Two clients chosing the same GUID is highly unlikely, yet possible.
A malicious client chosing an existing GUID would have resulted in
unassigning the player with that GUID.
This was SVN commit r19225.
The faction couldn't build it before as the wooden tower added to all
factions except Romans in f56102967f was logically a part of the
palisade which Romans couldn't build either following 3bb1c01ccc.
Differential Revision: https://code.wildfiregames.com/D129
Patch By: fatherbushido
Accepted by: LordGood, scythetwirler, wowgetoffyourcellphone
This was SVN commit r19220.
Parse paired techs correctly that appear as a tech requirement.
Don't list units with an empty production queue in the trainer panel.
Display a nice warning if a tech requires a technology that can't be
researched anywhere.
Patch By: s0600204
Differential Revision: https://code.wildfiregames.com/D113
This was SVN commit r19213.
Based on patch by: fatherbushido
Idea accepted by: scythetwirler
Differential Revision: https://code.wildfiregames.com/D128
This was SVN commit r19212.
(This is a workaround that will be removed when gloox has fixed the
issue.)
Reviewed by: elexis
Refs #3771
Differential Revision: https://code.wildfiregames.com/D87
This was SVN commit r19205.
Make catapults more affordable by reducing their stone cost from 350 to
250 per unit.
Differential Revision: https://code.wildfiregames.com/D102
Reviewed By: scythetwirler, fatherbushido
This was SVN commit r19204.
Summary:
When the heal technology is researched in a barrack, a wounded unit
garrisoned in it is not healed.
Indeed the component doesn't listen to value modification.
The patch fixes that.
Test Plan: Reproduce what is above and see that the patch fix it.
Reviewers: O2 JS Simulation, wraitii
Reviewed By: wraitii
Subscribers: wraitii, mimo, Vulcan
Differential Revision: https://code.wildfiregames.com/D63
This was SVN commit r19197.
Summary:
The documentation is imo misleading.
Projectile speed 0 is not supported anywhere in the code and doesn't
lead to a melee attack.
Test Plan: -
Reviewers: O2 JS Simulation, leper
Reviewed By: O2 JS Simulation, leper
Subscribers: leper, Vulcan
Differential Revision: https://code.wildfiregames.com/D115
This was SVN commit r19196.
Summary:
In some mods (for hero) or in the current game (for sentry tower), when
we have reach the entity limit related to a restriction category, we
can't upgrade any entity wich have that restriction category to one with
the same restriction category (for example, upgrading an hero to an hero
as the 1 max limit is yet reached).
That diff should allow that in the gui and the sim.
Code could be concatenated. So comments are welcome.
Test Plan:
For in game testing, you can for example in the Player template reduce
the DefenseTower limit to 2. Then build 2 sentry towers.
Without the patch you can't upgrade any of them. With you can upgrade
them to defense tower.
Reviewers: wraitii, O8 JS GUI, O2 JS Simulation
Reviewed By: wraitii, O8 JS GUI, O2 JS Simulation
Subscribers: leper, mimo, wraitii, Vulcan, O8 JS GUI
Differential Revision: https://code.wildfiregames.com/D81
This was SVN commit r19195.
This will allow us to use some linters that would otherwise crash on
this non-standard SpiderMonkey feature. Refs #4419.
Special thanks to elexis for thoroughly checking and testing all the
changes!
Reviewed By: leper, elexis
Differential Revision: https://code.wildfiregames.com/D40
This was SVN commit r19191.
By removing this we don't need to add NASM support to premake5, refs
#3729.
Reviewed By: leper
Differential Revision: https://code.wildfiregames.com/D97
This was SVN commit r19188.
Template-ize CallFunctionVoid.
Changes CallFunction parameter order to make template parameter
deduction with
variadic parameters work nicely.
Reviewed By: Itms, wraitii, Yves
Differential Revision: https://code.wildfiregames.com/D77
This was SVN commit r19183.
Summary:
To fix tickets like #3335, having a shared vision at the entity level is
needed. This patch implements that in CCmpRangeManager, interfaced with
a new JS component VisionSharing to manage the shared entities visions.
As an example of use case (in addition to garrisoning in allied
structure without the sharedLos tech), we can think of bribing enemy
units: there is a part about it in the patch, but this one is very wip
and not intended to be committed but rather for test purposes of the
feature.
So when garrisoning a unit in another player's building, the vision of
the garrisonHolder is shared (part intended for review). In addition,
for tests of the feature, when clicking on the new bribe icon in the
diplomacy window, a random unit of the chosen player is bribed and share
its vision during 15 s.
Test Plan: Garrison a unit in an allied structure without the sharedLos
tech, or test the wip bribe feature from the diplomacy window.
Reviewers: Itms
Reviewed By: Itms
Subscribers: Stan, leper, O11 Templates, wraitii, elexis, fatherbushido,
Itms, Vulcan, O1 C++ Simulation
Differential Revision: https://code.wildfiregames.com/D60
This was SVN commit r19175.