Disband formation with less memebers than required.
Do not allow one member in formation.
Show only formations entities actually are allowed to form. (do not show
wedge for infantry)
Differential Revision: https://code.wildfiregames.com/D1462Fixes: #5119
Comments by: elexis, bb, temple, Stan, Freagarach
This was SVN commit r23450.
Update this.repairTarget in UnitAI when target renames.
Transfer builders among renamed entities.
Differential Revision: https://code.wildfiregames.com/D2360
Patch by: @Freagarach
Comments by: Stan, elexis
This was SVN commit r23449.
Status effect can apply modifier to the entity (armour strength, walking
speed, ...)
This is also hiding status effect icons by default in selection detail.
Fixing smaller related bugs.
Differential Revision: https://code.wildfiregames.com/D2281
Patch by: @Freagarach
Comments by: Stan, wraitii
This was SVN commit r23448.
Use the events to fix jittering of the gamesetup slider in
multiplayermode, refs 352d4ea78f/D2571.
Differential Revision: https://code.wildfiregames.com/D2592
Reviewed By: nani
Comments By: Vladislav
This was SVN commit r23435.
Use Math.round until the slider GUI object type supports fixed step
sizes, refs D406.
Differential Revision: https://code.wildfiregames.com/D2571
Comments By: Vladislav (irc), nani (PM), bb (irc), Stan
This was SVN commit r23430.
GetMonitorSize was added in 5b5726ed4d. Its usage wasn't added. We don't
need to have the custom implementation of the function, since SDL2 can
do this. Also it doesn't make sense to get the default monitor size in
multi-monitor environments since the application window might be located
on each of them.
Patch By: linkmauve
This was SVN commit r23426.
We don't need to account #2145 anymore, since we dropped SDL1. SDL2
doesn't have SDL_GetVideoInfo. We might use OpenGL extensions like
GL_ATI_meminfo, GLX_MESA_query_renderer or GL_NVX_gpu_memory_info.
But they aren't spreaded very well. Also VRAM size isn't so useful for
us, since OpenGL driver can swap memory pages when it needs to.
Patch By: linkmauve
This was SVN commit r23425.
→ sets a generic icon (the golden laurel wreath) in
template_unit_hero.xml
→ removes icons from hero templates that used one belonging to another
hero
→ corrects hero icons, generic names, and specific names where necessary
Patch by: @Nescio
Differential Revision: https://code.wildfiregames.com/D2582
This was SVN commit r23421.
This establishes a code architecture where only one class and only one
page is responsible per AI setting,
removes the hardcodings from the XML and JS file,
allowing future patches and mods to insert, remove and edit independent
AI settings without having to overwrite the existing code.
Differential Revision: https://code.wildfiregames.com/D2577
See also 0550315161/D2581 and comments linked there.
This was SVN commit r23419.
Some pragma warnings are not more needed for VS2015 compilation this
removes them.
Removing some specific code for older version than VS2015.
Forcing build to fail if compiling with VS older than VS2015.
Differential Revision: https://code.wildfiregames.com/D1396
Reviewed by: @Itms
This was SVN commit r23416.
Split SetupWindow from GameSetupPage class.
Create Gamesetup/Pages subfolder, starting with the existing
GameSetupPage and LoadingPage.
Run the subpage in the same GUI script context instead of separate
pages.
Planned subpages are AIConfigPage (refs D2577), MapBrowser (D1703), hero
selection dialog, civ selection (refs #3987), starting resources,
population capacity (refs #4379, #812...).
This allows:
- subpages to benefit from direct access and reuse of the gamesetup
controlers, (f.e. gameSettingsControl, playerAssignmentsControl,
mapCache, netMessages, ...), deduplication.
- subpages to handle events and control gamesettings even if the
according subpage is closed (for example deleting AIBehavior if there is
no AI assigned).
- to keep gamesettings decoupled, i.e. exactly one class per setting
(for this example avoiding that both GameSetupPage/AIConfigButton and
AIConfigPage/AIBehavior control the AIBehavior setting value.).
Differential Revision: https://code.wildfiregames.com/D2581
Comments By: Vladislav
(http://irclogs.wildfiregames.com/2020-01/2020-01-18-QuakeNet-%230ad-dev.log),
nani (PM)
This was SVN commit r23413.
a8f48ff7e0 introduced XeroXMB lowercasing of element and attribute names
as a feature.
cf9d8b9797, 4d390f501c, dda6268466 added bugfixes and TODOs because of
that.
f76d0ffdc6, 44fe226dd2 removed the XeroXMB lowercase feature.
This patch removes the lowercasing GUI bugfixes that don't fix any bug
anymore while increasing code complexity and lowering performance
(string copies).
Do not send mouse coordinates objects for events that do not relate to
the mouse.
Store event names in static const members to:
(1) improve performance, ensuring that the CStr is not reconstructed
every call,
(2) obtain compile errors when misspelling event names,
(3) allow reuse of the strings in inherited and friend classes.
Differential Revision: https://code.wildfiregames.com/D2445
Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log
and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log
This was SVN commit r23403.
If there was a player rejoining, a "start" and a "playerassignments"
message pending for that player, the playerassignments message would not
update the assignments of the session page, but the one of the obsolete
gamesetup_mp page, thus triggering "unknown player" messages for that
player during the session.
This seems to only happen when two players rejoin simultaneously and
with very rare timing / race condition, and thus was not reproducible
without modifying the code.
Issue since b454ccca79.
Differential Revision: https://code.wildfiregames.com/D2559
Should fix#5660.
This was SVN commit r23401.