Before this, starting a replay after a deletion loaded and ran the
replay in the background without dismissing the replay list, and
starting another one crashed on an assertion.
Fixes#9246
A distribution is statefull it might store some unused entropy so that
the rng might be called less ofthen.
So this commit might increase the object size and improve performance.
After #7164, entities in the ActorViewer are loaded through the
preview filter, which disables shadows by design. As a result, the
shadow toggle no longer has any visible effect.
Adds a dedicated viewer.xml template so the ActorViewer no longer
inherits the preview filter's shadow behaviour, keeping preview.xml
untouched for the entities that legitimately need shadows off.
Refs #7164
Reported by: Vladislav
Territory influence weights could cause other players' territories to
overlap with buildings, leading to incorrect territory ownership and
buildings decaying even when they should be within their own territory.
This fix ensures that all tiles occupied by a building's footprint are
always owned by the building's owner, regardless of influence weights
from nearby structures.
Obstruction cluster are found in walls. Since position of walls would never change, that erroneous code path was probably never executed, hence it never caused any observable problems. Fixing this anyway in case it would be relevant in future.
It was implemented on Windows only. It doesn't really contain a useful
for us information which can not be obtained by diagnostic tools like
dxdiag when needed.
To follow other maps name syntax (`<name> (<number of players>)`), "players" is
removed from the name on the following maps to keep only the number:
- Cycladic Archipelago (2p, 3p)
- Libyan Oasis
- North African Savanna.
The filter was rarely used. The implementation was overly complex and
might have filtered out strings that should have been printed.
Tags like "FILES|" have been removed.
For the loader a macro `LOADER_LOG` has been introduced.
Mods may dynamically request icons
(e.g., [icon=\"emblem_${civ}\"], [icon=\"icon_${res}\"]) that
don't exist when another mod introduced the new civ or resource
but hasn't added that icon.
This results in excessive error log spam during normal gameplay.
Auras.CanApply called Visibility's GetPreview(), which doesn't exist,
so auras were applying in preview. Introduced in eb2ff98883.
Add GetPreview() to Visibility.
Fixes#9225
f39e71cca0 moved the player data refresh after a diplomacy change
into a diplomacy colors change handler, which only runs when
diplomacy colors are enabled. With them disabled, the diplomacy
dialog's stance buttons didn't reflect the new stances.
Refresh the player data directly in the diplomacy notification
handler, before the diplomacy colors are recomputed, and remove
the now redundant diplomacy colors handler registration.
To follow other maps name syntax (`<name> (<number of players>)`), "players" is
removed from the name on the Watering Holes map to keep only the number.
sortEntitiesForEngagement projects both attackers and targets from
the same origin (avgAttackers) onto the same vector,
so reversing the target array was incorrect.
We need to track models to update in a single place. SceneRenderer in
that case. It allows us to make ModelVertexRenderer implementations more
straightforward.