L10 falls back to language code, that means if "pt_x" is not available
it falls back to "pt", but we do not provide "pt", same for "en" or
after uninstalling and removing language pack and leaving language
selected.
Adding warning.
Related post:
https://wildfiregames.com/forum/topic/96800-terms-display-error
This was SVN commit r27201.
remove path from javascript
path is defined by the configuration scope
combine some calls
remove not needed calls
Differential revision: D4616
Accepted by: @Freagarach, @nani
Comments by: @phosit
This was SVN commit r27192.
Actual colors will be another commit.
Discussed with: @wowgetoffyourcellphone.
Differential Revision: https://code.wildfiregames.com/D4811
This was SVN commit r27172.
We only use relaxng and that confuses other linters like xmllint.
Patch by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4748
This was SVN commit r27170.
Misscommunication if this was the right move or not.
Leave the size as it was until someone has time to fix all buttons at
once.
This was SVN commit r26987.
The bottom deco on the right is 2 pixels wider than the one on the left.
Patch by @Langbart
Differential revision: https://code.wildfiregames.com/D4717
This was SVN commit r26968.
Introduced in b4fbbed379
Use Date.now() to calculate passed time.
Rewrite to class.
Also actually pass timeout from json.
Differential revision: D4318
Comments by: @vladislavbelov, @Stan
This was SVN commit r26306.
Cursor should not blink in read-only.
The path was too similar to the list and thus easy to miss, it has been
changed to a 'golden' colour.
A tooltip was added to the path.
The border colour of input fields was changed from white to gold.
The buttons at the bottom of the page are spread evenly.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4296
Refs: #6350
This was SVN commit r25976.
Use dropdown with values. Implement confirmation box with countdown to
revert scale change because buttons can get unable to click.
Differential revision: D3037
Comments by: @vladislavbelov, @Stan, @wraitii, @pieq, @sera
Tested by: @Langbart
This was SVN commit r25966.
public mod does not have to be activated, moving compatibilityColor to
mod
Differential revision: D4237
Refs: #6294
Comments by: @bb
This was SVN commit r25881.
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look
for it, guiobjects require exact data type so casting does not work when
it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.
This was SVN commit r25849.
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57
Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
In case mod is missing some required field, for example label or version
for some reason, mod page would stop functioning.
Adding default to empty string in list and filter.
Differential revision: D4028
This was SVN commit r25639.
Since it is very non-trivial to determine which mods change checksums
and which don't, this relies on modder goodwill (and on verification on
our end for signed mods).
The declaration is an optional "ignoreInCompatibilityChecks" boolean in
mod.json
Also rework slightly the MP lobby mod display to always show the host
mods in a clear manner.
Differential Revision: https://code.wildfiregames.com/D3968
This was SVN commit r25634.
Fix some language elements, add some details, and update to SVN specs.
Make the window wider to have the first phrase take a single line in
English/most languages hopefully.
Differential Revision: https://code.wildfiregames.com/D4049
This was SVN commit r25633.
As noted by Angen in a26535d023, refs 3bcf360107
When starting with incompatible mods, the non-incompatible mods were no
longer shown. This fixes that.
I think the code looks cleaner from this new control flow that
explicitly only mounts "mod".
Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
This was SVN commit r25510.
I didn't quite understand what was supposed to happen here. This makes
things work as before.
While at it, fix a conversion bug & do some more tweaks.
Differential Revision: https://code.wildfiregames.com/D3990
This was SVN commit r25475.
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)
Overall, the logic around mounting & enabled mods should be easier to
understand.
Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
Fixing following problems:
Issue number one:
Enable mod with a23 compatibility in a23b.
Save configuration.
Start a24.
Better result:
Mod will be enabled and invisible in mod selection screen producing
various errors.
Worse result:
Game will crash and refuse to start.
Issue number two:
Mods can silently set loaded mods without restarting the engine, so mods
can unlist themselves from compatibility detection.
Solution:
Enable necessary mods instead if running with gui and open mod page.
Open information window on top of mod page to infom why mod page is
showing up.
On mod page show mods which failed in compatibility check and color the
resposnible ones.
Disable start button without enabled mods.
Show non existed mods if they failed in compatibility check.
Else just log to mainlog and close.
Another fixes:
Display in enabled mods really enabled mods as current logic confuses
players about which mods they have enabled and is not helpful (ref
#4881)
Note:
this will not solve issue with mods claiming being compatible with
engine version while in fact being incompatible.
Comments by: @vladislavbelov, @Stan, @Imarok
Tested by: @wraitii
Differential revision: D3592
Fixes: #6044#4881
This was SVN commit r25410.
This allows GUI elements to use a texture as their "mouse event mask",
making it possible to have arbitrarily-shaped GUI elements with regards
to mouse interactions.
Used for the minimap idle worker button as a proof-of-concept.
Differential Revision: https://code.wildfiregames.com/D3814
This was SVN commit r25408.
(Follows 76acc4e146 where I deleted actor.rnc)
This deletes the .rnc validation files, upgrading the .rng files to
being the source of truth.
- The engine uses, via LibXML2, .rng files to validate XML schemas, to
the .rnc files are redundant.
- The RelaxNG "Compact" format is a DSL for the RelaxNG XML format. Its
syntax is unique, unlike .rng files which are XML.
- Some errors are likely - I'm not sure anyone has converted the compact
files in years.
- The tool to generate .rng from .rnc files is trang
(https://github.com/relaxng/jing-trang), which runs on the JVM and is
quite annoying to install compared to "your usual text editor".
- The JS components use the full .rng format in XML, so editing this
format is already familiar to most people that mod the game.
The .rnc files were added in 2c9939ac74 along the .rng files.
Refs #413, #245
Differential Revision: https://code.wildfiregames.com/D3824
This was SVN commit r25258.
This helps to see compatible mods in the list, which can get a bit long.
For incompatible mods in disabled section use gray colour.
For incompatible mods in enabled section use red colour (what can happen
when using arguments to start the game or they can be in config file).
Add option to filter compatible mods, this does not affect enabled
section, because if there is incompatible mod, it is error and it needs
to be always visible.
Add function recomputeCompatibility and g_ModsCompatibility to avoid
recomputing aredependenciesmet when coloring mods, because every column
is colored separately.
Disable enable mod button if mod is incompatible.
Remove all dependencies met messages as they are now replaced by this
mechanism.
fix getSelectedModUrl in process
Differential revision: D3687
Fixes: #6053
Tested by: @Freagarach
Comments by: @vladislavbelov
This was SVN commit r25095.
All functionality in applyFilters is handled by displayModLists and
modSelected functions.
This is also fixing issue of triggering selected event on the same list
multiple times and not updating mod description and buttons when
applying filters.
Differential revision: D3722
This was SVN commit r25094.
This implements necessary tooling to create a simple SP campaign.
The architecture is intended to be easily extensible in the future.
'Campaign Run' contains the metadata of a campaign, e.g. maps
played/won. It's saved in the user folder under
saves/campaigns/*.0adcampaign
Campaign templates are JSON files in campaigns/
Campaigns can specify which Menu interface they will use. This is
intended to allow more complex layouts/presentation.
For now, a simple list interface is provided. This allows making
campaigns without any fancy art required (and effectively mimics AoE1's
campaign interface).
The behaviour on game end is also intended to be extensible, supporting
things such as carrying over units between scenarios - for now, it
simply records won games.
GameSetup is not available for now - scenarios are triggered with the
settings defined in the map/default settings. Improving on this requires
refactoring the gamesetup further.
The load/save game page has been extended slightly to support
showing/hiding campaign games (campaign gamed are saved under saves/
directly, there is no strong motivation to do otherwise at this point)
Closes#4387
Differential Revision: https://code.wildfiregames.com/D11
This was SVN commit r24979.
When closing the mod downloader, the list of enabled mod is reset, which
can lead to an out-of-index assertion failing in the engine if an
enabled mod was selected before.
Reported by: Vas
Fixes#6001
Differential Revision: https://code.wildfiregames.com/D3537
This was SVN commit r24854.
Redo original diff D245 by ffffffff after commit of cpp changes for
input placeholders.
Differential revision: D3245
Reviewed by: bb
Comments by: Stan, wraitii
This was SVN commit r24439.
different font colour
no need to delete the text, when one wants to write there something
text displayed is not a value so field is technically empty
will disappear when user writes some character
will appear when user deletes all characters
we can get rid of text value "Filter" in mod selection screen and ugly
hack around it
Differential Revision: D2460
Comments by: vladislavbelov, elexis
This was SVN commit r24433.
If one mod is not signed or broken in any other way, mod.io downloader
fails and does not display any mod.
The problem with unsigned mod is that its metadata are empty.
That means one cannot break mod io downloader with mods having invalid
data.
mark mod as invalid and display in list as disabled and display reason
instead description to not spam ugly error messages on screen as this is
not error by the game but of the moder
report failed signatures back to list of mods
fail if property is not set using strict mode when getting from js
check in js for undefined values
Allow to filter only valid mods.
Differential Revision: https://code.wildfiregames.com/D2114
Reviewed by: @Itms
Fixes: #5459
This was SVN commit r23821.