r23394.
2020-01-14 21:48:32 +00:00
bb a852bffeaa Standardize modmod buttons width
Patch By: Nescio
Differential Revision: https://code.wildfiregames.com/D2569
This was SVN commit r23393.
2020-01-14 21:02:48 +00:00
elexis af15d5972d Landscape and Daytime gamesetup options for the Unknown, Danubius and Polar Sea, refs #4838.
Allow gamesetup options other than biome to determine the map peview
image, refs #4962, 8adc6d8e93.
Add previews for the 12 Unknown, 2 Danubius and 2 Polar Sea variations.
Concludes deduplication of the Unknown (0d0bc32736), Unknown Land
(25682da568) and Unknown Nomad (7f8adcf8cb), refs #4317.

Differential Revision: https://code.wildfiregames.com/D2564
This was SVN commit r23392.
2020-01-14 07:02:40 +00:00
elexis 0307a642fe Fix gamesetup infinite loop when selecting a falsy (sandbox) AI difficulty following 34138a7764/D2483.
Correctly hide tips panel upon window resize.
Reported by Stan.

This was SVN commit r23391.
2020-01-14 05:46:37 +00:00
Stan c926b53917 Optimize some props by not using transparency.
Noticed by: @vladislavbelov
This was SVN commit r23390.
2020-01-13 23:26:43 +00:00
Stan c942189aac Optimize some helmets by not using transparency when not necessary. EOL
Noticed by: @vladislavbelov
This was SVN commit r23389.
2020-01-13 23:25:56 +00:00
Stan 69258604cc Optimize some structures, by not using transparency when not necessary. EOL
Noticed by: @vladislavbelov
This was SVN commit r23388.
2020-01-13 23:24:55 +00:00
bb 79cbb95d12 Move the credits button on main menu
Patch By: Nescio
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D2430
This was SVN commit r23387.
2020-01-13 18:33:03 +00:00
Itms b0b2f0701d Credit Inari in the credits instead of the commit message of dbb69285a5.
This was SVN commit r23385.
2020-01-13 07:47:30 +00:00
Itms dbb69285a5 Set source and executable character sets to UTF-8 on Windows, removes a platform discrepancy, fixes #5094.
Patch By: Inari
Tested By: Angen
Differential Revision: https://code.wildfiregames.com/D1411
This was SVN commit r23383.
2020-01-12 20:19:56 +00:00
Itms 601892a2bb Officially drop support for Visual Studio 2013, which stopped working after 3a839517ce, fixes #5379.
This was SVN commit r23382.
2020-01-12 20:04:22 +00:00
Alexandermb ae6c6bdbeb Fix head rotation not being properly exported in the resource approaching animation.
This was SVN commit r23379.
2020-01-12 14:33:56 +00:00
Angen 19f4e3ef28 Let splash radius be affected by modifications and rename GetSplashDamage to GetSplashData.
Differential Revision: https://code.wildfiregames.com/D2370
Patch by: @Freagarach
Comments by: Stan
This was SVN commit r23378.
2020-01-12 13:37:14 +00:00
Angen a84a896672 Use specific walking variants when approaching gathering
Switch to citizen walking with working tools when approaching some
resource to gather from.
It is nice visual change, it removes visual switching between soldier
and citizen when gathering resources.

Differential Revision: https://code.wildfiregames.com/D2518
Related forum posts:
https://wildfiregames.com/forum/index.php?/topic/26012-committed-animations/page/28/

This was SVN commit r23377.
2020-01-12 13:21:09 +00:00
elexis 34138a7764 Gamesetup class rewrite, fixes #5322, refs #5387.
* Decouples settings logically which in turn allows fixing many problems
arising from previous coupling.
* Fixes the persist-match-settings feature, refs #2963, refs #3049.
* Improves performance of the matchsetup by rebuilding GUI objects only
when necessary.

Provides groundwork for:
* UI to control per-player handicap, such as StartingResources,
PopulationCap, StartingTechnologies, DisabledTechnologies,
DisabledTemplates, ..., refs #812.
* Map specific settings (onMapChange event), refs #4838.
* Chat notifications announcing which settings changed, refs D1195,
* Multiple controllers setting up the game (since setting types can
check for permissions in onUpdateGameAttributes without the need for a
new data model or a second gamesetup data network message type), refs
#3806, subsequently dedicated server, refs #3556.
* MapBrowser (MapCache, MapTypes, onUpdateGameAttributes interface),
refs D1703 and D1777,
* Multiplayer saved games (decoupling and setting dependent unique
logic), refs #1088.
Refs
https://wildfiregames.com/forum/index.php?/topic/20787-paid-development-2016/
https://wildfiregames.com/forum/index.php?/topic/20789-paid-development-2016/

Enable maps to restrict setting values:
* If a map specifies an AI or Civs for a playerslot, the controller
can't assign a player/other AI or Civ to that slot, refs #3049, #3013.

Fix per player StartingResources, PopulationCap, StartingTechnologies,
DisabledTechnologies, DisabledTemplates following 9177683653, refs #812,
fixes #4504. Use this for DisabledTechnologies on Polar Sea.

Persist user settings for Skirmish maps:
* All user chosen settings are persisted when changing the selected map
or maptype,
  except where the selected map overwrites the setting value and
  except for Scenario maps which still use the default value where the
map doesn't specify the setting value.

* Tickets relating to that Skirmish mapchange user setting persistance:
 - Selecting a map doesn't change the selected civilizations, fixes
#3120 (together with 7cf83f19fd removing map specified Civs).
 - Selecting a map type doesn't reset the selected settings, fixes
#5372.
 - Selecting a map doesn't change the selected victory conditions,
unless the map specifies those, refs #4661, #3209. (Atlas still writes
VictoryConditions to every map.)
 - Consume the player color palette from Skirmish maps, refs 4996d28110
/ #1580. Preserve the selected playercolors when switching the
Skirmish/Random map by chosing the most similar colors if the map comes
with a different palette.

Rated games:
* Hide and disable Rated game setting unless there are exactly two
players, fixes #3950, supersedes D2117.
* Display conspicuous warning if the game is rated, so players are
perfectly aware.

Autostarted games:
* Allow using the gamesetup page to autostart matches with arbitrary
maps, not only this one tutorial, as reported in D194 and 15e2b42525,
refs D11.

Networking:
* Keep gamesetup page open after disconnect, allowing players to read
chat messages indicating why the host stopped the server, fixes #4114.
* The message subscription system allows new and mod settings to run
custom logic on arbitrary setting changes (most importantly on map
change).
  This removes hardcoded logic restrictions from the gamesetup option
unification rewrite in b4e5858f6d/D322, refs #3994,
  such as the hardcoding of setting references in selectMap to biomes
from f2550705d3/D852 and the difficulty from 9daa7520ef/D1189,
RelicDuration, WonderDuration, LastManStanding, RegicideGarrison,
TriggerScripts, CircularMap, Garrison, DisabledTemplates.

Checkboxes:
* Display values of disabled checkboxes with Yes/No labels, fixes D2349,
reviewed by nani.

Clean g_GameAttributes of invalid values and gamesetup GUI temporaries,
refs #3049, #3883:
* Delete useless values:
 - VictoryScripts, because they are redundant with TriggerScripts,
introduced in 8915037631.
 - mapType which was written twice to g_GameAttributes following
9177683653
 - Description, Keywords, Preview since that doesn't impact simulation
and can be loaded from the MapCache
 - mapFilter, mapPath, SupportedBiomes, SupportedTriggerDifficulties
since they are only used in the gamesetup
* Delete conditional values if the condition is not met:
 - AIDiff, AIBehavior if there is no AI in that slot
 - Nomad and Size if the maptype is not Random
 - Biome, TriggerDifficulty if the map doesn't support that
 - WonderDuration, RegicideGarrison, RelicCount, RelicDuration if the
according VictoryConditions are not enabled
 - LastManStanding if TeamsLocked
 - Rating if there are more than 2 players

MapCache:
* Refactor to MapCache class, store maps of all types and use it in the
replaymenu, lobby and session as well.

SettingTabsPanel:
* Remove hardcodings and coupling of the SettingTabsPanel with
biomes/difficulties/chat UI from D1027/ac7b5ce861.

GamesetupPage.xml:
* Restructure the page to use hierarchical object organization
(topPanel, centerPanel, centerLeftPanel, bottomPanel, centerCenterPanel,
centerRightPanel, bottomLeftPanel, bottomRightPanel), allowing to
deduplicate object position margins and size math and ease navigation.

New defaults:
* Check LockedTeams default in multiplayer (not only rated games).
* Persist the rated game setting instead of defaulting to true when
restarting a match, which often lead to unintentional rated games when
rehosting.
* 60 FPS in menus since they are animated

Autocomplete sorting fixed (playernames should be completed first).
Refactoring encompasses the one proposed in Polakrity and bb D1651.

Differential Revision: https://code.wildfiregames.com/D2483
Tested by: nani
Discussed with:
* nani for blackbox testing, code architecture, performance and
MapBrowser in PMs on 2019-12-19, 2019-12-31, 2020-01-06
* Angen for the simulation diff on
http://irclogs.wildfiregames.com/2020-01/2020-01-03-QuakeNet-%230ad-dev.log
* bb on SettingsTabPanel on
http://irclogs.wildfiregames.com/2020-01/2020-01-05-QuakeNet-%230ad-dev.log
* Imarok on data model and revised multi-controller plans for #3806 on
http://irclogs.wildfiregames.com/2020-01/2020-01-07-QuakeNet-%230ad-dev.log
Emojis by: asterix, Imarok, fpre, nani, Krinkle, Stan, Angen, Freagarach
This was SVN commit r23374.
2020-01-11 20:14:17 +00:00
Alexandermb 6159797710 Fix spear being reverse while attacking for ptolemies spearman
This was SVN commit r23373.
2020-01-11 18:54:21 +00:00
Alexandermb 5854ca30d1 Fix a duplicated attack animation in the spearman variants.
This was SVN commit r23372.
2020-01-11 18:52:29 +00:00
Alexandermb c659bfd195 Tool idle animations, and improvement of cape movement on walking with tools.
Note:

Hoe works both for shovel and Hoe.
Axe works both for pickaxe and woodcutters axe

This was SVN commit r23371.
2020-01-11 18:31:23 +00:00
vladislavbelov b6300eb417 Reorder rendering passes to decrease a possible driver synchronization
Hack inside the ShadowMap was added in b889826a3d and became outdated in
1866c2d3b7.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2541
This was SVN commit r23370.
2020-01-11 15:25:05 +00:00
Alexandermb c0185c0970 Modify specular maps of rome cardiopylax and hellenic cuirass in order to get a more bronze - like gloss
This was SVN commit r23369.
2020-01-11 14:22:06 +00:00
Gallaecio 63cbcf2eb5 reduce excessive capitalization in game options
Title case is meant for titles, headers, entity names, classes, keys,
and button captions (see
https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Capitalization ).
In the game options about every entry (two exceptions) in the lists is
capitalized, which is both unnecessary and excessive. This patch removes
title case from the listed items, reserving it for the section headers.

Before: {F1154299}
After: {F1154298}

Patch By: Nescio
Reviewed By: Gallaecio
Differential Revision: https://code.wildfiregames.com/D2437
This was SVN commit r23368.
2020-01-11 12:08:28 +00:00
Gallaecio 58b116fb4a main menu item tooltip corrections.
Minor corrections to several tooltips in the pre-game main menu.

Patch By: Nescio
Reviewed By: Gallaecio
Differential Revision: https://code.wildfiregames.com/D2428
This was SVN commit r23367.
2020-01-11 12:00:14 +00:00
Gallaecio 9b9410c923 [gui] building → structure
This patch corrects occurrences of “building” into “structure”.
Whilst “constructing a building” is proper English, it is important to
refer to one and the same thing with a single term, to avoid potential
misunderstandings (see
https://trac.wildfiregames.com/wiki/EnglishStyleGuide ), thence
“building a structure”, because the unit action is “build” and the
entity is a “structure” (see `simulation/templates/`).

Patch By: Nescio
Reviewed By: Gallaecio
Differential Revision: https://code.wildfiregames.com/D2429
This was SVN commit r23366.
2020-01-11 10:58:43 +00:00
vladislavbelov bbcd9b34cc Removes obsolete sys_cursor. Refs D2557.
sys_cursor was introduced in 7e1bcd5159 and partially in 5299dcad86.
Usage of sys_cursor was completely removed in 9a2d0f803e. At the moment
we use SDL and GL cursors.

Patch By: linkmauve
Comments By: Stan
This was SVN commit r23364.
2020-01-10 23:45:40 +00:00
vladislavbelov 604ec667f3 Removes possible copying of CStr in CTerrainTextureEntry and adds const where possible.
The copy returning was introduced in 7577d224a6.

This was SVN commit r23363.
2020-01-10 22:36:22 +00:00
vladislavbelov 39986f80e1 Adds const to PathfinderPassability where possible.
This was SVN commit r23362.
2020-01-10 20:37:59 +00:00
vladislavbelov c3ded34cf7 Improves performance of Atlas terrain elevation by updating the only changed terrain.
Reviewed By: Itms
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D2557
This was SVN commit r23361.
2020-01-10 19:54:35 +00:00
elexis 7567f56c71 Fix wrong Single-player main menu item tooltip and some indentation from adf448db4d, as reported by Freagarach, apply 3968760129/D2312 to that string.
This was SVN commit r23360.
2020-01-10 19:17:46 +00:00
Angen d12e5a9df0 Do not allow to override formation animation variants chosen when walking and define remaining combat variants
Fixing oversight from e7ab2c9b3f. Switching to columnar formation,
adding or removing formation members does not reset animation variant
passed by last order.

Also adding remaining combat variants for formationwalk.

Differential Revision: https://code.wildfiregames.com/D2556
This was SVN commit r23359.
2020-01-10 10:03:15 +00:00
Angen 900573e01c Fix missing phalanx animations
Fix missing phalanx animations following a8f7668bc6 because not
correctly added in e4f38b4b5d required because of 7cf6244110.

Differential Revision: https://code.wildfiregames.com/D2555
This was SVN commit r23358.
2020-01-10 09:33:24 +00:00
Angen ae341353d8 Fix units not reentering FORMATIONMEMBER.IDLE when no orders left
In 4ca448a686 : Make sure that formation members that end up in
INDIVIDUAL.IDLE go back to FORMATION.IDLE for sanity and for better
housekeeping

Differential Revision: https://code.wildfiregames.com/D2558
This was SVN commit r23357.
2020-01-10 09:31:22 +00:00
Alexandermb 34db988888 Remove front step from melee attacking animations making them more natural.
The front step or the quick "close-up" the infantry does while attacking
was a guide i've used while animating following the old attacking
animations, however this doesn't feel natural before and neither does
now. This animations follows the same attacking animation whitout
getting closer to attack in order to keep the visual mesh in the root of
the actor or the selection circle.

This avoid unnecesary clipping when attacking buildings.

This was SVN commit r23355.
2020-01-10 00:40:28 +00:00
Alexandermb f6f84d657f Adjust female mesh:
Reduced shoulders height to make them look more femenine.
Adjusted Female_Dress mesh UV for have a proper Texture alingment in the
lower dress.

This was SVN commit r23354.
2020-01-10 00:26:52 +00:00
Angen bd58e3ba1d Set last carried resource after promotion/transformation
Set last carried resource when transforming gatherer as that information
is needed to set correct animation variant.

Missing since 7499b23991 (was still relevant in that time for
"RETURNRESOURCE.APPROACHING")

Differential revision: https://code.wildfiregames.com/D2471
This was SVN commit r23353.
2020-01-09 21:21:38 +00:00
Angen e7ab2c9b3f Support order defined animation variants for formation
Allows to pass variant name when moving units to formation used by
UnitAi when formation is moving. That variant will be passed as
parameter of order FormationWalk so formationmember can set requested
variant.

This passed variant will be ignored if formation defines own variant
based on position of member.

When none of above is true, that means nor formation nor order defines
variant, member will fallback to default variant in order to show
carried resources if has some what makes it more consistant with
animation variants used in individual state.

Differential Revision: https://code.wildfiregames.com/D2550
This was SVN commit r23352.
2020-01-09 20:53:13 +00:00
Stan 2a363df67d Standardize fortress actor names. EOL to native.
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2553
This was SVN commit r23351.
2020-01-09 13:37:16 +00:00
Stan 2f3d862dae Update material settings to match basic_trans_parallax_spec.xml
This was SVN commit r23350.
2020-01-09 11:53:23 +00:00
Stan 5d2dd16126 Optimize some shields and shield props by not using basic_trans saving in some cases a few hundreds of polygons.
This was SVN commit r23349.
2020-01-09 10:50:51 +00:00
Stan 840375818e Optimize weapons meshes by not using basic_trans when not necessary.
This was SVN commit r23348.
2020-01-09 09:46:58 +00:00
Stan bc43a1a66e moved generic parent template
moved (four) specific structures
corrected ai file(s) accordingly
corrected appropiate map files (five scenarios and one skirmish)
moved one sound
moved an icon
moved the remaining art files for consistency.

Based on a patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2543
This was SVN commit r23347.
2020-01-09 08:56:29 +00:00
Angen ed54ad3486 Do not face point after movement for formation walk
After formation member ends walking, he tries to face target point.
However that eliminates rotation set by SetInPosition from formation
component. Partly fixed in 9d0b4db973 with setting correct rotation in
idle state, but one could still notice that there is glitch when unit
does quick turn to target point and then back. However that solution
would be still required if logic in SetInPosition would not be changed
to always set correct rotation. Another alternative would be to unset
unit at position with every walking order but that would have the same
effect and this is just more performance friendly to not splice member
from position every time.

Notice that information from inPosition is currently not used, so that
change in it is not braking anything.

This was SVN commit r23346.
2020-01-08 21:37:19 +00:00
Angen 46ea62f717 Remove formation speed multipliers introduced in 06e01ef944 based on 56b8fe31fd
This was SVN commit r23345.
2020-01-08 17:07:14 +00:00
Stan 9cd6ebed41 Fix space in seleucid temple pediment. This is against the art naming conventions, and it breaks Phabricator
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2544
This was SVN commit r23344.
2020-01-07 20:45:04 +00:00