This would cause fishes to be spawned on land under a specific set of
conditions. Cases where the concerned land is not painted clPlayer for
example (which fish also avoids).
Added by @marder: spacing of the forest and wood amount was corrected as
the above ^ pushed the wood away from the player.
Original patch by: @smiley
Additional changes by: @marder
Differential revision: https://code.wildfiregames.com/D1729
Comments by: @elexis
Tested by: @Freagarach
Fixes: #5797
Refs. #3746
This was SVN commit r26003.
The task of the production queue should first and foremost be that; a
queue for production items.
Hence, the specifics of training/researching are delegated to specific
components.
As a side effect, this improves the test coverage and fixes:
- Resource not refunding when hitting the entity limit. Introduced in
b8758c8941.
- Autoqueue changing when unable to spawn. Introduced in 956b3f96db.
Modders can change their templates using
https://code.wildfiregames.com/P256.
Differential revision: https://code.wildfiregames.com/D4333Fixes: #6363
Comments by: @Silier
Refs. #6364
This was SVN commit r26000.
344d1cc837 introduced a tech that percentually increased the required XP
for archers, showing a decimal value.
This rounds that up, for 150/150 without being promoted looks bad as
well.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4322
Reviewed by: @Angen
This was SVN commit r25984.
Allows devs (and players) to skip the summary page when they don't need
them.
Patch by: @Schweini
Differential revision: https://code.wildfiregames.com/D3958
Reviewed by: @Langbart
Fixes: #4300
Comments by: @nwtour, @Stan
This was SVN commit r25978.
Triple click should have been an <Alt>+DoubleClick.
While at it, removed the unneeded brackets at the hotkey translations.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4314Fixes: #5409
This was SVN commit r25977.
Cursor should not blink in read-only.
The path was too similar to the list and thus easy to miss, it has been
changed to a 'golden' colour.
A tooltip was added to the path.
The border colour of input fields was changed from white to gold.
The buttons at the bottom of the page are spread evenly.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4296
Refs: #6350
This was SVN commit r25976.
Required experience can be set to 0 initially and because entity is
upgrated after simulation starts, there was division by 0 in atlas for
such entities causing experience bar going to infinity.
Differential revision: D4317
Fixes: #6362
Patch by: @Langbart
Reviewed by: @Angen
This was SVN commit r25974.
Our bridges are nothing more than actors, so using one is correct.
We also delete the template files to prevent others from making the same
mistake (if someone encountered and fixed the bug in a mod they have
modified templates anyway).
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4297
Reviewed by: @bb
Comments by: @Angen
Fixes#6352
This was SVN commit r25972.
Use dropdown with values. Implement confirmation box with countdown to
revert scale change because buttons can get unable to click.
Differential revision: D3037
Comments by: @vladislavbelov, @Stan, @wraitii, @pieq, @sera
Tested by: @Langbart
This was SVN commit r25966.
If someone would try to copy petra and use it as base of own ai, one
would not be able to run both ais at the same time and had to fix that
global constant anyway.
Differential revision: D4301
Reviewed by: @Freagarach
This was SVN commit r25957.
It was reported that the word farm in the Introductory Tutorial is
incorrect and it should be replaced with Field.
Game refers to them as 'Field' so change is correct.
Differential revision: D4299
Patch by: @Langbart
Fixes: #6345
This was SVN commit r25955.
Deselecting a part of a formation didn't deselect the whole formation,
since the logic was done quite weirdly.
This clarifies and fixes that.
Reported by: @Langbart on D4282.
Differential revision: https://code.wildfiregames.com/D4285
Comments by: @Angen, @Langbart
Tested by: @Langbart
This was SVN commit r25948.
FinishOrder called SetWaitingOnController, although the order
(constructing) had pushed another order (gather).
This is done now by telling we finished the order only when really idle.
This seems to boil down to the question: If we issued an order to a
formation, and its members have wandered off (imagine attacking an
entity and our members have finished the initial target but attack
nearby ones) do we want the whole formation to continue attacking or
execute the next order.
Also fixes reforming whilst attacking when an attack order was issued by
the player.
Reported by: @Langbart at https://code.wildfiregames.com/D2175#182343
Differential revision: https://code.wildfiregames.com/D4282
Tested by: @Langbart
This was SVN commit r25947.
Fixes an infinite loop when the next treasure is outside LOS.
Differential revision: https://code.wildfiregames.com/D4286
Comments by: @Angen, @bb
Fixes: #6329
This was SVN commit r25946.
This adds minor regeneration to fish (when not gathered) and fruit
(always) as a nice extra for casual players.
The values are chosen to be low, as to not affect competitive play much.
Patch by: @Nescio
Differential revision: https://code.wildfiregames.com/D3868
Comments by: @chrstgtr, @marder, @Stan, @wraitii
This was SVN commit r25940.
One can override this behaviour by using a hotkey when (de)selecting
entities.
The aim of this system is to reduce micromanagement a bit.
Differential revision: https://code.wildfiregames.com/D2175
Comments by: @Angen, @azayrahmad, @Langbart, @marder, @Stan,
@submariner, @wowgetoffyourcellphone, @wraitii
Refs. #4545
This was SVN commit r25939.
We now make use of `pkg-config` on Linux, BSD, and macOS systems to find
the headers and libs for the following dependencies, where we weren't
previously:
* `enet`
* `fmt` (on macOS only)
* `gloox`'s dependencies on macOS:
* `gnutls`
* `gmp`
* `nettle`
* `libcurl`
* `libogg`
* `libsodium`
* `miniupnpc` (on macOS only)
* `openAL`
* `openGL`
* `vorbis`
* `zlib`
Please see revision (https://code.wildfiregames.com/D3611) for details.
NOTE: All those building on macOS will need to rebuild their libraries
(`build-osx-libs.sh --force-rebuild`)
Tested by: Langbart (macOS), Freagarach (Ubuntu 18.04), Jenkins CI
(Debian Buster)
Comments by: Stan, wraitii, Freagarach
Differential Revision: https://code.wildfiregames.com/D3611
This was SVN commit r25938.
It removes the software implementation intentionally. Because it
duplicates SDL functionality. But it might be added in future on demand.
Tested By: bb, Langbart
Differential Revision: https://code.wildfiregames.com/D4278
This was SVN commit r25936.
If a *nix user wishes to build `pyrogenesis` with support for Valgrind
(such as
it is), then can do so by passing `--with-valgrind` to
`update-workspaces.sh`.
(They will need Valgrind installed and locateable via `pkg-config`.)
Reviewed By: sera, Stan
Fixes: #2904
Differential Revision: https://code.wildfiregames.com/D3646
This was SVN commit r25933.
Since f1acd22455, mods are checked for compatibility. However, they can
incorrectly be checked & added to inompatible mods several time, leading
to a potential crash.
The new code can also be simplified slightly.
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D4276
This was SVN commit r25926.