Currently we always choose the best device. But it's not always
desirable. A more safe approach is to use the default device (with
index 0). The only downside of that is if a user didn't adjust
settings then the game might run on an integrated GPU instead of a
discrete one. In the future it'll be solved by selecting GPU in
options: #8529Fixes#8455
While "Brogiacos" and "Tegesacos" fit in terms of meaning, they are only
reconstructed words, "Ambactos" on the other hand is attested and
actually historically relevant.
This fixes 7df7566d7c, which added
automatic switching off silhouettes in cinema mode while resetting the
value when leaving cinema mode. Reloading can only be done for a given
config namespace.
Fixes: #7552
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Now it's possible to destroy the old swapchain before creating a new
one. It might make the swapchain creation a bit slower but with a
lower memory peak.
Importantly, the word "Germans" is removed since it is prone to being
translated incorrectly and the other civ bonus descriptions don't
contain the civ's name either.
The names are in Proto-Germanic and mostly taken from Wiktionary.
They can be confirmed by directly searching the individual
Proto-Germanic terms online.
Champion Cavalry: "Aþalaridjô" (noble+rider)
Cavalry Spearman: "Gaizaridjô" (spear+rider)
Cavalry Javelineer: "Skeutaridjô" (quick+rider)
Worker: "Būraz" (dweller, farmer) -- deliberately decided against the most literal translation,
which would be "Arbijaz", because that seems to be more connected to serfdom and the unit
rather represents a generic commoner.
Infantry Swordsman: "Swerdamannaz" (sword+man)
Infantry Spearman: "Gaizamannaz" (spear+man)
Infantry Clubman: "Kulbawigô" (staff/club+warrior)
Infantry Javelineer: "Gaizawerpanaz" (spear/javelin+thrower)
Infantry Slinger: "Slingwanaz" (swinger/slinger)
Scout Ship: "Skeutabaitaz" (quick+boat)
Fishing Boat: "Fiskārijaz" (fisherman)
Fire Ship: "Brandabaitaz" (fire+boat)
Arrow Ship: "Harjaskipą" (army/war+ship)
Wagon: "Wagnaz" (direct translation)
Priest: "Gudjô" (direct translation)
Ram: "Rammabagmaz" (strong+tree/beam)
Trader: "Kaupô" (direct translation, also part of the word used for the market)
Merchant(ship): "Mangārī" (direct translation, very similar to "Kaupô")
The SpecificName tag is meant to contain the name in the civ's native
language, Proto-Germanic for the Germans.
"Kriegsschiff", "Übungsbereich" and "Stadttor" on the other hand are
modern German words.
It's not possible to format warnings. "a hotkey" is used instead.
Also when the hoplite icon is pressed, without using batches, the
warning doesn't restate that the hopplite should be pressed.
The <minimap> element in resource templates previously included a <type>
child element that was required by CCmpMinimap.cpp. This commit removes
the <type> field from the minimap schema in CCmpMinimap.cpp and from all
affected templates, making the minimap component resource-agnostic and
simplifying template definitions.
Refs: #8170
When a patch version is released, it must declare compatibility with the
previous patch versions of the same main release. This allows players to
keep replaying their games and to keep playing online with users of
other patches of the same main release.
This should have anticipated for dae7a8c394
If the region analysis at the start of the game fails, the bot can't
actually play and the managers aren't initialised. And to prevent errors
from the update functions, the OnUpdate at the root had an early return
if the entity count was 0. However, in some edge cases the region
analysis can fail even if the AI has entities.
This patch fixes this potential error by storing the result of the
region analysis directly and checking that instead.
When the region analysis fails, that's usually because the AI doesn't
have any units or CCs at all.
Previously, the whole game crashed when serializing because this.noBase
was still undefined.
Kushite expert cavalry spearman uses advanced cavalry spearman rider mo
del when gathering meat.
This commit changes so its expert counterpart is used instead of advanc
ed and art looks consistent.
Fixes#7649
The great hall of the Germans used the icon of the syssition, which contains
the Spartan civ emblem, which in turn contains a red Greek uppercase
lambda (Λ) for "Lacedaemon". This is obviously incorrect to use for the Germans.
So this patch instead creates a new, generic hall icon for the great
hall out of the syssition icon by just removing the lambda from it. That
way they remain similar and players can recognise them both as
halls and champion-training structures.
Removing all entities when loading a game isn't implemented. So the
setting should not be selectable: #8413.
It seems this was tried in b36782388b. But it removed the ai-item
instead of the removed-player-item. That lead to an additional error:
#8425.
Fixes: #8413Fixes: #8425
The `isSavedGame` attribute has been introduced in ea12766834. The
variable has been turned in a member variable in 3a6540110b this
occurrence was missed when rebasing.
Fixes: #8417
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