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
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
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
The size is now float number, because of this code calculates the
required size, we should always ceiling the value to the next int to
remove any error or unwanted behavior in images or subpixel
calculations.
When not provided, the number of players on autostart was set to 2,
which is incorrect for skirmishes and scenarios. This commit makes this
parameter ignored for non-random maps, as well as the other parameters
specific to random maps.
Furthermore, 2 is already set as a default number of players for random
maps (in the `PlayerCount` gamesettings attribute), setting it in
autostart code is redundant.
Fixes#8325
Refs #7269
The issue was that the rright value was 100%.
That's why the buttons would always extend across the full width of the
screen.
Replacing the value right in the XML would result in an invalid size, so
we can remove it from there and create a full, separate size in the code
each time (Object.assign just edits it), since the top and bottom values
specified in the XML were overwritten anyway.
And since the left margin of 3 is fixed, we better move it to the parent
object to avoid a constant like that in the code.
Fixes#8322
The gendered civilian change made this unit native to its civil center,
but inherited templates in the proof-of-concept strategic map were not
adapted.
Fixes#8337
`groupedDistance` is the "distance between neighboring players" but it
was used as the radius.
Then there was a special case when the team size is big and the
`groupedDistance` was to small.
With this commit the `groupedDistance` is actually used as
"distance between neighboring players" and removes the special casing.
Change the stronghold placement.
Preqiously the angle between the center of the strongholds where equal.
Now the distance between strongholds is equal.
This is done so that big teams have more space.
Tooltips for map sizes were introduced in 8cfd494b88 when 'Giant'
received the same sentence as 'Very Large'.
This commit fixes the tooltip for Giant Maps by giving them a proper
sentence, which might avoid confusion.
Adds a randomly male and female Civilian unit which replaces the old "Female Citizen" for each civ.
New actors, new portraits, some new body textures, but the same stats as the old Female Citizen.
Updates maps, technologies, skirmish templates, et al. including the Tutorials.
Co-Authored By: Itms
Reviewed By: Vantha