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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Add some special maps for the old hellenes/gymnasium.xml actor.
Comments by: @Angen
Based on a patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2208
This was SVN commit r23340.
Change the weapon of gaul infantry swordmen to (Celtic) csword, because
all other Celtic swordsmen (cavalry, champions, heroes, ptol
mercenaries) use it already and the spatha is a Roman cavalry sword;
Change the weapon of athen cavalry swordsmen to falcata
(kopis/makhaira), a chopping sword, because ancient sources (e.g.
Xenophon) emphasize cavalry used that, not a xiphos (similar to gladius
or akinakes), a short stabbing sword, unsuitable for horsemen.
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2033
This was SVN commit r23339.
Fixed shadows have fixed rendering distance. Also they don't have a
swimming (blinking) effect on camera movement/rotation.
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D2465
This was SVN commit r23333.
Allows to place buildings a bit faster and more perfectly aligned. Also
it helps to find a nearest placeable position in some cases.
Reviewed By: elexis
Comments By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D2079
This was SVN commit r23330.
Fix redeclarations of variables
Fix variable shadowing
Remove duplicated cmpPlayer
Move querying of the same components out of loop
Change if (foo.length > 0) to if (foo.length)
Change if (foo == 0) to if(!foo)
Fix remaining var -> let
Remove white space from empty object { } to {}
Restyle more complicated objects
Differential Revision: https://code.wildfiregames.com/D2470
Comments by: elexis, Stan, nani
This was SVN commit r23322.
These two headers were missing in various places, preventing build in
some cases.
Patch By: linkmauve
Tested By: Freagarach
Differential Revision: https://code.wildfiregames.com/D2481
This was SVN commit r23321.
Differential Revision: https://code.wildfiregames.com/D2526
Tested on: clang 9.0.1, Jenkins/gcc6, Jenkins/VS2015, Jenkins/macOS
This was SVN commit r23319.
Nuke HAVE_PCH and use only one macro for PCH logic.
This macro is enabled (=1) or disabled (=0) based on --without-pch and
no_pch parameters in premake5
Visual studio does not more override this logic
Differential Revision: https://code.wildfiregames.com/D1380
Reviewed by: @Itms
This was SVN commit r23314.