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.
Windows binaries built with toolset v140_xp.
Tested under Windows, Linux and macOS.
Includes a patch for building on musl Linux, contributed by voroskoi,
containing code by leper.
Use the opportunity to set native line endings in the NVTT bundle.
The NVTT DLL was the last one built with VS 2010, refs #5379, #5527.
Differential Revision: https://code.wildfiregames.com/D2475
This was SVN commit r23305.
When entity is in "enter" phase of state and it was called SetNextState,
code have to return true in order to abort current state to work
properly ( else return false ).
Differential Revision: https://code.wildfiregames.com/D1943
This was SVN commit r23300.
Cancel packing when next command requires unpacked state and cancel
unpacking when next command requires packed state.
Fixing unit refusing to move because keeps unpacking to attack targets
in range.
Partially Fixes: #4015, #5328
Differential Revision: https://code.wildfiregames.com/D1520
Patch by: @causative
Comments by: elexis, Freagarach, Stan
This was SVN commit r23298.
Display tooltip with disabled action and icon to player with
information, that markets are too close to setup trade route.
Differential Revision: https://code.wildfiregames.com/D2285
Reviewed by: @Freagarach
Comments by: elexis, Stan, Imarok, nani
This was SVN commit r23297.
Overal enhancement of the camel mesh and animations.
New animations for the camel riders allowing for more camel cavalry unit
types (Swordsman, Spearman, Javelinist, Archer, Lancer. Shield and No
Shield Variants).
New death animation.
New idle animations.
Better motion for the running, walking, trotting animation.
New melee attacking animations for the camel.
Improvement of the rein for a more performance friendly actor.
This was SVN commit r23296.
Make comments to start with capital letter and ends with dot.
Remove not needed continue call.
Merge if condition
Differential Revision: https://code.wildfiregames.com/D2001
Reviewed by: @Stan
This was SVN commit r23289.
Problem description:
When unit gets command to move to the range exactly X units from some
point/entity, what means minRange == maxRange, that triggers computing
goal when distance < minRange with result distance(goal, target) >
maxRange, because minRange computation uses clearance even when is
treating target as circle.
Solution:
Do not use clearance when treating target as circle, so computation when
distance < minimum range is done in same way as computation when
distance > maximum range and so computed goal has correct position.
Reported on forum:
https://wildfiregames.com/forum/index.php?/topic/27384-strange-landing-on-the-island-and-unable-to-attack/
Differential Revision: https://code.wildfiregames.com/D2512
Tested by: gameboy
This was SVN commit r23283.
* The gamesetup class rewrite in D2483 will enable Skirmish and Random
maps to fix AIs and Civs by specifying them.
Hence remove them from all maps that don't intend to fix them (i.e.
all except Egypt 3v3).
* Remove default values (and the few irrelevant non-default values) so
that the player-chosen settings may be persisted between Skirmish map
selection changes, refs #3120, D2483.
* Remove invalid settings: mapType, AISeed and random map settings
Script, Size, Seed, Nomad, BaseHeight, BaseTerrain, refs b8216a9164,
75c24843b2.
* Remove StartingCamera values since they are useless, refs #4839,
D1098.
* Add the "new" keyword to Atlas Valleys and Vesuvius from c4f530be28,
so they appear in the "new" filter.
* Unhide Barcania (3)
This was SVN commit r23279.
Fixing problem with filters reported in 64bfa089af.
Use filtered version of mods for manipulation in javascript instead non
filtered one.
Fixing following problems when filter is applied:
not enabling selected mod
displaying wrong tooltip
getting out of bounds error when using keyboard arrows to select
next/previous mod
This is also disabling possibility to sort enabled mods manually when
filters are applied. See comment in moveCurrItem for more details.
Differential Revision: https://code.wildfiregames.com/D1944
This was SVN commit r23269.
Move some pickup logic to Approaching state from parent Garrison state
to react to state changes among childrens of Garrison state properly.
Reported by: causative
Patch by: causative, Freagarach
Fixes: #5557
Differential Revision: https://code.wildfiregames.com/D2174
This was SVN commit r23268.