leper
082af749f0
Actually remove all unlisted translations.
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This was SVN commit r17298.
a19
2015-11-21 20:00:20 +00:00
Itms
229e850dba
Fix a compiler warning.
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This was SVN commit r17296.
2015-11-20 20:42:45 +00:00
mimo
fc6af83c2a
cleanup 5b335442fb
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This was SVN commit r17294.
2015-11-20 19:47:08 +00:00
mimo
5b335442fb
fix a bug in the HierarchicalPathfinder revealed by changes in 9b0ed97d05, patch by wraitii
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This was SVN commit r17293.
2015-11-20 19:45:48 +00:00
leper
08df9e8533
Update built on OS X to 1.6.19.
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This was SVN commit r17291.
2015-11-19 23:47:41 +00:00
leper
ee8f9516eb
Update translations to be included in the release.
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This was SVN commit r17290.
2015-11-19 23:09:49 +00:00
mimo
3cbbf31173
revert 6e0e607b20 as it prevented to open the developper overlay in autostart games
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This was SVN commit r17288.
2015-11-19 22:28:30 +00:00
mimo
0b2da13dea
never edit a patch before commiting !
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This was SVN commit r17287.
2015-11-19 22:17:00 +00:00
mimo
621b22265f
petra: fix some units staying idle after recovering capture points to their own structures
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This was SVN commit r17285.
2015-11-19 22:09:57 +00:00
mimo
9b0ed97d05
fixes and performance improvements in hierarchical pathfinder, fixes #3621
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This was SVN commit r17284.
2015-11-19 22:02:25 +00:00
mimo
4a2a155090
petra: do not sent a tribute to a defeated player
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This was SVN commit r17283.
2015-11-19 20:04:21 +00:00
wraitii
6e0e607b20
Temporary fix for #3551 in the interest of having a fair A19. Prohibit deverloper overlay cheats when cheats are disabled. Patch by elexis. Refs #3551
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This was SVN commit r17282.
2015-11-19 17:27:27 +00:00
wraitii
9e35f7d68b
The over-rasterization of obstructions introduced in [17161] could in very rare cases lead to an OOS in the passability grid. Fixes #3612 .
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This was SVN commit r17278.
2015-11-16 22:03:10 +00:00
mimo
83191580c0
cleanup of 34fd23e920 to make l.... happy
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This was SVN commit r17277.
2015-11-16 18:59:10 +00:00
wraitii
9819b23529
I should not commit half-finished debug code.
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This was SVN commit r17276.
2015-11-16 18:48:05 +00:00
scythetwirler
09285ec257
Fixes #3507 . Patch by Palaxin.
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This was SVN commit r17275.
2015-11-16 18:37:00 +00:00
wraitii
70164a02c4
Handle double-clicks on list elements better. Patch by elexis.
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Fixes #3574
This was SVN commit r17274.
2015-11-16 18:23:21 +00:00
scythetwirler
721c731567
Decreases slinger walkspeed so they have a slightly harder time slaughtering skirmishers.
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This was SVN commit r17271.
2015-11-15 22:01:11 +00:00
JoshuaJB
c2f3d61a80
Fix #3613 by adding the visibility component to triggers. Patch by elexis.
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This was SVN commit r17270.
2015-11-15 21:23:35 +00:00
scythetwirler
2e3b7f5906
Lessens the effect of another very powerful aura.
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This was SVN commit r17269.
2015-11-15 20:38:56 +00:00
scythetwirler
678cd646bd
Lessens the effect of a very powerful aura.
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This was SVN commit r17268.
2015-11-15 20:26:37 +00:00
mimo
afef406e18
petra: fix cases where the ai would wrongly think a resource is inaccessible (because of missing reset of its internal flags)
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This was SVN commit r17267.
2015-11-15 19:35:40 +00:00
mimo
025e28be83
fix test broken in 34fd23e920, fix #3614
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This was SVN commit r17266.
2015-11-15 17:48:25 +00:00
wraitii
39f572af88
Stop processing turns after a replay finishes. Patch by elexis. Fixes #3581
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The animations continue because we currently have no easy way to stop
interpolating. My suggestion would be to implement a network
synchronised pause and use something like that.
This was SVN commit r17265.
2015-11-15 15:08:46 +00:00
mimo
34fd23e920
optimize the finding of new target (no changes on the output) when lots of units involved, fixes #3605
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This was SVN commit r17264.
2015-11-15 13:19:21 +00:00
leper
6b8dc7684a
Return in case we do not have any available JS timer slots instead of accessing OOB memory.
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This was SVN commit r17263.
2015-11-15 01:09:35 +00:00
wraitii
f1f0fa1f8f
Fix a typo. Thanks stan for noticing.
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This was SVN commit r17260.
2015-11-14 21:46:05 +00:00
leper
fcb1008fa3
Fix wolfhound actor. Patch by stanislas69. Fixes #3608 .
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This was SVN commit r17259.
2015-11-14 21:45:27 +00:00
scythetwirler
e7040784ff
Adds an update trigger or else rating list isn't updated on join.
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This was SVN commit r17258.
2015-11-14 20:26:41 +00:00
Enrique
c93eb938cc
New mastiff and wolfhound units with full animations modeled by Micket (Thanks Micket, they're awesome!)
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three variations of mastiff texture for its different ranks with
different armor levels.
Wolfhound unit not yet applied to the template, but it has its own
animations
New rhino unit, modeled by Micket too. It has a duplicated template from
the bear as placeholder.
This was SVN commit r17257.
2015-11-14 20:07:21 +00:00
wraitii
3760891131
Fix the precedent fix. It turns out the code behaves in much weirder ways than I expected.
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This was SVN commit r17255.
2015-11-14 19:03:20 +00:00
wraitii
14f53315d6
Fix previous commit and OOS and rejoin. I need to get my hands on the guy that decided "init" wasn't called on deserialize.
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This was SVN commit r17254.
2015-11-14 18:41:52 +00:00
scythetwirler
3473828735
Makes some powerful techs harder to obtain or less effective.
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This was SVN commit r17253.
2015-11-14 17:29:00 +00:00
wraitii
ebbabb01f5
Other small JS performance improvement.
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This was SVN commit r17252.
2015-11-14 16:07:48 +00:00
wraitii
4e492ab7fa
Optimize PerformGather in ResourceGatherer.js after the Tracelogger revelead it was a performance hotspot. Should be about twice as fast.
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Optimizations were: caching gathering rates and removing a useless
message.
This was SVN commit r17251.
2015-11-14 12:26:33 +00:00
mimo
092206b12e
Finding new targets can be really slow when lot of units are involved. In Combat demo huge for example, it could represent more than 30% of the simulation time. Part of it is because we loop several times on all identity classes of all enemy units, and most of the time for nothing. This patch avoids the useless loops, and adds some cleanup.
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In addition, when testing if we can't attack a units, Capture and
Slaughter were used even if not applicable.
This was SVN commit r17250.
2015-11-13 17:47:31 +00:00
wraitii
e7fb75a680
Initialize new variables correctly.
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This was SVN commit r17247.
2015-11-12 23:07:54 +00:00
wraitii
e9271025dc
Forgot to serialize a new unitMotion variable, resulting in OOS on rejoin.
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This was SVN commit r17245.
2015-11-12 20:57:50 +00:00
wraitii
bc0048d592
Update rallypoint coordinates for rallypoints targeting entities ("attack", "repair"...). Fixes #3597
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This was SVN commit r17243.
2015-11-12 17:39:46 +00:00
wraitii
9357cce112
Math is hard
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This was SVN commit r17242.
2015-11-12 17:32:33 +00:00
wraitii
3febc387d5
Styling fixes.
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This was SVN commit r17241.
2015-11-12 17:23:50 +00:00
wraitii
52443dfe80
Fix an erroneous ENSURE in PatchRData and move it where it will be very slightly clearer. Fixes #3598
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This was SVN commit r17240.
2015-11-12 17:22:44 +00:00
fabio
da7bd0c92c
Improved action-capture icon, designed by stan and wraitii.
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Fixes #3595 .
This was SVN commit r17239.
2015-11-12 09:46:31 +00:00
wraitii
913545aa41
Mark several CFixedVector2D as const and passed by reference in Geometry and a few other places. Mark some functions (that probably already were) inline.
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Also make sure we don't include Geometry.h where it's not necessary.
This was SVN commit r17238.
2015-11-11 20:50:02 +00:00
wraitii
f3b22e51a3
Optimize Geometry::PointIsInSquare, which is used quite often in performance hotspots.
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Original patch by mimo. Refs #3588
This was SVN commit r17236.
2015-11-11 20:02:47 +00:00
wraitii
c2928c44d4
Make farm props sway in the wind (they sway very lightly).
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This was SVN commit r17235.
2015-11-11 19:12:06 +00:00
wraitii
a138bed96b
Fix an issue where units did not notice other moving units with my latest commits.
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This was SVN commit r17234.
2015-11-11 19:06:07 +00:00
wraitii
cc199c4cca
Fix a critical typo in the last commit and a debug message left in accidentally. Thanks fabio.
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This was SVN commit r17232.
2015-11-11 13:55:36 +00:00
fabio
56baae08c3
Fix action-capture icon transparency and optimize with optipng -o 5 and advdef -z -4
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Refs: #2823
This was SVN commit r17230.
2015-11-11 13:34:15 +00:00
wraitii
06cb37ff74
Add PlanNextStep back to the unitMotion, in a completely different version. This basically anticipates where we'll probably move next, and checks if static units might block us. Makes paths look slightly better.
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This was SVN commit r17229.
2015-11-11 13:29:06 +00:00