and also patch the AI by partly reverting 87ec9457c3
based on a patch by @Langbart
Fixes#6309
accepted by : @Freagarach
conceptual agreement from @chrstgtr @borg- @Stan
Differential revision: https://code.wildfiregames.com/D4249
This was SVN commit r26898.
reported by @Langbart ; Fixes#6503 , also adjusts the footprint to fit
better to the actor
comments by: @Stan
accepted by : @phosit
Differential revision: https://code.wildfiregames.com/D4655
This was SVN commit r26897.
While it may be historically correct, it arguably can lead to very
broken looking behavior where siege towers try to get out of the min
range, but fail since the are attacked and end up shifting and turning
around uselessly, which just looks broken.
And since the min distance for siege towers is very small, I doubt that
it will actually change anything about the gamplay.
accepted by : @chrstgtr
Differential revision: https://code.wildfiregames.com/D4657
This was SVN commit r26894.
Fixes 08e7efc76a.
The SM build script worked on its own, but the mac OS libraries script
passes it an unexpected value.
This also fixes cross-compilation arm -> x86.
Harfbuzz is explicitly not used when compiling freetype to avoid
pkgconfig using it.
Reorganize the logic a little bit around architecture handling.
Differential Revision: https://code.wildfiregames.com/D4647
This was SVN commit r26882.
- Update GMP to a version that supports arm64 darwin
- Patch spidermonkey 78 to build and run on arm64 darwin
- Choose the correct architecture dynamically in build scripts
- Include python workaround that fixes python related errors on
spidermonkey build
Based on a patch by: kumikumi
Based on a patch by: Langbart
Fixes#6474
Differential Revision: https://code.wildfiregames.com/D4607
This was SVN commit r26881.
Follows 8eecc39e71.
Piping the autostart through a GUI page is easy but requires using the
GUI in non-visual mode, which is problematic since it's not initialized.
The GUI is not needed, only its ability to load scripts, so this diff
fixes the problem by adding an 'entrypoint' script in the new
`autostart` folder that gets called with this unique ability, setting
things up properly. The mod mod gets a placeholder.
Other changes:
- Fix some issues with networked autostart:
- Players were not assigned slots.
- The host didn't actually wait for other players.
- Move gamesettings from `gui/gamesettings/` to `gamesettings/`. This
moves attributes as well.
- Move autostart files from `gui/autostart/` to ` autostart/`. Note that
`gui/autostart/` still exists as it's used in the tutorial button from
the main menu.
- Rename the JSI_VFS functions to be explicitly about their function:
the ability to write and the potential restricted folders.
- Don't require `autostart` when using `--autostart-client` in
non-visual mode.
Starting the autostart client/host has poor UX in some situations, but
improving that feature is beyond the scope of this diff.
Suggestions for future work:
- Some files in gui/common should probably be moved elsewhere
- Template loading code is duplicated
- The gamesetup code still needs work for proper UI/logic separation.
Help & comments by: smiley
Reported by: vladislav / Langbart
Fixes#6513
Differential Revision: https://code.wildfiregames.com/D4628
This was SVN commit r26879.
The function that is calculating the difference between the two angles
is missing some parentheses.
Didn't notice it sooner as it works in 95% of all cases without them,
but sometimes you can see the formation doing a wrong turn.
reviewed by : @Freagarach
Differential revision: https://code.wildfiregames.com/D4626
This was SVN commit r26874.
Improves pathfinding for the general case (no large entities in a
formation).
Differential revision: https://code.wildfiregames.com/D4605
Comments by: @marder, @Stan, @wraitii
This was SVN commit r26873.
Correctly fetch the civ from the player's Identity.
Also remove the notions of the CivChanged message, since it was
effectively deleted already.
Differential revision: https://code.wildfiregames.com/D4486
Reviewed by: @wraitii
Comments by: @bb, @Silier, @smiley, @Stan, @vladislavbelov
Fixes#6444
This was SVN commit r26872.
Follows ea72437739. Fixes it by providing a convenience function in the
component Manager that matches the API in the GUI / AI
Refs #6444
Differential Revision: https://code.wildfiregames.com/D4630
This was SVN commit r26867.
Fixes 5de50c447c
Changing the passability class at runtime breaks some UnitMotion
assumptions in unrecoverable ways and will lead to units getting into
impassable terrain.
Formation controllers can tolerate it since units still check their own
obstruction.
Until some code is added to recover from the above bad case,
de-activated changing passability class for non-formation controllers.
This also fixes serialization issues related to clearance & passability
classes following that diff.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D4629
This was SVN commit r26865.
Having a small instant turn angle apparently makes units (not only
formations) lag when spamclicking.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4593Fixes#6440
This was SVN commit r26855.
Allow to modify pixel distance when mouse input is detected as drag e.g.
for selection box.
Differential revision: D4624
Refs: #6506
Comments by: @vladislavbelow @Freagarach
Tested by: @psypherium
This was SVN commit r26843.
People shouldn't be punished in a competitive setting for having high
graphic settings.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4596
Reviewed by: @wowgetoffyourcellphone
This was SVN commit r26838.