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766 Commits

Author SHA1 Message Date
leper 082af749f0 Actually remove all unlisted translations.
This was SVN commit r17298.
2015-11-21 20:00:20 +00:00
Itms 229e850dba Fix a compiler warning.
This was SVN commit r17296.
2015-11-20 20:42:45 +00:00
mimo fc6af83c2a cleanup 5b335442fb
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
This was SVN commit r17293.
2015-11-20 19:45:48 +00:00
leper 08df9e8533 Update built on OS X to 1.6.19.
This was SVN commit r17291.
2015-11-19 23:47:41 +00:00
leper ee8f9516eb Update translations to be included in the release.
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
This was SVN commit r17288.
2015-11-19 22:28:30 +00:00
mimo 0b2da13dea never edit a patch before commiting !
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
This was SVN commit r17285.
2015-11-19 22:09:57 +00:00
mimo 9b0ed97d05 fixes and performance improvements in hierarchical pathfinder, fixes #3621
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
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
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.
This was SVN commit r17278.
2015-11-16 22:03:10 +00:00
mimo 83191580c0 cleanup of 34fd23e920 to make l.... happy
This was SVN commit r17277.
2015-11-16 18:59:10 +00:00
wraitii 9819b23529 I should not commit half-finished debug code.
This was SVN commit r17276.
2015-11-16 18:48:05 +00:00
scythetwirler 09285ec257 Fixes #3507. Patch by Palaxin.
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.
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.
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.
This was SVN commit r17270.
2015-11-15 21:23:35 +00:00
scythetwirler 2e3b7f5906 Lessens the effect of another very powerful aura.
This was SVN commit r17269.
2015-11-15 20:38:56 +00:00
scythetwirler 678cd646bd Lessens the effect of a very powerful aura.
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)
This was SVN commit r17267.
2015-11-15 19:35:40 +00:00
mimo 025e28be83 fix test broken in 34fd23e920, fix #3614
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
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
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.
This was SVN commit r17263.
2015-11-15 01:09:35 +00:00
wraitii f1f0fa1f8f Fix a typo. Thanks stan for noticing.
This was SVN commit r17260.
2015-11-14 21:46:05 +00:00
leper fcb1008fa3 Fix wolfhound actor. Patch by stanislas69. Fixes #3608.
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.
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!)
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.
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.
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.
This was SVN commit r17253.
2015-11-14 17:29:00 +00:00
wraitii ebbabb01f5 Other small JS performance improvement.
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.
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.
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.
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.
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
This was SVN commit r17243.
2015-11-12 17:39:46 +00:00
wraitii 9357cce112 Math is hard
This was SVN commit r17242.
2015-11-12 17:32:33 +00:00
wraitii 3febc387d5 Styling fixes.
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
This was SVN commit r17240.
2015-11-12 17:22:44 +00:00
fabio da7bd0c92c Improved action-capture icon, designed by stan and wraitii.
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.
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.
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).
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.
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.
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
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.
This was SVN commit r17229.
2015-11-11 13:29:06 +00:00
wraitii 607955489d Check if units are in the world in UnitRenderer::PickAllEntitiesAtPoint. Probably fixes #3587, though I'm not sure as it proved unreproducible.
This was SVN commit r17228.
2015-11-11 13:27:13 +00:00
wraitii 1b00bfc98d Change the capture icon to something that looks like two flags instead of a weird red blob. Icon by Stan.
This was SVN commit r17227.
2015-11-11 13:24:41 +00:00
wraitii 3b13fb7608 Improve unitMotion behavior. When a unit's path is obstructed, it will now try shortpathing around an increasingly large search range, to optimize behavior in trivial cases where it just needs to go around a unit.
Also stop trying too hard when we are close to the destination and our
only order is to move there.
This should result in a slight optimization of the behavior, as well as
slightly more sanity overall.

This was SVN commit r17226.
2015-11-11 12:49:24 +00:00
wraitii 3ddd72c1a4 Fix a rare case where units might get stuck around other idle entities, and clarify a related comment.
Refs #3471

This was SVN commit r17225.
2015-11-11 12:28:38 +00:00
wraitii c42160ec10 Fix an issue where units could not go around large obstructions when short-pathing as it ran in the search-space "walls", reported by gamebot. Fixes #3593.
This is also a very slight optimization.

This was SVN commit r17224.
2015-11-11 12:23:11 +00:00
Itms 2f6f0bd477 Serialize everything that is needed by UpdateVisibilityData instead of assuming everything as dirty.
Fixes #3271.

This was SVN commit r17223.
2015-11-11 12:15:57 +00:00
fabio 8b0bca0556 Fix action-capture icon transparency.
Refs: #2823

This was SVN commit r17222.
2015-11-11 11:45:39 +00:00
leper 9e0ef737b2 Fix Athenian town phase description.
This was SVN commit r17219.
2015-11-11 03:27:38 +00:00
leper 5f7ce1089a Fix translation comments.
This was SVN commit r17218.
2015-11-11 03:27:34 +00:00
leper 32da740f14 Allow kicking/banning players from gamesetup and session. Patch by elexis. Fixes #3241.
This was SVN commit r17217.
2015-11-11 02:05:23 +00:00
wraitii d3ff090ce7 Fix an OOS issue where, on ownership change, units affected by speed-modifying technologies did not update their speed.
This was SVN commit r17215.
2015-11-10 23:31:06 +00:00
leper f0deeab899 Rename commands to g_Commands.
This was SVN commit r17213.
2015-11-09 23:25:34 +00:00
mimo 51ec6f4728 improve function RasterizeRectWithClearance, about 40% faster, ref #3588
This was SVN commit r17212.
2015-11-09 21:16:46 +00:00
leper 35b0478f70 Improve Mauryan corral specific name. Patch by stanislas69. Fixes #3555.
This was SVN commit r17211.
2015-11-09 16:49:53 +00:00
wraitii 0ba9fa1cc1 Optimize RasterizeRectWithClearance slightly further. Thanks mimo for noticing.
This was SVN commit r17209.
2015-11-08 18:08:49 +00:00
wraitii 313d324fac Fix some cases of unit "dancing". Thanks to Elexis for nagging me.
This was SVN commit r17208.
2015-11-08 17:55:23 +00:00
wraitii fe040c695f Change the shape rasterization to not use DistanceToSquare, which often called sqrt. This apparently reduces total turn time by as much as 5% (!)
Refs #3368

This was SVN commit r17207.
2015-11-08 17:24:59 +00:00
scythetwirler cb025bb725 Removes extraneous check from XpartaMuPP. Fixes #3568.
This was SVN commit r17206.
2015-11-08 17:09:59 +00:00
wraitii dd6d09521c Not sure how but I messed up the previous commit.
This was SVN commit r17205.
2015-11-08 16:44:08 +00:00
wraitii 42d0e6d46e Optimize the hierarchical pathfinder's "makeGoalReachable" slightly. Does not affect simulation results.
This was SVN commit r17204.
2015-11-08 16:39:43 +00:00
mimo cd025b2069 fix typo
This was SVN commit r17203.
2015-11-08 13:09:49 +00:00
mimo 7c2f178634 petra: do not try to train females if not available in templates, only a temporary fix waiting for #3586
This was SVN commit r17202.
2015-11-08 13:05:56 +00:00
wraitii 8f00293a58 Assign proper alternatives to some terrian materials. Fixes #3585
This was SVN commit r17200.
2015-11-07 19:43:41 +00:00
mimo d569fe63b4 petra: don't loose time approaching a target entity if it was captured in the meantime
This was SVN commit r17199.
2015-11-07 18:12:55 +00:00
wraitii c319ff062d Partial fix to a formation "gliding" issue, unsure so far what is causing this.
This was SVN commit r17198.
2015-11-07 17:36:31 +00:00
wraitii 3163c9d4a2 Fix a rare issue with the short-range pathfinder where units took odd paths when the target was beyond the search zone.
This was SVN commit r17197.
2015-11-07 14:33:55 +00:00
mimo ad4edba3dc move a bit an unreachable tree, fixes #3584
This was SVN commit r17196.
2015-11-07 14:22:10 +00:00
wraitii eed9739031 Make terrain conform to the materialmgr.quality setting. Make quality 0.0 remove triplanar texturing and tree swaying effect.
In consequence, pick a sensible default at 2.0 so that new players have
a somewhat good looking game.

This was SVN commit r17195.
2015-11-06 20:55:07 +00:00
wraitii 2d7074e8d6 Fix unused variables left behind.
This was SVN commit r17194.
2015-11-06 20:42:12 +00:00
wraitii 596025df71 Fix a bug in [17163] that could get units with a large passability class stuck.
This was SVN commit r17192.
2015-11-06 20:33:13 +00:00
wraitii e26b59c917 Changes to unitMotion.
Make sure we do not treat as circles entities that we really should
treat as squares (such as trees). This fixes an issue reported by Stan.
Make sure we never forget about our destination if we are blocked by
unit obstructions. This makes sure that units in a group but not in
formation will not be blocked by the other units, and probably makes the
general behavior more sane. Helps following [17166]

Refs #3505, #3471, #3376

This was SVN commit r17191.
2015-11-06 20:09:18 +00:00
wraitii 9efd79e240 Fix an issue where square diagonals were incorrectly handled when checking the distance to the target. Fixes #3577 properly. Patch by mimo.
Decrease fishing ship gathering range in consequence (revert [17178]).

This was SVN commit r17190.
2015-11-06 19:56:52 +00:00
wraitii 1ed3761859 Fix style issues and redundant code in [17161] and [17163].
This was SVN commit r17189.
2015-11-06 19:48:08 +00:00
scythetwirler 2126b53b9d Fixes interpolation of flying objects.
This was SVN commit r17187.
2015-11-06 16:56:39 +00:00
mimo 33398baa90 petra: only units which have effectively started an attack should be stopped when the attack is aborted, fixes #3582
This was SVN commit r17185.
2015-11-05 20:52:41 +00:00
mimo 83bba7bdfc revert e0771b98dd which was based on misunderstanding of the algo, and fix the inverted_circle case, refs #3577
This was SVN commit r17184.
2015-11-05 19:22:04 +00:00
wraitii 05547bf36f Fix an oversight.
This was SVN commit r17182.
2015-11-05 16:52:19 +00:00
wraitii 071c5317f4 I have noticed from walking on a bridge everyday to work that reflections are more distorted when vieved at an angle. This is a quick attempt at imitating this effect.
This was SVN commit r17181.
2015-11-04 21:08:24 +00:00
JoshuaJB a9323da01b Fix #3566 by fixing an off-by-one error in the final replay turn logic. Patch by elexis.
This was SVN commit r17180.
2015-11-04 20:33:34 +00:00
wraitii 815b0e4e03 Change tree obstruction sizes following [17161] as it looks better and will help units navigate through forests.
This was SVN commit r17179.
2015-11-04 20:14:39 +00:00
wraitii 12d8753eff Bump fishing ships gathering range since their obstruction size was effectively increased with the new pathfinder. This resulted in them sometimes not being able to deposit their resources at docks.
Fixes #3577, reported by maxticatrix through elexis.

This was SVN commit r17178.
2015-11-04 19:49:56 +00:00
wraitii 8f1853b8d8 Prevent accidental overwriting of replays in very rare cases while we wait for a better solution.
Refs #3255

This was SVN commit r17177.
2015-11-04 19:26:40 +00:00
wraitii f91478c730 Fix an oversight in the obstruction manager that lead to possibly the most insidious OOS error we've seen so far.
Fixes #3292 .

This was SVN commit r17176.
2015-11-04 18:51:47 +00:00
leper bc6727a23a Show a message about cheats being enabled in gamesetup. Patch by elexis. Fixes #3546.
This was SVN commit r17175.
2015-11-03 20:44:53 +00:00
scythetwirler 9138bff64e Increases pierce armour of ranged siege.
This was SVN commit r17174.
2015-11-03 20:14:04 +00:00
scythetwirler 9b8180ffe8 Slight nerf reduction.
This was SVN commit r17173.
2015-11-03 18:46:12 +00:00
scythetwirler 54b405a0d0 Reduces effectiveness of early camel rush
This was SVN commit r17172.
2015-11-03 18:19:11 +00:00
JoshuaJB e527a5c321 Fix #3525 and #3399 by recalculating territories on request to GetTerritoryPercentage. Patch by elexis
This was SVN commit r17171.
2015-11-02 07:32:43 +00:00
JoshuaJB 6493974800 Fix #2676 by only acknowledging commands matching the sender's name if cheats are disabled. Based on patch by historic_bruno.
This was SVN commit r17170.
2015-11-02 03:20:44 +00:00
mimo a897fac229 petra: fix a rare serialization bug where an entity inside an army was killed on the same turn it was serialized
This was SVN commit r17169.
2015-11-01 18:54:29 +00:00
wraitii 3ba435ae35 Lowers the minrange of towers and the briton fortress, which were too big and resulted in units close to them being impossible to attack. This seems like an oversight and not a feature, as we currently do not have murder holes or similar technologies.
I left outpost minrange higher so that it's actually safe to attack
outposts when you reach their foot. Seemed realistic.
Fixes #3559

This was SVN commit r17167.
2015-11-01 17:22:43 +00:00
wraitii 1694913b16 Make "no formation" the default setting but keep formations activated to help pathfinding in A19. Use at your own risk. Refs #3505 and #3565.
Also make rabbit, chicken and shark no longer obstruct movement, to
further help with pathfinding. These may or may not be udpated later.
Refs #3562. Fixes #3497.

This was SVN commit r17166.
2015-11-01 17:10:19 +00:00
mimo e5765ba1ef petra: do not react to pseudo-attacks (recovering capture points) from allies
This was SVN commit r17165.
2015-11-01 17:09:09 +00:00
mimo d9e9345be2 fix some indentation of 6e05a00929
This was SVN commit r17164.
2015-11-01 16:47:53 +00:00
wraitii 357203a90f Pathfinding changes: unit-unit collisions now allow for some overlap, so units can get closer to each other, which I found improved pathfinding considerably.
Also fix a potential issue I noticed in some cases, though that
particular fix implies scrapping waypoints, so if units seem to get
lost, please report so and I'll revert those changes.

I can't find any way to get units stuck with this patch.

This was SVN commit r17163.
2015-11-01 13:38:48 +00:00
wraitii 14038d4cd8 Fix more pathfinding issues.
Change the way the long-range pathfinder rasterisation works slightly so
that we have a better compatibility with the short-range pathfinder.
Should fix the "stuck units" issues, though I am not sure so I am not
marking them as fixed so far. Refs #3471, #3505, and possibly #3292.

Caveat: I am now using clearance of 0.8 for "default" class, which might
have side-effects: please report anything weird.

Also fix leftover style issues.

This was SVN commit r17161.
2015-11-01 07:28:43 +00:00
JoshuaJB 4428c1e690 Fix #3537 with better rating state enforcement. Patch by elexis.
This was SVN commit r17160.
2015-10-31 21:19:58 +00:00
JoshuaJB a6111ff8b7 Fix #3309 by capping m_DeltaSimTime in NetTurnManager.cpp. Patch by elexis. Review by Philip.
This was SVN commit r17159.
2015-10-31 21:04:47 +00:00
wraitii 6acfec0f44 Fix a logic error in the hierarchical pathfinder that resulted in it not updating all passability classes correctly. Fixes #3538, refs #3292 (it fixes one of the cases, but not the examples).
Also features style fixes, thanks leper for noticing.

This was SVN commit r17158.
2015-10-31 20:47:47 +00:00
wraitii a3f467ae4e Make resources have a static, passable obstruction. Ought to be a temporary fix. Fixes #3530
See #3530#comment:9 for a proper fix to this issue.

This was SVN commit r17156.
2015-10-31 15:28:42 +00:00
mimo 4d804cf26b fix typo in 6e05a00929
This was SVN commit r17155.
2015-10-31 13:42:14 +00:00
mimo 6e05a00929 fix obstruction of target entity not taken into account in short pathfinder, closes #3539
This was SVN commit r17154.
2015-10-31 13:37:34 +00:00
mimo 9a623cb302 only decay towards connected tiles, fixes #3558
This was SVN commit r17153.
2015-10-31 13:26:59 +00:00
wraitii 8494e36aa8 Revert the logic change in 9da482ead4. This commit removed the checks in UnitMotion against structures, which should have been fine except the short-range pathfinder and the long-range pathfinder are not entirely compatible (check out #3532 for details). This behavior was probably slightly optimized, but it was too clever for its own good in the current state of the pathfinder, might be reintroduced later.
This resulted in ALL "units inside obstructions" issues.

Thanks to elexis for the testing.

Fixes #3532, #3450.
Refs #3538 (still OOSes), #3410 (unitmotion remains buggy for
formations, but this is only aesthethic.)
Probably affects #3471 and #3505, but those are not fixed.

This was SVN commit r17152.
2015-10-31 08:43:31 +00:00
JoshuaJB e895b044e7 Fix #3553 by removing a superfluous warning. Patch by elexis.
This was SVN commit r17151.
2015-10-31 07:21:09 +00:00
JoshuaJB c517bc2aab Double-click to join game/load replay. Fixes #3557. Patch by elexis.
This was SVN commit r17150.
2015-10-31 06:05:18 +00:00
JoshuaJB 108633affd Fix #3415. Removes 'ghost' scrollbar bounding to enable extreme-right hover and selection in dropdowns. Patch by elexis.
This was SVN commit r17149.
2015-10-31 05:40:43 +00:00
JoshuaJB 230654f6ca Correct celtic champion swordsman running animation speed. Fixes #3542. Patch by stanislas69.
This was SVN commit r17148.
2015-10-31 04:12:43 +00:00
JoshuaJB 3e7dd53aa1 Hotfix #3549 for A19. Don't save ip and player name during lobby-initiated joins.
This was SVN commit r17147.
2015-10-31 04:10:04 +00:00
mimo 2a26db2dc2 fix passability of mauryan support elephant, refs #3539
This was SVN commit r17146.
2015-10-26 23:14:26 +00:00
mimo e0771b98dd fix switch between square or circle approximation in UnitMotion, refs #3539
This was SVN commit r17145.
2015-10-26 22:59:26 +00:00
mimo f4cb822d9d do the circle approximation also in INVERTED goals in UnitMotion, refs #3405
This was SVN commit r17143.
2015-10-18 20:23:02 +00:00
mimo 70d5e4e318 fix the INVERTED_CIRCLE and INVERTED_SQUARE PathGoal, fixes #3405
This was SVN commit r17142.
2015-10-18 20:21:20 +00:00
mimo d7b8e0fb79 do not assume a max number of players in the ai api
This was SVN commit r17141.
2015-10-17 17:04:28 +00:00
mimo cb7c25768a Petra: some cleanups
This was SVN commit r17140.
2015-10-17 17:01:26 +00:00
mimo 496dc13952 remove orphan function after ef4a1e261c, patch by stanislas69
This was SVN commit r17139.
2015-10-17 16:55:21 +00:00
historic_bruno 21992c0827 Fixes incorrect build restriction message for MaxDistance, patch by karamel, fixes #3529
This was SVN commit r17138.
2015-10-17 09:47:01 +00:00
mimo 82590753d7 fix a moved function, fixes #3531
This was SVN commit r17137.
2015-10-16 17:14:39 +00:00
historic_bruno 070a7259ad Fixes more dialog button order issues, based on patch by stanislas69, fixes #3524
This was SVN commit r17135.
2015-10-15 04:07:37 +00:00
historic_bruno b97e565017 Fixes path formatting in Windows OOS error message, patch by elexis, fixes #3498
This was SVN commit r17134.
2015-10-15 03:50:45 +00:00
historic_bruno c0b4e78801 Fixes stream serialization bug on OS X 10.8 and older, which caused instant OOS in multiplayer games, fixes #3108.
Fixes test failures on OS X 10.7 and older, refs #3109

This was SVN commit r17133.
2015-10-15 03:31:30 +00:00
historic_bruno 4043c56518 Fixes global init order bug that caused OOS between OS X and other platforms, fixes #3499. May improve pathfinding behavior in some cases, please test!
This was SVN commit r17132.
2015-10-15 02:51:12 +00:00
mimo 32dafe707d cleanup and simplification of 38af159598, fixes #3519
This was SVN commit r17130.
2015-10-12 17:12:36 +00:00
historic_bruno 78f6551b83 Fixes some incorrect texture references found by checkrefs.pl, refs #2524
This was SVN commit r17129.
2015-10-11 22:28:02 +00:00
historic_bruno 3122792da8 Fixes missing reference in Iberian corral, patch by elexis, fixes #3520
This was SVN commit r17128.
2015-10-11 22:01:56 +00:00
scythetwirler 4994dfb26a Avoids RuntimeError: dictionary changed size during iteration
This was SVN commit r17127.
2015-10-11 20:47:52 +00:00
mimo 9db4fb5ddb fix typo in Game.cpp
This was SVN commit r17126.
2015-10-11 11:12:27 +00:00
mimo 93a14b595f var inside loop was not redefined to undef, replace it by let, fixes #3513
This was SVN commit r17125.
2015-10-11 11:04:53 +00:00
mimo b0f267b61c fix typo in UnitMotion, fixes #3474
This was SVN commit r17124.
2015-10-11 11:00:11 +00:00
sanderd17 f5348c6dd6 Introduce less rounding errors in the falloff to allow a more precise territory calculation. Fixes #3334. Based on code by elexis.
This was SVN commit r17122.
2015-10-11 09:01:50 +00:00
historic_bruno fd5f9c547b Updates OS X libs build script to use miniupnpc 1.9.20151008
This was SVN commit r17120.
2015-10-10 23:53:54 +00:00
mimo 1ac5ccff0b fix the ceaseFire gui, patch by elexis, fixes #3413
This was SVN commit r17118.
2015-10-10 16:51:52 +00:00
historic_bruno 40acf66ba9 Fixes hotkey bugs introduced in a07add11c6, patch by elexis. Fixes #3495
This was SVN commit r17116.
2015-10-10 07:22:07 +00:00
historic_bruno 02628b8902 Removes unused pathfinder consts, patch by stanislas69. Fixes #3500
This was SVN commit r17115.
2015-10-10 06:48:42 +00:00
mimo a90d2cd43a fix JS undefined property warning, patch by Evulant (AlThePhoenix), fixes #3496
This was SVN commit r17114.
2015-10-09 21:57:34 +00:00
mimo 412779684c improves 38af159598
This was SVN commit r17113.
2015-10-09 18:14:53 +00:00
mimo d73734ff50 fix wrong chat colors, patch by AlThePhoenix, fixes #3489
This was SVN commit r17112.
2015-10-09 17:54:39 +00:00
mimo 38af159598 fix UnitAI state of turrets, fix #3481
This was SVN commit r17111.
2015-10-08 21:59:52 +00:00
mimo 1b3ee1195c remove some useless ternary operators in ai api
This was SVN commit r17110.
2015-10-08 21:19:00 +00:00
mimo ef4a1e261c fix standGround units not attacking, patch by karamel, fixes #3284
This was SVN commit r17109.
2015-10-08 20:48:05 +00:00
mimo 03b00b0041 revert d5c758eef3 and better fix of #3430, fixes #3466
This was SVN commit r17108.
2015-10-06 20:59:13 +00:00
mimo 3bf05c81fc temple aura should only affect healable units, fixes #3482
This was SVN commit r17107.
2015-10-05 20:45:39 +00:00
mimo 86d81c5baa fix attackAsFormation of special formations, fixes #3086
This was SVN commit r17106.
2015-10-05 20:40:14 +00:00
historic_bruno 2767ae83d7 Fixes button order in delete unit confirmation dialog, fixes #3483
This was SVN commit r17105.
2015-10-05 01:47:20 +00:00
Itms e0093c8ecc Remove an unused function (it was used by the old pathfinder).
This was SVN commit r17103.
2015-10-04 18:02:16 +00:00
mimo b11b16a99a petra: fix edge case where the AI could not build houses
This was SVN commit r17102.
2015-10-04 17:58:55 +00:00
Itms 2505a2ec70 Remove a preprocessor ambiguity, fixes #3480.
This was SVN commit r17101.
2015-10-04 17:21:36 +00:00
mimo 395c90372e fishing ships are not expected to be able to move in formation
This was SVN commit r17100.
2015-10-03 17:50:50 +00:00
mimo b2ed9d79cc fix Aegean sea RMS, patch by stanislas69
This was SVN commit r17099.
2015-10-03 17:45:17 +00:00
Itms cfe4a2e568 Fix a cause of serialization problems. Fixes #3450.
This was SVN commit r17097.
2015-10-03 11:02:12 +00:00
Itms bb997f6cae Fix previous commit.
This was SVN commit r17096.
2015-10-03 10:32:30 +00:00
Itms d60940ac59 Code improvements and style fixes.
This was SVN commit r17095.
2015-10-03 08:27:19 +00:00
Itms dc69aed954 Remove some old and unused code.
This was SVN commit r17094.
2015-10-02 18:27:10 +00:00
mimo 4e95efacb8 temporarily disable the AttackAsFormation, refs #3086
This was SVN commit r17093.
2015-10-01 20:38:02 +00:00
leper 9a8c88216a Copy capture points for mirages. Fixes #3475.
This was SVN commit r17092.
2015-10-01 16:32:48 +00:00
leper 102358a5cb Fix build for recent versions of miniupnpc.
This was SVN commit r17091.
2015-09-30 21:32:54 +00:00
leper 061c7f6058 Const ref.
This was SVN commit r17090.
2015-09-30 20:28:23 +00:00
leper b0a6979242 Source the spidermonkey patch script. Fixes #3462.
This was SVN commit r17089.
2015-09-30 20:28:13 +00:00
mimo a345edee75 petra: fix inconsistencies in the (rare) case the AI choose to launch an attack against gaia units
This was SVN commit r17088.
2015-09-29 19:31:39 +00:00
mimo 3a06d3a08b fix team chat, patch by elexis, fixes #3464
This was SVN commit r17087.
2015-09-29 18:53:30 +00:00
mimo d5c758eef3 change immediately to IDLE state when no more orders, fixes #3430
This was SVN commit r17086.
2015-09-27 17:32:55 +00:00
Itms 2132f868b8 Replace the rectangle rasterization algorithm by the original version from Philip's branch.
The current version is flawed (it doesn't handle the partially
obstructed cells as it should).

Refs #3410.

This was SVN commit r17084.
2015-09-27 16:46:26 +00:00
mimo a7e0dc1534 update attack and heal range queries, patch by leper, fixes #3080
This was SVN commit r17082.
2015-09-27 12:23:40 +00:00
mimo 31b29b98ad petra: implement first choice between capture and attack, fixes #3459
This was SVN commit r17081.
2015-09-26 22:25:37 +00:00
mimo fb10249cd8 cleaning of the AI api for capture/attack choice, refs #3459
This was SVN commit r17080.
2015-09-26 22:06:54 +00:00
mimo 1f5bb8d62e fix some flaws revealed by the fix #3430
This was SVN commit r17079.
2015-09-26 21:41:35 +00:00
mimo 9cc477c5ef let the garrison regeneration rate depends on the phase, fixes #3434
This was SVN commit r17077.
2015-09-24 22:15:58 +00:00
mimo 82f3ee7384 fix typo in previous commit
This was SVN commit r17076.
2015-09-24 21:57:43 +00:00
mimo 037fe8282e fix initialization of this.oldAttackType used for resetting the attack anims, fix #3221
This was SVN commit r17075.
2015-09-24 21:55:09 +00:00
mimo aceff9ab15 fix rallyPoint on market foundation
This was SVN commit r17074.
2015-09-24 21:06:06 +00:00
Itms 831c386856 Make the structure tree support paired technologies. Patch by s0600204, fixes #3401.
This was SVN commit r17073.
2015-09-24 19:54:59 +00:00
Itms 0e80c9c945 Make the territory decay rate a decimal value. Fixes #3449.
This was SVN commit r17072.
2015-09-24 19:52:36 +00:00
Itms b19d900a02 Fix fb6b86f928, fixes #3218.
This was SVN commit r17071.
2015-09-24 17:40:49 +00:00
Itms 8c146cb325 Fix missing rounding in the GUI. Patch by stanislas69, fixes #3245.
This was SVN commit r17070.
2015-09-24 17:36:40 +00:00
Itms 315143424c New berry bush colors, texture updated by stanislas69. Fixes #3377.
This was SVN commit r17069.
2015-09-24 17:21:45 +00:00
Itms dcf8e66aca Update the goal serialization for 03d2c5e40b. Fixes #3425.
This was SVN commit r17068.
2015-09-24 17:13:39 +00:00
Yves a1a61be547 Also patch SpiderMonkey on OSX.
This was SVN commit r17067.
2015-09-24 12:04:15 +00:00
Itms a564ccaf11 Update version name: This will be A19 Syllepsis, which means "Capture" in Ancient Greek.
This was SVN commit r17065.
2015-09-23 21:18:44 +00:00
Itms de2f97a9cc Fix translation of starting resources, patch by elexis, refs #3355
This was SVN commit r17064.
2015-09-23 21:12:31 +00:00
mimo a68d5dae0d fix developper overlay in visual replay, patch by elexis, fixes #3435
This was SVN commit r17063.
2015-09-23 20:28:22 +00:00
mimo 1456db00fc reduce the increase of decayRate from 5060b1bb4f
This was SVN commit r17062.
2015-09-22 18:53:29 +00:00
mimo 71c52f15e9 reduce the increase of decayRate from 5060b1bb4f
This was SVN commit r17061.
2015-09-22 18:52:57 +00:00
scythetwirler 5060b1bb4f Make loyalty drain on decaying buildings much more punishing.
This was SVN commit r17060.
2015-09-22 03:05:16 +00:00
mimo 14aaa7c640 add some missing semicolon
This was SVN commit r17059.
2015-09-21 21:08:58 +00:00
mimo 676358e634 some cleanups of the AIs
This was SVN commit r17057.
2015-09-21 17:26:19 +00:00
Itms b830233498 Fix previous commit, some new files didn't pass through.
This was SVN commit r17055.
2015-09-21 17:14:26 +00:00
Itms d64b95b28c An awesome Visual Replay menu, made by elexis. Fixes #3258.
This was SVN commit r17054.
2015-09-21 17:00:21 +00:00
scythetwirler 7002af5b9c Some capturing nerfs.
This was SVN commit r17053.
2015-09-20 19:09:02 +00:00
Itms ff7aa57931 Complete c19903936b.
This was SVN commit r17052.
2015-09-20 14:26:21 +00:00
mimo 107015861c move map description, refs #3258, patch by elexis
This was SVN commit r17051.
2015-09-20 12:44:01 +00:00
mimo 3317e6c68b rename autostart visualreplay, refs #3258, patch by elexis
This was SVN commit r17050.
2015-09-20 12:29:59 +00:00
Itms 2971852f27 Fix map selection in the lobby gamesetup. Patch by elexis.
This was SVN commit r17049.
2015-09-20 10:44:29 +00:00
Itms c19903936b Correct a missed translation comment and fix translation contexts in the simulation settings.
This was SVN commit r17048.
2015-09-20 10:37:45 +00:00
mimo 0db7ea2dd2 still another bunch of missing semicolon signaled by jshint
This was SVN commit r17047.
2015-09-19 13:04:33 +00:00
mimo 4235c67764 still another bunch of cleanup (mainly missing semicolon) signaled by jshint
This was SVN commit r17046.
2015-09-19 12:55:58 +00:00
mimo 0b86bbd424 another bunch of cleanup (mainly missing semicolon) signaled by jshint
This was SVN commit r17045.
2015-09-19 12:50:48 +00:00
mimo e42e02d4fe bunch of cleanup (mainly missing semicolon) signaled by jshint
This was SVN commit r17044.
2015-09-19 12:41:21 +00:00
mimo e2bfba740b sanitize matchsettings, patch by elexis, fixes #3431
This was SVN commit r17043.
2015-09-19 12:35:10 +00:00
Itms fb6b86f928 Use the good material for the destroyed roman camp actor. Patch by stanislas69, fixes #3218.
This was SVN commit r17042.
2015-09-19 12:18:27 +00:00
Itms 881f80a26a Highlight all player names in the lobby chat. Patch by stanislas69, fixes #3281.
This was SVN commit r17041.
2015-09-19 12:15:06 +00:00
mimo 4996d28110 change player color in gamesetup in random and skirmish maps, patch by elexis and stanislas69, fixes #1580
This was SVN commit r17040.
2015-09-18 21:54:43 +00:00
Itms c24f2b1414 Revert a wrongly committed WIP change.
This was SVN commit r17038.
2015-09-18 19:54:19 +00:00
Itms 7b84c26a44 Fix some issues reported on Transifex.
This was SVN commit r17037.
2015-09-18 19:51:56 +00:00
Itms 0c043b5bdb Fix edge case in the UnitAI state machine. Fixes #3429.
This was SVN commit r17036.
2015-09-18 17:07:32 +00:00
Itms 4da5d571fc Move the AI data to the new simulation settings system. Patch by elexis. Refs #3355.
This was SVN commit r17034.
2015-09-18 16:36:52 +00:00
mimo 4655196d6f petra: exit immediately when no entities, fix #3110
This was SVN commit r17033.
2015-09-17 18:19:06 +00:00
mimo 57a094268c petra: some tweaks and cleanings
This was SVN commit r17032.
2015-09-17 17:58:34 +00:00
mimo 749637dc84 Move the map types to the new simulation settings system. Patch by elexis. Refs #3355.
This was SVN commit r17031.
2015-09-17 17:55:27 +00:00
Itms b478b9742a Workaround for a specific case of #3410, where units could stand on a committed foundation. Just check for units and order them to leave during all the building.
Refs #3410.

This was SVN commit r17029.
2015-09-17 16:34:30 +00:00
Itms b77ad821c2 Reenable formations and fix/improve the communication between UnitAI and UnitMotion. With the new pathfinder some path requests can be completed instantaneously, so UnitAI has to handle MoveStarted messages even in the IDLE state.
Please note that this commit makes #3410 really visible. Formation
members might pass through buildings.

Refs #3410, #3337.

This was SVN commit r17028.
2015-09-17 16:31:23 +00:00
mimo fc45777793 delay the ownerShip only after the entity is spawned, fix #3422
This was SVN commit r17027.
2015-09-16 09:33:38 +00:00
mimo 21619a4705 Move the victory conditions to the new simulation settings system. Patch by elexis. Refs #3355,#3001
This was SVN commit r17026.
2015-09-16 09:22:36 +00:00
mimo 4e716699d7 cleanup of EntityState caching
This was SVN commit r17025.
2015-09-15 21:34:31 +00:00
mimo 7e18c0fd9e determineAction only when needed
This was SVN commit r17024.
2015-09-15 18:39:03 +00:00
mimo 012bf32673 petra: improve detection of threatening enemy units, complete and fix 7ac0a4a3db, fixes #3418
This was SVN commit r17023.
2015-09-15 18:29:57 +00:00
leper 7eefcbe8c5 Do not use non-static data member initializer.
GCC 4.6 does not support those and initializing it in the ctor is a lot
clearer in this case.

This was SVN commit r17022.
2015-09-15 00:55:03 +00:00
leper a65a8472f9 Mark some const functions as such.
This was SVN commit r17021.
2015-09-13 20:59:10 +00:00
mimo e7f736fd0f Move the game speeds to the new simulation settings system. Patch by elexis. Refs #3355
This was SVN commit r17019.
2015-09-13 19:15:07 +00:00
mimo ae3aad704d fix previous commit
This was SVN commit r17018.
2015-09-13 19:06:14 +00:00
mimo 9816e7c92d Rename some variables to point out that they are only used in visual replay. Add script function IsVisualReplay. Refs #9 #3355, patch by elexis
This was SVN commit r17017.
2015-09-13 19:03:33 +00:00
mimo 7ac0a4a3db petra: improve detection of threatening enemy units
This was SVN commit r17016.
2015-09-13 17:25:18 +00:00
mimo 4964303f54 petra: be more restrictive to attack a field, refs #3406
This was SVN commit r17015.
2015-09-13 17:21:48 +00:00
Itms ae6475fcc0 Fix a typo, patch by godlikeldh.
This typo didn't have any influence since dirty unit shapes are usually
discarded during the rasterization (they don't block long-range
pathfinding). Switching the order of a check in RasterizeHelper prevents
performance problems to a really small extent.

This was SVN commit r17014.
2015-09-13 10:18:37 +00:00
Itms 03d2c5e40b Support inverted goals with the long-range pathfinder. This allows units to flee and should fix problems with ranged units too close to their targets. Fixes #3405, refs #3372.
Now that units flee it's necessary to fix the unit chasing: this commit
reintroduces some code from 298115f4c5 that disappeared with the
committing of the new pathfinder. Refs #1537.

Also includes some style improvements to the UnitMotion code.

This was SVN commit r17013.
2015-09-13 09:33:09 +00:00
leper bbcf996531 Move the population cap to the new simulation settings system. Patch by elexis. Refs #3355.
This was SVN commit r17012.
2015-09-13 00:32:34 +00:00
leper 8bb21e251a Make Tuscan Acropolis skirmish map playable. Changes by stanislas69. Fixes #2970.
This was SVN commit r17011.
2015-09-12 20:59:19 +00:00
leper 73c210f6fb Clean up line endings.
This was SVN commit r17010.
2015-09-12 20:58:59 +00:00
leper bdd6dd0f2f JS component cleanup.
This was SVN commit r17009.
2015-09-12 20:58:57 +00:00
mimo f271dd2bc1 fix display in structure tree of techs researchable only at a later phase than their availability, #fix #3411, patch by S0600204
This was SVN commit r17008.
2015-09-12 20:02:14 +00:00
mimo 29f7f56f60 Add the starting resources to the new simulation settings system, refs #3355, patch by elexis
This was SVN commit r17007.
2015-09-12 19:29:42 +00:00
Itms a3767c3236 Add the ceasefire settings to the new simulation settings system.
Patch by elexis, refs #3355.

This was SVN commit r17006.
2015-09-12 09:48:35 +00:00
mimo 979ea476b7 petra: do no make a trade route between too nearby markets
This was SVN commit r17005.
2015-09-11 18:06:26 +00:00
leper 8507a7bc27 Create commands.txt only when actually starting the game. Patch by elexis. Fixes #3408.
This was SVN commit r17004.
2015-09-11 17:44:50 +00:00
leper 558695365d Add some documentation about system components. Fixes #3315.
This was SVN commit r17003.
2015-09-11 04:10:26 +00:00
leper fc051d94cc Add check for non-passable (likely water-only) maps to territory percentage calculation.
Patch by s0600204. Fixes #3407.

This was SVN commit r17002.
2015-09-11 02:16:21 +00:00
mimo 7842aa0468 petra: do not loose time attacking useless structures
This was SVN commit r17001.
2015-09-10 19:27:18 +00:00
mimo dff16f664e make fences not capturable (as walls and palisades)
This was SVN commit r17000.
2015-09-10 19:26:06 +00:00
Itms 9da482ead4 Based on previous experimental changes, major update to the unit motion.
With this change, units will not check their movement against all
obstructions when moving: terrain and static obstructions are assumed to
be handled by the long-range pathfinder.
However, when static obstructions are changed, the paths have to be
invalidated. In order to minimize the performance impact, units will
check for obstructions when they move after a passability change. If
they collide with something, they will recompute a path that will take
into account the new passability map.

Also includes some code cleanup. This patch should not change
performance a lot: the lower number of checks should give a small
performance improvement while using the message broadcasting system
should hurt it a bit.

Fixes #3376, #3337, #1914.

This was SVN commit r16998.
2015-09-10 18:12:13 +00:00
JoshuaJB 8b437a0b1c Fix #3386, patch by elexis.
This was SVN commit r16997.
2015-09-10 05:30:18 +00:00
mimo 00a51404c9 cleanup of some for ... in loops on arrays (replaced by for ... of)
This was SVN commit r16996.
2015-09-09 18:21:17 +00:00
mimo 6213db17dd petra: some tweaks in trade techs
This was SVN commit r16995.
2015-09-09 18:00:53 +00:00
mimo ec6ae9d601 avoid that ships block allied docks, fix #3402
This was SVN commit r16994.
2015-09-09 17:37:44 +00:00
Itms 3f37ac44d6 Correctly fix the splashscreen typo.
This was SVN commit r16993.
2015-09-08 19:23:47 +00:00
mimo bd355c531a petra: fix and complete c1efebab15
This was SVN commit r16992.
2015-09-07 18:14:50 +00:00
mimo a40fdd52d9 fix typo in 19d8c631be
This was SVN commit r16991.
2015-09-07 18:00:59 +00:00
leper 5a685b84ca Recompute the cost grid in the TerritoryManager when needed. Patch by s0600204. Fixes #3399, #3400.
This was SVN commit r16990.
2015-09-06 22:35:38 +00:00
mimo c1efebab15 petra: do not always try to capture (depends on garrison inside target)
This was SVN commit r16989.
2015-09-06 18:39:46 +00:00
Itms 19d8c631be Commit an updated version of the splashscreen for the new pathfinder.
This was SVN commit r16988.
2015-09-06 09:08:55 +00:00
historic_bruno 4e3b933b11 Fixes some issues in checkrefs.pl: soundgroups have new gender and lang tags, PMP version bump, GUI XML can include directories, civ data path changed
This was SVN commit r16987.
2015-09-06 04:42:28 +00:00
Itms 448b8248cf Revert my experimental changes from the previous days. Hopefully I can design something that doesn't introduce a ton of new issues. Refs #3376
This was SVN commit r16986.
2015-09-05 18:20:08 +00:00
Itms 1d89d05956 Don't try to short-path to non-point goals, because the algorithm won't deal with connectivity. Fixes another bug reported in #3363.
This was SVN commit r16985.
2015-09-04 20:43:05 +00:00
mimo 2a7dc39d07 some cleanups of gui code
This was SVN commit r16984.
2015-09-04 17:50:04 +00:00
mimo 9e3ee0e849 Petra: make a bit more use of cavalry
This was SVN commit r16983.
2015-09-04 17:47:54 +00:00
Itms 3005637370 Make a compromise between f240374b28 and f134ac63bb by making the filtering of pathfinding-blocking shapes conditional.
Those shapes need to be taken into account when computing a short path,
but they need to be discarded when checking movements or they will
create long/short inconsistencies.

This was SVN commit r16981.
2015-09-03 20:09:25 +00:00
leper ad9736b5a5 Fix Arabic plural equation in tinygettext.
Patch by SafaAlfulaij taken from
https://github.com/tinygettext/tinygettext/pull/8.

This was SVN commit r16980.
2015-09-03 16:42:05 +00:00
Itms 847fbea820 Apparently SVN messed up when I applied the patch for 0c14436c26, so fix it.
Also include some fixes to elexis's oversights, refs #3355.

This was SVN commit r16979.
2015-09-03 07:32:32 +00:00
mimo c0d8645a6d remove some unnecessary object<->array copies + some parentheses cleanup
This was SVN commit r16978.
2015-09-02 18:14:26 +00:00
Itms 7d6553099f Fix wrong offset when clicking too close to the header of sortable lists. Also added some code comments.
Patch by elexis, fixes #3391

This was SVN commit r16976.
2015-09-02 17:55:02 +00:00
Itms 0c14436c26 Move player and team number limits to a centralized file which will also eventually hold various kinds of settings.
Patch by elexis, refs #3355

This was SVN commit r16975.
2015-09-02 17:45:01 +00:00
Itms 8dde1cda94 Style cleanup, and remove a wrong TODO.
This was SVN commit r16974.
2015-09-02 17:40:31 +00:00
Itms 0c4c6e499d Fix the LeaveFoundation order in UnitAI in the case of animals. The code used was a hack using the fleeing tactics, so use the regular "Order.LeaveFoundation" code shared with non-animal units.
Fixes #3372

This was SVN commit r16973.
2015-09-02 17:36:20 +00:00
mimo bcc75b2156 fix buggy test
This was SVN commit r16972.
2015-09-02 17:11:29 +00:00
Itms f134ac63bb Revert most of f240374b28 which was actually bad. It caused units to get stuck because the obstructions won't block the same paths when rasterized on the grid and when directly tested for collisions.
As a general rule, pathfinding-blocking shapes should not be tested
against for movements. Only the passability grid should be considered.
As the algorithm which tests paths on this grid was fixed in 1c9ea56800,
it can be safely used.

Fixes #3376.

This was SVN commit r16971.
2015-09-02 15:50:16 +00:00
mimo 5ff31a1e33 small cleanup of unit_actions.js
This was SVN commit r16970.
2015-09-01 20:49:37 +00:00
mimo c599019b0a fix crash when switching to gaia perspective while controlAllUnits is enabled
This was SVN commit r16969.
2015-09-01 20:46:49 +00:00
mimo 025391db35 fix behavior when under alert, fixes #3273
This was SVN commit r16968.
2015-08-31 19:54:06 +00:00
leper 2c87ccb66e Fix typo causing errors for building placement.
This was SVN commit r16967.
2015-08-30 23:07:25 +00:00
historic_bruno 9451cf38f7 Fixes Esc key opening options dialog in match setup, introduced by a964e83c79
This was SVN commit r16966.
2015-08-30 21:31:03 +00:00
Itms 8a8a3b8377 Revert a wrong piece of code from 63e42fbd31. Refs #3293
This was SVN commit r16965.
2015-08-30 20:32:22 +00:00
scythetwirler 1a15131d2d Lobby bot optimizations.
This was SVN commit r16964.
2015-08-30 17:50:16 +00:00
Itms 63e42fbd31 Display which player(s) are OOS when it happens. Also fix some encoding issues with file paths.
Patch by elexis, fixes #3293.

This was SVN commit r16963.
2015-08-30 17:47:18 +00:00
Itms f47cb2c711 Fix the OOS reported by elexis in #3335, and clean some whitespace and style.
The list of modified entities was thrown out on global visibility
updates (those happen on rejoin) but only in-world entities were
actually updated then, causing problems with garrisoning.

Now the list of modified entities can happen to be large, so replace the
hacky check for infinite loops by a real check.

This was SVN commit r16962.
2015-08-30 17:42:10 +00:00
JoshuaJB 45a39e7dfd Fix 3171 by moving some logic to C++. These changes do not optimize the presence buffer and only fix the state bug.
This was SVN commit r16961.
2015-08-30 12:56:48 +00:00
leper 2aef62d65f Handle backrefs properly for maps and sets. Fixes #3374.
Allocate the tag for the backreference before deserializing the content,
to match the order of serializing.

This was SVN commit r16959.
2015-08-30 04:51:16 +00:00
leper acf7b7aefb Some gamesetup and in-game messages code convention related cleanup. Based on patch by elexis.
This was SVN commit r16958.
2015-08-30 03:34:07 +00:00
leper 870237cce4 Do not create range queries in case we aren't at war with anyone. Fixes #3382.
This was SVN commit r16957.
2015-08-30 02:49:49 +00:00
leper 8befb23db3 In-game chat code cleanup. Based on patches by elexis.
This was SVN commit r16956.
2015-08-30 02:21:17 +00:00
leper 57f340f906 Fix player rejoins. Refs #3242.
This was SVN commit r16955.
2015-08-30 02:03:50 +00:00
leper c9893b3dd0 Test serialization of nested maps. Refs #3164, #3374.
This was SVN commit r16954.
2015-08-30 00:06:39 +00:00
leper 90a99a1589 Prevent observers from using most chat commands. Refs #2879.
Chat prefixed with /all could circumvent the check. Fix this by only
allowing /me.
(Note that this is not a full solution, see #3270.)

Refactors the cheat and chat input code based on changes in some of
elexis' patches.

This was SVN commit r16953.
2015-08-29 23:30:41 +00:00
leper a67b3b8942 UnitAI cleanup. Setup*RangeQuery. Refs #3080.
Do not create range queries when being destructed.
rangeMan -> cmpRangeManager.

This was SVN commit r16952.
2015-08-29 22:49:52 +00:00
leper 8217fa1a0e Warn about range queries that can never return any results.
This was SVN commit r16951.
2015-08-29 22:49:49 +00:00
leper 6f0850f6bc Improve UnitAI's FindNearby* functions.
Stop them from starting a range query in case we have no ownership (or
-1).
Make use of Array.find() to make them a bit nicer.

This was SVN commit r16950.
2015-08-29 22:49:46 +00:00
leper 31113cb8c3 UnitAI cleanup.
Use Array.{some,every,forEach,find} to simplify existing code.
Also make use of some fat arrow functions.
Some code style fixes.
Let FindNewHealTargets call RespondToHealableEntities to remove code
duplication.

This was SVN commit r16949.
2015-08-29 22:49:44 +00:00
leper 5a7b4e380a Rename some occurences of *Man to cmp*Manager.
This was SVN commit r16948.
2015-08-29 22:49:42 +00:00
leper 2b1c128b66 Change the attack hotkey to Ctrl.
This is both easier to press, and also does not introduce any hotkey
conflict.

This was SVN commit r16947.
2015-08-29 22:49:38 +00:00
leper 39343a8c84 Fix test failure.
This was SVN commit r16946.
2015-08-29 22:49:32 +00:00
Itms e56dddbefb Optionally allow observers to rejoin a game when they weren't here during the game setup.
Patch by elexis, fixes #3242.

This was SVN commit r16945.
2015-08-28 20:20:10 +00:00
Itms 8e70140ec2 Handle properly static shapes that overlap the edge of the map (likely to happen with square maps).
This should fix #3364.

This was SVN commit r16944.
2015-08-28 11:38:14 +00:00
mimo d31ebaa47a add a new Repairable component defining a ratio of repairTime/buildTime for repairable entities. Fixes #633
This was SVN commit r16943.
2015-08-27 20:31:10 +00:00
leper 34555ad70c Enhance i18n extractor to support a single context for a json file. Patch by elexis. Refs #3355.
This was SVN commit r16942.
2015-08-27 19:07:36 +00:00
Itms d129ae3cd8 Fix a special situation where map control percentage wasn't computed properly.
Also improve the code and fix a typo.

Based on patch by s0600204, fixes #3378.

This was SVN commit r16941.
2015-08-27 16:26:32 +00:00
mimo e3208c8784 fix rallyPoint on foundation, (it worked only by chance because all structures are repairable)
This was SVN commit r16940.
2015-08-25 15:39:11 +00:00
leper b9ab8f5855 Explicitly include public's mod.json in Windows packages.
Also clean up some unused options in the dist script.

This was SVN commit r16939.
2015-08-25 12:55:05 +00:00
Itms 217a478ac7 Improved materials for wooden towers (spec maps, AO maps, parallax). Patch and AO map by stanislas69, fixes #3352.
This was SVN commit r16938.
2015-08-24 07:09:05 +00:00
Itms 8923768bff Fix spelling of "Feminization" in the summary screen and in associated code.
This was SVN commit r16935.
2015-08-23 18:00:17 +00:00
Itms 47bca54228 Fixes the computation of team values for some of the summary counters, and reorder columns. Refs #3311
This was SVN commit r16934.
2015-08-23 17:57:51 +00:00
Itms a63b7a0126 Add ability to query the map control percentage, and use this value in the summary screen. Patch by s0600204, fixes #3321
This was SVN commit r16933.
2015-08-23 17:44:37 +00:00
Itms b694ab41d9 Show the number of trade carts and looted resources in the summary screen. Patch by bb, fixes #3311
This was SVN commit r16932.
2015-08-22 17:57:41 +00:00
leper 74c420f658 GUI code cleanup. Fixes #3354.
Lots of code style fixes:
 * type [*&]varname -> type[*&] varname
 * else
   if (...)
   ->
   else if (...)
 * Spaces around some ops.
 * i++ -> ++i.
 * switch-case style fixes.
 * Indentation fixes.
 * Removing some commented out code.
 * include header sorting
 * Changed multiple pointer var declarations to be one per line.
 * Removed strange spaces in some places.
 * Changed some include header guards to be consistent with the rest of
the codebase.
 * Use UNUSED() instead of UNUSED2().

Some small code fixes:
 * Using .find() instead of .count() == 0.
 * !.empty() instead of .size() == 0.
 * Range-based for loops.
 * Making some member functions const by small changes.
   * Adds GetScrollBarPos(idx) const for this.
 * Using early returns/continues in some places.
 * Uses size_t for some loops in CList and COList.
 * Removes unused heading element (not attribute) from COList.
 * Use ENSURE in one case where some custom code did something similar.
 * Made some parameters const ptrs/refs.
 * Change removal loop in GUItext.cpp to erase-unique.
 * Made some static things const.
 * Allow iterating over children of IGUIObject with range-based for
loops by
   exposing begin() and end() (rename from ChildrenIt{Begin,End}()) and
use it.

Comments:
 * Comment COList.
 * Update a few comments.
 * Remove useless or duplicated comments.

This was SVN commit r16931.
2015-08-21 17:08:41 +00:00
Itms d821601978 Revert changes when clicking "Cancel" in the options page.
Patch by Stefan, fixes #3324

This was SVN commit r16930.
2015-08-21 07:54:21 +00:00
Itms c7edc09f51 Revert 7cc2d65ec7.
The problem caused by nested Maps is actually #3374.
Cloning the data object saved by the !AuraManager fixes #3188.
Also, using Map fixes a serialization problem, refs #3375.

On top of those changes, some reordering of add/multiply to avoid any
ordering mistake.

Fixes #3164, Refs #3374

This was SVN commit r16929.
2015-08-21 07:29:08 +00:00
Itms a63e9c521d Optionally limit the framerate in menus to 50 FPS, to save power. Patch by elexis, fixes #2882
This was SVN commit r16927.
2015-08-20 13:22:44 +00:00
Itms ba82743777 Some range-based for loops.
This was SVN commit r16926.
2015-08-20 12:58:41 +00:00
Itms b2e8a241d2 Properly check loaded scripts in the second simulation instance of a serialization test. Fixes #3238
This was SVN commit r16925.
2015-08-20 12:52:29 +00:00
Itms 1ab3a4a02d Fix 6506bc20cb, refs #3238
This was SVN commit r16924.
2015-08-20 12:49:43 +00:00
leper 558d43bac5 Replace some functor structs with lambdas, closures or range-based fors.
This was SVN commit r16923.
2015-08-19 03:33:04 +00:00
leper 36c6b50944 Revert emplace for associative containers. Fixes #3366.
GCC < 4.8.0 does not support emplace for those.
See https://gcc.gnu.org/bugzilla/show_bug.cgi?id=44436.

This was SVN commit r16922.
2015-08-19 03:32:47 +00:00
leper 674f49f1a8 Remove generated test files during clean-workspaces.sh. Patch by otero. Fixes #3275.
Also remove two generated and disabled test files.

This was SVN commit r16921.
2015-08-19 01:30:09 +00:00
Itms bd8f9b7824 Fix enemy corpses visible in the fog of war. Fixes #3179.
This was SVN commit r16919.
2015-08-16 09:29:34 +00:00
Itms 1c9ea56800 Fix the CheckLineMovement algorithm. Added some comments and a test to avoid problems.
This addresses some "stuck units" cases.

This was SVN commit r16918.
2015-08-13 16:21:39 +00:00
Itms 01de76f4be Code improvements for the hierarchical pathfinder: cache hits and variable initialization.
This was SVN commit r16917.
2015-08-11 15:21:11 +00:00
Itms 28ef270571 Enhance the MakeGoalReachable algorithm to handle better non-point goals.
Fixes #3363, #3297.

This was SVN commit r16915.
2015-08-11 09:47:08 +00:00
Itms f7a7b687fc Don't send TerrainChanged messages when painting the terrain, as terrain texture doesn't influence passability.
This was SVN commit r16914.
2015-08-10 11:55:43 +00:00
leper e263c8f1de Remove EnableSSE2 for Windows builds. Fixes #3361.
Since we do not require SSE2 on *nix requiring it on Windows makes no
sense,
it also breaks the game for some users.

This was SVN commit r16912.
2015-08-03 19:57:42 +00:00
leper c333ae3fc2 Escape [ char in a gui caption.
This was SVN commit r16911.
2015-08-02 23:10:08 +00:00
mimo 3c8fe51712 complete b3f7b8633a for (un)packing
This was SVN commit r16910.
2015-08-02 17:24:04 +00:00
leper ec96c737ee Actually use vpObj instead of obj, and use it in all cases. Refs #3354.
This was SVN commit r16909.
2015-08-02 14:40:51 +00:00
mimo b3f7b8633a fix incoherent UnitAI state when changing ownership of a cheering or garrisoned unit
This was SVN commit r16908.
2015-08-02 09:39:08 +00:00
mimo 591771a0be make siege tower able to capture, fixes #3356
This was SVN commit r16907.
2015-08-02 09:32:47 +00:00
leper 94302a4149 Move engine version to common file. Patch by elexis. Fixes #3359.
This was SVN commit r16906.
2015-08-01 23:03:13 +00:00
leper 701f1dbb51 Fix sudden main-menu background jumps. Patch by s0600204. Fixes #3312.
This was SVN commit r16905.
2015-08-01 23:02:57 +00:00
mimo 2a6eac3bd4 Petra: fix order of event processing in defenseManager
This was SVN commit r16904.
2015-07-31 16:55:38 +00:00
leper 217a500d60 Add missing license headers. Fixes #3357.
This was SVN commit r16903.
2015-07-31 11:28:14 +00:00
Itms 1a8096a920 Reliably send the ReplayFinished message at the very end of visual replays. Patch by elexis.
This was SVN commit r16902.
2015-07-30 21:55:34 +00:00
leper a4e606c575 TerrainTextureManager cleanup.
This was SVN commit r16901.
2015-07-30 21:51:01 +00:00
leper c5aad60776 Actually stop iterating if retval != INFO::OK. Also fix comments.
This was SVN commit r16900.
2015-07-30 21:50:58 +00:00
leper 15a4c813d6 Add support for AArch64 (ARM64). Patch by tbm. Fixes #3345.
This was SVN commit r16899.
2015-07-30 19:52:55 +00:00
leper 0868d03e74 Fix previous commit.
This was SVN commit r16898.
2015-07-30 17:27:27 +00:00
leper 2238a18aee Close and free replay streams. Based on patch by elexis.
This was SVN commit r16897.
2015-07-30 16:43:22 +00:00
leper 4f91b16d0f Allow pausing during visual replays. Patch by elexis. Refs #3341.
This was SVN commit r16896.
2015-07-30 15:55:19 +00:00
leper 47336b770f Add clipping to OList cells. Patch by elexis. Fixes #3353.
This was SVN commit r16895.
2015-07-30 01:33:48 +00:00
leper 8bfe16cac8 Use in-place construction.
This was SVN commit r16894.
2015-07-29 23:44:17 +00:00
leper c5eb9b7bb7 Range-based for for VfsPath loops.
This was SVN commit r16893.
2015-07-29 23:44:12 +00:00
leper 540cf75794 L10n code cleanup.
This was SVN commit r16892.
2015-07-29 23:44:05 +00:00
mimo 356b08ec5d update heroes and their auras for capture, fixes #3331
This was SVN commit r16891.
2015-07-29 17:54:08 +00:00
mimo f2f3076bd7 minor cleanup
This was SVN commit r16890.
2015-07-29 17:50:04 +00:00
mimo 7b81f9a866 add garrison flag for wooden tower, patch from stanislas69, fixes #3059
This was SVN commit r16889.
2015-07-29 17:15:40 +00:00
leper a07add11c6 Some range-based for loops and some style cleanup.
This was SVN commit r16888.
2015-07-29 01:07:23 +00:00
leper b4d517c261 Fix infinite loop in key code to key name mapping.
Also make some data const and construct data in-place.

This was SVN commit r16887.
2015-07-29 01:07:18 +00:00
Itms 2cae918059 Same as previous commit, but nicer. Refs #3329
This was SVN commit r16886.
2015-07-27 20:39:46 +00:00
Itms c81f243b58 Use the mirage data to determine the best attack in case of capture attack. Fixes #3329
This was SVN commit r16885.
2015-07-27 19:54:40 +00:00
leper 851e863892 Remove animation name compatibility mapping.
10 years should have given everyone enough time to move to the new
naming scheme.

This was SVN commit r16884.
2015-07-27 01:08:29 +00:00
leper be36bec6df Replace a translation string by an equivalent that is already used thrice.
This was SVN commit r16883.
2015-07-27 01:08:27 +00:00
leper da48c8c26f Some const refs and one const function.
This was SVN commit r16882.
2015-07-27 01:08:25 +00:00
leper bd53e9d736 Remove unused ah_translate code.
This was SVN commit r16881.
2015-07-27 01:08:15 +00:00
mimo 2a655d1363 cleanup of 4054e5cb04
This was SVN commit r16880.
2015-07-26 14:54:52 +00:00
mimo 27de859f9b Petra: minor tweaks in farming
This was SVN commit r16879.
2015-07-26 14:49:01 +00:00
mimo 4054e5cb04 make a wooden tower template for each civ, refs #3059
This was SVN commit r16878.
2015-07-26 14:43:21 +00:00
mimo edd03ad557 disable the delete button when less than 50% cp, fixes #3300, patch by bb
This was SVN commit r16877.
2015-07-22 17:06:06 +00:00
leper eb47670cd1 Some string fixes reported by translators.
This was SVN commit r16874.
2015-07-21 21:19:41 +00:00
mimo a61c7560eb petra: minor attack tweaks
This was SVN commit r16873.
2015-07-21 19:30:54 +00:00
leper b0a5087dda Prevent observers from pausing the game. Patch by Stefan. Fixes #3341.
This was SVN commit r16871.
2015-07-19 23:03:03 +00:00
Itms f240374b28 Fix a number of short/long range pathfinder inconsistencies revealed by 128a603287.
This was SVN commit r16869.
2015-07-18 12:33:40 +00:00
Itms 1e79b3a8af Update templates to reflect the recent obstruction changes for units.
Fixes #3294.

This was SVN commit r16868.
2015-07-18 12:30:26 +00:00
Itms 128a603287 Use the terrain-only grid for terrain edges in the short pathfinder algorithm. This grid is updated on each terrain change, whereas the passability grid is updated once a turn. This caused OOS on rejoin, fixes #3292.
However, using the terrain-only grid reveals one discrepancy between the
short pathfinder (which uses unit radii) and the long one (which uses
unit clearances). So I implemented the change proposed by sanderd17 in
#3294, which is removing unit radius and using only the pathfinder
clearance. Refs #3294
Now some tweaking has to be done in the templates, so that units get a
passability class suited to their apparent size. In the meantime the
unit motion is quite bugged.

This was SVN commit r16867.
2015-07-18 08:37:49 +00:00
mimo 35071dd44b allow changing the trading gain with tech + rework of market techs, fixes #3326
This was SVN commit r16866.
2015-07-17 19:27:15 +00:00
mimo a0d21e8d9e do not fill changedTemplateInfo when no AIs to prevent OOS, refs #3133
This was SVN commit r16865.
2015-07-17 17:45:15 +00:00
mimo b471975332 improve consistency between decay and regen rates for buildings, fixes #3332
This was SVN commit r16864.
2015-07-16 18:29:53 +00:00
Itms 76d5374e77 Some string changes based on translators' feedback.
This was SVN commit r16863.
2015-07-16 17:07:55 +00:00
mimo f9440a964a minor petra tweaks
This was SVN commit r16860.
2015-07-15 17:29:06 +00:00
Itms 8fc4ecaa6b Fix previous commit, stupid typo...
This was SVN commit r16859.
2015-07-15 16:57:23 +00:00
Itms b58f8ab969 Serialize the activation flag of the scripted Visibility component.
Currently only preview entities are affected, and they are not
serialized, but it could break a lot of things in the future.

This was SVN commit r16858.
2015-07-15 16:55:05 +00:00
Itms 39d93ea17c Change the handling of modified entities in the visibility update.
The game has to deal with situations such as: the visibility of an
entity changes, a mirage is created for it -> the mirage visibility is
updated -> the entity visibility is updated back.
All of this process now happens in the same turn, and all updates are
guaranteed to be performed. This fixes a source of serialization errors
and rejoin OOSes.

Fixes #3107

This was SVN commit r16857.
2015-07-15 16:46:59 +00:00
Itms 9f1b85d562 Remove a useless global terrain update when modifying environment settings in Atlas.
Also make sure that the settings are updated in the game view in a
non-hacky way.

This was SVN commit r16855.
2015-07-14 17:08:02 +00:00
wraitii b0386d7fab Fix gamesetup for observer games. Thanks to elexis
This was SVN commit r16854.
2015-07-14 11:26:14 +00:00
mimo d08279ceb6 some fixes for petra
This was SVN commit r16853.
2015-07-13 13:05:14 +00:00
mimo 74b600d661 modify also capture points in the civ specific techs affecting structure health, fixes #3333
This was SVN commit r16852.
2015-07-13 12:46:26 +00:00
mimo c946ebbf7c prevent structures without territory influence to decay in allied territory
This was SVN commit r16851.
2015-07-12 18:46:44 +00:00
Itms 04982b0bf5 Fix compiler warning
This was SVN commit r16849.
2015-07-12 16:49:26 +00:00
mimo f74215e96c rounding needed for houses with popBonus%5 != 0, fixes #3328
This was SVN commit r16848.
2015-07-12 15:23:34 +00:00
Itms 0f10e21ab1 Keep ownership when changing formation. Fixes #3154, fix proposed by sanderd17.
This was SVN commit r16847.
2015-07-12 08:48:31 +00:00
Itms edf6e909b2 ...aaaaand I forgot this guy.
This was SVN commit r16846.
2015-07-12 08:11:30 +00:00
Itms 0d32afd688 Improve the style of GUI string text call functions.
This was SVN commit r16845.
2015-07-12 08:09:55 +00:00
Itms 0682190def Don't postpone rendering of icons when they are at the end of a GUI string.
Fixes #2502

This was SVN commit r16844.
2015-07-12 07:38:04 +00:00
mimo 9161cd7e24 petra: rework of the management of captured/decaying structures
This was SVN commit r16843.
2015-07-11 17:00:21 +00:00
Itms 0c45e3b5d0 Correctly compute the masks for shared visibility updates. The old code was working only because of luck when shared vision was always reciprocal.
Refs #2055, fixes #3327

This was SVN commit r16842.
2015-07-11 16:45:09 +00:00
mimo c4389abceb let petra use wooden towers in village phase
This was SVN commit r16841.
2015-07-09 20:46:09 +00:00
Itms 1b88eaf1cd Do not reset victory conditions when changing map selection. The behavior is now coherent with everything else (players, etc.) when selecting random maps.
Patch by elexis, fixes #3209

This was SVN commit r16840.
2015-07-09 16:52:12 +00:00
Itms b3fa75529b All work and no play... refs #3253
This was SVN commit r16839.
2015-07-08 19:17:32 +00:00
Itms cf21c34e3f Give players and bots their actual name during the game, for better experience.
Patch by elexis, fixes #3253

This was SVN commit r16838.
2015-07-08 19:03:14 +00:00
Itms 542061dbed Handle gaps in the teams list in the summary screen, plus code cleanup.
Patch by elexis, fixes #3323

This was SVN commit r16837.
2015-07-08 17:01:34 +00:00
mimo 4a0bb47a62 AI: various cleanings and fixes
This was SVN commit r16836.
2015-07-07 17:32:35 +00:00
Itms aa78c1be66 Make the connectivity grid generation algorithm of the hierarchical pathfinder a bit less stupid.
This was SVN commit r16834.
2015-07-05 20:32:52 +00:00
Itms 11c9471ad6 Change back the long pathfinder to take into account non-pathfinding classes, but only when reloading, to avoid impacting the performance.
Also make the GetPassabilityClasses functions use references instead of
wild allocations. Use a reference when passing pass classes to the AI
worker.

This was SVN commit r16833.
2015-07-05 19:14:52 +00:00
Itms 0e4e3754e9 Update the passability grid properly when changing the map shape or the water height. Also include a fix for a possible bad memory access.
This was SVN commit r16832.
2015-07-04 21:25:57 +00:00
JoshuaJB 7ca2084e89 Fix #3072
This was SVN commit r16831.
2015-07-04 18:00:51 +00:00
mimo b7a1b9fbd4 fixes some wonder templates
This was SVN commit r16830.
2015-07-04 16:46:20 +00:00
mimo 32252ea00c fix persian conscription_cavalry which needs persian levy_cavalry
This was SVN commit r16829.
2015-07-03 17:01:19 +00:00
Itms 512f69379b Fix the male variation of non-Roman healers. Fixes #3318
This was SVN commit r16828.
2015-07-02 16:59:16 +00:00
Itms 3018359576 Improve a little bit Atlas performance when modifying terrain elevation.
This was SVN commit r16827.
2015-07-01 19:13:56 +00:00
mimo e500de4dc6 AI: clean up
This was SVN commit r16826.
2015-06-30 19:10:57 +00:00
Itms 30e5f032d8 Adapt Atlas to the new pathfinder. Fixes #3298
This was SVN commit r16824.
2015-06-29 19:59:41 +00:00
mimo 6a9019564e AI: clean up some obsolete code
This was SVN commit r16823.
2015-06-28 19:08:00 +00:00
leper 7b298cccdb Increase bench size to meet minimum obstruction size. Fixes #3316.
This was SVN commit r16822.
2015-06-28 19:05:22 +00:00
wraitii dc29884f6e Fix a shader glitch I left in when removing conditional defines. Fixes #3119 .
We ought to add more anisotropic filtering on normal textures with
parallax too or it breaks the effect too quickly.

This was SVN commit r16821.
2015-06-28 13:16:05 +00:00
Itms e0838c5326 Update the pathfinder docs.
This was SVN commit r16820.
2015-06-27 15:16:21 +00:00
mimo 3efa4be02c AI completes the removal of the JS pathfinder and fixes naval transport
This was SVN commit r16819.
2015-06-27 13:30:44 +00:00
Itms 575d708fca Correct the outpost tooltip for capturing.
Adapt the Theatron tooltip to the new specific name of the technology.
Add a final stop.

This was SVN commit r16818.
2015-06-25 20:14:45 +00:00
mimo 0b8597fd2d Petra: improve performance of initialization in naval maps
This was SVN commit r16817.
2015-06-25 18:19:12 +00:00
Itms e1a34eb4ea Handle (de)serialization of the AI pathfinder.
This was SVN commit r16815.
2015-06-24 20:24:58 +00:00
Itms 0b7343dccc Preserve the dirtiness informations of the passability grid at deserialization for proper AI updates.
Refs #3310

This was SVN commit r16814.
2015-06-24 20:15:06 +00:00
mimo ae0c051e83 Petra: remove some huge spikes when profiling
This was SVN commit r16813.
2015-06-24 18:42:09 +00:00
Itms 152d39d8a6 Fix save/load games, and use the new code to enhance the tests.
This was SVN commit r16812.
2015-06-23 20:39:11 +00:00
mimo 4f331c1359 cleanup of previous commits
This was SVN commit r16810.
2015-06-22 20:04:11 +00:00
mimo 7ac4b53cb8 AI: start switch from the internal JS pathFinder to the c++ one, thanks to Itms implementation. Still wip
This was SVN commit r16809.
2015-06-22 17:19:24 +00:00
mimo d045bb87d6 fix the market placement following new pathFinder changes
This was SVN commit r16808.
2015-06-22 16:49:49 +00:00
mimo fae2caed1a adapt AIs to changes in e6d1afe48b
This was SVN commit r16807.
2015-06-22 16:47:42 +00:00
Itms e6d1afe48b Add a terrain passability class for water. Fixes #3308
This was SVN commit r16806.
2015-06-22 15:30:23 +00:00
leper 1793a96c14 Actually remove the unused expression.
This was SVN commit r16805.
2015-06-21 20:44:31 +00:00
leper 495aa7bec5 Expose TemplateExists() to RM scripts.
This was SVN commit r16804.
2015-06-21 20:22:34 +00:00
historic_bruno c5814ef76c Fixes tests adding system components without using the SYSTEM_ENTITY id - this caused assertion failures in debug builds
This was SVN commit r16803.
2015-06-21 19:22:12 +00:00
leper ae4dfe294d Actually state the file instead of the directory in some error messages.
This was SVN commit r16802.
2015-06-21 18:46:33 +00:00
leper 5a0b9b0e70 Fix some issues found by static analysis (clang-analyzer and cppcheck).
This was SVN commit r16801.
2015-06-21 18:46:31 +00:00
leper caa8f51c2e Annotate custom assert for clang-analyzer.
This was SVN commit r16800.
2015-06-21 18:46:23 +00:00
mimo 30d96af5a2 a bit of cleanup in petra naval code
This was SVN commit r16799.
2015-06-20 20:49:31 +00:00
mimo 92832b1dc7 Petra fixes for naval maps
This was SVN commit r16797.
2015-06-19 21:09:41 +00:00
leper bbafed7fbf Lobby code cleanup.
This was SVN commit r16796.
2015-06-19 17:25:28 +00:00
sanderd17 cc4af6d2d4 Allies only share vision when researching a tech. Based on patch by niektb. Fixes #2055
This was SVN commit r16795.
2015-06-19 09:24:55 +00:00
Itms 1830c6346b Revert most of 989f164500, and add a comment to prevent people from making the same mistake.
This code used to make units with the pass class "ship-small" blocked
nearly everywhere.

This was SVN commit r16794.
2015-06-18 19:54:30 +00:00
mimo eeee79e7f3 AI fix for building placement + some cleanings
This was SVN commit r16793.
2015-06-18 19:19:24 +00:00
leper c6ca83949c Prevent players from rejoining that were not present on game start. Patch by elexis. Fixes #3305.
This was SVN commit r16792.
2015-06-18 18:20:54 +00:00
Itms 9701a85554 Fix a possible problem with grid updates. Refs #3296.
This was SVN commit r16791.
2015-06-18 16:31:38 +00:00
sanderd17 e7707f0f0c Fix issue with OOS in replays. Patch by elexis
This was SVN commit r16790.
2015-06-18 15:29:03 +00:00
mimo 008fb80855 AI: remove code from old pathFinder
This was SVN commit r16789.
2015-06-17 21:03:49 +00:00
Itms 989f164500 Make the terrain analysis slightly more efficient for pathfinding passability classes, and fix a mistake introduced in 1709353e2c.
This was SVN commit r16787.
2015-06-17 20:48:41 +00:00
Itms 155c6e6ccd Properly initialize the AI pathfinder, and clean whitespace.
This was SVN commit r16786.
2015-06-17 20:35:23 +00:00
mimo 1c29b21b69 adapt the AI to 1709353e2c, fixes #3295
This was SVN commit r16785.
2015-06-17 20:30:57 +00:00
Itms 1709353e2c Changes the general behavior of non-pathfinding passability classes, in order to make the handling of foundation obstructions less difficult. This will allow the AI to be fixed, as reported in #3295.
Also some cleanup and comments updates.

Refs #3295.

This was SVN commit r16784.
2015-06-17 20:19:53 +00:00
leper 4b8f0c9fb9 Change ResourceTrickle schema to match all other resource schemas. Patch by s0600204. Fixes #3303.
This was SVN commit r16783.
2015-06-17 15:26:06 +00:00
sanderd17 b8fce56821 Implement sortable columns for the gui, and use them in the lobby. Patch by Vladislav. Fixes #2405.
This was SVN commit r16781.
2015-06-17 09:10:50 +00:00
scythetwirler 2ff4c60859 Adjusts some capturing parameters.
This was SVN commit r16779.
2015-06-16 19:41:08 +00:00
leper a568b42bf9 Code cleanup.
This was SVN commit r16778.
2015-06-16 14:35:16 +00:00
Itms c8a5708654 Fix tests.
This was SVN commit r16777.
2015-06-15 19:48:42 +00:00
scythetwirler fcf7344537 Nerfs fire rate of garrisoned ships.
This was SVN commit r16776.
2015-06-15 16:39:42 +00:00
scythetwirler fdb99a5c8c Buffs melee cavalry HP.
This was SVN commit r16775.
2015-06-15 16:36:26 +00:00
scythetwirler dc97eeb5e5 Re-enables promotions.
This was SVN commit r16774.
2015-06-15 16:31:26 +00:00
leper 8380b67f94 Move GUI schemas to the mod mod. Fix some validation related errors in the mod mod.
Check if the used directory exists before trying to add a validator.
Refs #245.

This was SVN commit r16773.
2015-06-15 16:00:26 +00:00
leper 7887734ef0 Add attack notifications for capture attacks. Patch by Vladislav. Fixes #3257.
This was SVN commit r16772.
2015-06-15 01:16:51 +00:00
leper 68ea5f37f4 Remove unused ctors. Fixes compilation with GCC 4.6.
This was SVN commit r16771.
2015-06-14 23:50:38 +00:00
historic_bruno 4af117434d Fixes clang unused parameter warning
This was SVN commit r16770.
2015-06-14 23:45:15 +00:00
trompetin17 25a7d79d1e FIXE ERROR: CCmpPosition::GetPosition called on entity when IsInWorld is false, when you save a map with garrisoned units, thx to daniel for report
This was SVN commit r16769.
2015-06-14 22:17:39 +00:00
historic_bruno 0a67de37bc Fixes clang warning about unknown warning group -Wunused-but-set-variable
This was SVN commit r16768.
2015-06-14 21:07:42 +00:00
historic_bruno 47b4530245 Replaces usage of readlink -f in update-workspaces.sh with a perl one-liner, for compatibility with BSD and OS X, fixes #916
This was SVN commit r16767.
2015-06-14 20:43:12 +00:00
historic_bruno 2128cfbcb8 Updates readme.txt with new visual replay option, refs #9
This was SVN commit r16765.
2015-06-14 19:59:19 +00:00
Itms 473b282265 Refactor the grid update code. Should give a significant performance boost to the simulation update.
Also fixes some bad code that could lead to hidden bugs.

Fixes #3296, thanks elexis for testing ;)

This was SVN commit r16764.
2015-06-14 19:22:07 +00:00
historic_bruno 0e7f0f861b Fixes A19 map converter script to be compatible with Python 2 (uses struct instead of to_bytes and from_bytes)
This was SVN commit r16763.
2015-06-14 17:53:12 +00:00
Itms d676b047a0 Move ~LongPathfinder after the declaration of LongOverlay.
Also improve the style.

This was SVN commit r16762.
2015-06-13 21:02:01 +00:00
historic_bruno c3546cbf51 Fixes Polybolos template inconsistencies.
Fixes Palisade Angle Spike obstruction size failing new minimum
requirement.

This was SVN commit r16761.
2015-06-13 19:01:59 +00:00
scythetwirler 6b9b863747 Increases fortress build time and cost and nerfs attack and armour of crush-dealing Mauryan champion swordsmen.
This was SVN commit r16760.
2015-06-13 16:50:01 +00:00
scythetwirler d52a71ae31 Nerfs ranged units, though to a lesser extent for skirmishers/javelinists.
This was SVN commit r16759.
2015-06-13 16:48:37 +00:00
scythetwirler a9ac2edce5 Decrases phasing time and costs.
This was SVN commit r16758.
2015-06-13 16:46:29 +00:00
scythetwirler e5419cf19b Decreases HP of peacocks and both HP and crush armour of female citizens.
This was SVN commit r16757.
2015-06-13 16:44:47 +00:00
sanderd17 2a657a7eb7 Fix changing ownership to -1
This was SVN commit r16756.
2015-06-13 13:02:10 +00:00
sanderd17 204dcf201c Improve ownership changes by only giving the cp of the old owner to the new owner.
This was SVN commit r16755.
2015-06-13 09:53:15 +00:00
trompetin17 30efa73a38 FIX error: comparison between pointer and integer ('IReplayLogger *' and 'int') introduced in [16727] over osx
This was SVN commit r16754.
2015-06-13 02:42:21 +00:00
mimo 534b8076e4 Petra: check if the location of a new foundation is under enemy fire (only implemented for some structures for the time being)
This was SVN commit r16753.
2015-06-12 20:30:25 +00:00
Itms 6581796103 New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.

An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.

Running update-workspaces is needed after this change.

Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563

This was SVN commit r16751.
2015-06-12 18:58:24 +00:00
mimo aa1512a662 code cleaning in petra
This was SVN commit r16750.
2015-06-11 20:11:08 +00:00
mimo 1442b7e913 Petra: fix some capture cases not handled by 61f3d80ab0
This was SVN commit r16749.
2015-06-11 19:20:52 +00:00
sanderd17 fd3d697edf Make it easier to add different backgrounds
This was SVN commit r16747.
2015-06-11 09:08:46 +00:00
mimo 61f3d80ab0 Petra: the AI now destroy captured buildings it can't keep
This was SVN commit r16746.
2015-06-10 18:16:03 +00:00
mimo 12d4209eed fix typo
This was SVN commit r16745.
2015-06-10 16:41:34 +00:00
sanderd17 1395b441e0 Clean up advanced and elite templates by defining the modifications as technologies. This will not alter gameplay for now, as the advanced and elite units are disabled in game. Fixes #2620
This was SVN commit r16744.
2015-06-10 14:41:00 +00:00
mimo 1811323f95 Petra: small fixes in trade and attack
This was SVN commit r16743.
2015-06-09 19:06:59 +00:00
sanderd17 752aac16ee Fix Seleucid actor file to be valid under the actor RNG
This was SVN commit r16742.
2015-06-09 15:24:46 +00:00
sanderd17 950d361c15 Fix the material Relax NG files.
This was SVN commit r16741.
2015-06-09 15:15:19 +00:00
sanderd17 fe0bb4ab4e Fix Iberian tower and barracks to be valid under the actor RNG
This was SVN commit r16740.
2015-06-09 13:33:40 +00:00
sanderd17 fe71300e07 Move some fish to the sea. Fixes #3289
This was SVN commit r16739.
2015-06-09 13:18:24 +00:00
sanderd17 40f2762170 Fix healer support template
This was SVN commit r16738.
2015-06-08 14:50:16 +00:00
sanderd17 558461a792 Fix female support template
This was SVN commit r16737.
2015-06-08 14:44:20 +00:00
historic_bruno a964e83c79 Fixes button order consistency in a few places: resign confirmation, manual, splashscreen, fixes #2837. NOTE: the convention is Cancel/Back button on the left, other action buttons are to the right. Please report any you find that don't match that!
Adds hotkey.cancel mapped to the Escape key, which is now used for
closing/canceling in-game dialogs, fixes #2636, #3200. Please report any
dialogs where Esc doesn't work!

This was SVN commit r16736.
2015-06-08 03:07:45 +00:00
leper 7cac7cd65e Add RNC to RNG conversion script that uses trang. Fixes #245.
Also fix the material.rnc.

This was SVN commit r16734.
2015-06-07 23:52:52 +00:00
leper a18fbd12ec XML validation. Based on patch by historic_bruno. Refs #245.
This was SVN commit r16733.
2015-06-07 21:56:52 +00:00
mimo f260e75499 improve display of timing options, patch by Vladislav, fixes #2894
This was SVN commit r16732.
2015-06-07 20:58:51 +00:00
mimo 6a1ee7137c fix starting techs
This was SVN commit r16731.
2015-06-07 12:13:40 +00:00
Itms 2457b69fb3 Fix const attribute for some function parameters.
This was SVN commit r16730.
2015-06-07 09:24:19 +00:00
mimo ce19d55176 AIs: remove the hardcoded athen phases
This was SVN commit r16729.
2015-06-06 15:41:04 +00:00
Itms be93b31411 Visual replay of command files, patch by elexis.
Works with the command line argument
"-replay-visual=/path/to/commands.txt". It is not integrated to the main
menu GUI yet.

Refs #9.

This was SVN commit r16727.
2015-06-06 08:45:49 +00:00
sanderd17 e9c27d4066 Fix wrong technology application as discovered by wowgetoffyourcellphone and niektb
This was SVN commit r16726.
2015-06-05 10:39:10 +00:00
sanderd17 a839adc615 Fix Carthagian healer voices. Patch by karamel. Fixes #3220
This was SVN commit r16725.
2015-06-05 09:12:26 +00:00
mimo 4a7994a595 improve indentation in previous tag
This was SVN commit r16724.
2015-06-04 21:26:01 +00:00
mimo f1f8479ffe fix entityLimits with replaced tech
This was SVN commit r16723.
2015-06-04 21:24:34 +00:00
mimo 06e71f56ca Petra: units now have less dead time before getting their orders
This was SVN commit r16722.
2015-06-04 19:35:56 +00:00
mimo 3c139b1022 make the unitai idle propriety consistent with its state at unit creation
This was SVN commit r16721.
2015-06-04 19:00:42 +00:00
sanderd17 abab4a71af Add loading-screen tip about territory decay, and update other tips to the current state of the game.
This was SVN commit r16720.
2015-06-04 17:24:31 +00:00
sanderd17 fcc992feae Fix math
This was SVN commit r16719.
2015-06-04 16:06:37 +00:00
sanderd17 cdbc775531 Fix code style
This was SVN commit r16718.
2015-06-04 15:36:34 +00:00
sanderd17 79d2af3e26 Split up different status bars for even easier moddability + add a capture bar (thanks again to Vladislav for making this possible). Refs #3233
This was SVN commit r16716.
2015-06-04 13:55:45 +00:00
sanderd17 14bfbbf9d4 Allow sprites to have color multiplication, which allows player-colored bars. Patch by Vladislav. Fixes #3233
This was SVN commit r16715.
2015-06-04 12:16:52 +00:00
historic_bruno f6f4f83784 Fixes instant multiplayer crash on OS X Lion (10.7). libc++ had a bug where it set eofbit on reading the last character in a stringstream, we compare gcount with the expected length as a workaround to detect real eofs. Fixes #3109.
This was SVN commit r16714.
2015-06-04 05:11:47 +00:00
trompetin17 6506bc20cb Fixes #3238, SetGlobal 'TriggerHelper' called multiple times
This was SVN commit r16713.
2015-06-03 20:34:59 +00:00
mimo 65e442eea5 this varying ceaseFireTimeRemaining was disturbing when ceasefire was inactive and display selection state activated
This was SVN commit r16712.
2015-06-03 17:16:11 +00:00
mimo aa41651fda remove a useless splice
This was SVN commit r16711.
2015-06-02 20:58:18 +00:00
mimo a286091470 mostly some cleanings of AI code + a petra fix when a player is defeated
This was SVN commit r16710.
2015-06-02 20:52:12 +00:00
sanderd17 ffdacbb612 Fix issues with technologies and pop bonus/cost. Patch by Vladislav. Fixes #3236
This was SVN commit r16709.
2015-06-02 14:33:21 +00:00
historic_bruno 2092ed4396 Removes use of 'register' storage class, deprecated in C++11. Fixes -Wdeprecated-register build warnings in clang, fixes #3068.
This was SVN commit r16708.
2015-06-02 03:20:04 +00:00
mimo 040bdd14db fix some selectionGroups
This was SVN commit r16707.
2015-06-01 21:04:31 +00:00
leper c3b8923ff7 Update tinygettext.
Updates tinygettext to upstream commit
0e34a55e514763a48f8abe7812405ffe722a31f4.
No actual code changes from the previously bundled version, but it was
relicensed to zlib.
Keeps the addition of precompiled.h and win32 dirent.

This was SVN commit r16705.
2015-06-01 01:09:19 +00:00
leper f71be3c764 Use iterators for XMBAttributeList and XMBElementList. Fixes #3269.
This was SVN commit r16704.
2015-06-01 00:29:35 +00:00
leper d3da00dc99 Fix some issues found by static analysis.
Actually abort in case of recursive includes again. Refs #2622.

This was SVN commit r16703.
2015-06-01 00:29:23 +00:00
mimo 9854d04794 Petra: react to PlayerDefeated events for target choice
This was SVN commit r16701.
2015-05-31 19:53:23 +00:00
sanderd17 f009b52c0f Fix null-reference
This was SVN commit r16700.
2015-05-31 12:23:08 +00:00
leper b5e22a22ea Fix error message missed in f680caa14f. Refs #3118.
This was SVN commit r16699.
2015-05-30 22:25:54 +00:00
mimo c1594c4bc8 Petra: add missing changes in previous commit
This was SVN commit r16698.
2015-05-30 19:15:36 +00:00
mimo 9408860acc Petra: some code reshuffling + small bug fixes
This was SVN commit r16697.
2015-05-30 19:12:01 +00:00
sanderd17 b738772d65 Fix typo
This was SVN commit r16696.
2015-05-29 19:51:48 +00:00
sanderd17 2ae17391ae Fix AI to use the same bitmask as set in e68ef21334
This was SVN commit r16695.
2015-05-29 18:28:46 +00:00
sanderd17 f1445b16c6 IsAlly -> IsMutualAlly, and move the divide-by-zero check
This was SVN commit r16693.
2015-05-29 07:16:54 +00:00
sanderd17 e68ef21334 Don't decay when connected to connected allied territory, and also allow the decay script to determine which parts of the territory should blink
This was SVN commit r16692.
2015-05-29 07:02:16 +00:00
mimo f4432330e1 cleaning
This was SVN commit r16691.
2015-05-28 20:42:01 +00:00
mimo f200815de4 AI: avoid creating some unused maps and cleanings
This was SVN commit r16690.
2015-05-28 20:35:05 +00:00
historic_bruno e5727980da Adds debug output to display return code of failing SHGetFolderPathW, refs #3267
This was SVN commit r16688.
2015-05-27 02:02:32 +00:00
mimo 37357326f7 Petra: improve storehouse placement and fix some inconsistencies with new pathFinder refs #2960
This was SVN commit r16687.
2015-05-26 21:45:04 +00:00
leper 57407172e8 Plural translations.
This was SVN commit r16686.
2015-05-26 16:29:22 +00:00
sanderd17 1d7b394752 Fix male death. Refs #3220
This was SVN commit r16685.
2015-05-26 16:04:26 +00:00
leper e638af5422 Clean up some unused variables and assignments.
This was SVN commit r16684.
2015-05-26 15:40:07 +00:00
leper 4ccc9130ba Add missing include.
This was SVN commit r16683.
2015-05-26 15:40:04 +00:00
sanderd17 60f784900a Fix the territory influence weight to fit into an u16 number. (no idea why the buildings have so many different weights though).
This was SVN commit r16682.
2015-05-26 14:25:23 +00:00
sanderd17 2424604329 Add some structure to the voice files. Use the structure in the templates to enable parameters. Resample the voices to be mono/positional. Patch by karamel. Fixes #3220
This was SVN commit r16681.
2015-05-26 12:25:10 +00:00
sanderd17 b65c232e51 Allow setting rallypoint on enemy entities. Patch by maveric, fixes #1046
This was SVN commit r16680.
2015-05-26 10:59:09 +00:00
sanderd17 84ba6c0719 Include string fixes from Itms again
This was SVN commit r16679.
2015-05-25 16:06:53 +00:00
sanderd17 6752389c98 Let technologies replace other technologies, and use this for the town and city phase. Main implementation by niektb, structree fix by s0600204. Fixes #3208
This was SVN commit r16678.
2015-05-25 15:52:02 +00:00
sanderd17 0054486dba Implement methods to find the neighbour of a certain territory, and use it for territory decay. Fixes #3204
This was SVN commit r16676.
2015-05-25 14:17:45 +00:00
leper c93c1c92eb Replace std::auto_ptr uses by std::unique_ptr since the former is deprecated.
This was SVN commit r16674.
2015-05-25 01:23:27 +00:00
Itms 5b2e9c95e7 More encoding fixes and EOL changes, fixes #3262
This was SVN commit r16672.
2015-05-24 19:07:05 +00:00
Itms 3b106c352d Upload back the reviewed technologies, two of them were badly encoded. See ce31be2055 and 04e7c99b1b.
This was SVN commit r16671.
2015-05-24 17:53:59 +00:00
Itms bbf3422f01 Enhance the alert buttons by moving them to the garrisoning panel. Also add a new icon for the maximum level of alert.
Suggestion and testing by rogue-spectre, fixes #2474.

This was SVN commit r16670.
2015-05-24 13:51:02 +00:00
Itms b2e2e47205 Update some old templates in the Combat demo map.
This was SVN commit r16669.
2015-05-24 13:05:40 +00:00
Itms 04e7c99b1b Temporarily revert ce31be2055 for technologies, refs #3262.
Also add a forgotten change for the Athenian wonder.

This was SVN commit r16668.
2015-05-24 11:37:10 +00:00
Itms 599a2daa85 Amend previous commit, reported by qwertz
This was SVN commit r16667.
2015-05-24 09:37:31 +00:00
Itms ce31be2055 General review of Greek specific names. I didn't bother to go through Seleucids, who might be modified, and I ignored the history section most of the time because we don't use it anywhere anymore AFAIK.
My reference was the "Abrégé du dictionnaire Grec - Français" by A.
Bailly.

This was SVN commit r16666.
2015-05-24 09:11:57 +00:00
mimo 57afd0091b petra cleanings and tweaks
This was SVN commit r16664.
2015-05-21 20:23:21 +00:00
leper f98a1cf9ac Show a different notification if livestock is attacked. Patch by fcxSanya. Fixes #3176.
This was SVN commit r16663.
2015-05-20 22:40:10 +00:00
leper f64538b6ee Actually handle multiple notifications instead of one per turn. Patch by elexis. Fixes #3222.
This was SVN commit r16662.
2015-05-20 22:09:59 +00:00
leper ec4d0183ad Use the actual player name in MP. Patch by elexis. Refs #3252.
This was SVN commit r16661.
2015-05-20 15:02:20 +00:00
sanderd17 7ca255c3fa Clarify time elapsed in summary screen. Patch by qwertz. Fixes #3128
This was SVN commit r16660.
2015-05-20 09:08:07 +00:00
sanderd17 a7b6e44717 Fix player names in trade tooltips. Patch by elexis. Fixes #3252
This was SVN commit r16659.
2015-05-20 08:30:19 +00:00
sanderd17 122155bb65 Allow observers to see the wonder victory message. Patch by elexis. Fixes #3226
This was SVN commit r16658.
2015-05-20 08:11:03 +00:00
sanderd17 1723fbcca8 Cleanup some ceasefire code. Patch by elexis. Fixes #2749
This was SVN commit r16657.
2015-05-20 07:25:25 +00:00
mimo 6dcf636d7c fix attackable players in unitai, refs #2749
This was SVN commit r16656.
2015-05-19 20:10:19 +00:00
mimo 4947818c52 petra tweak
This was SVN commit r16655.
2015-05-19 17:11:09 +00:00
trompetin17 07351999fd Fixes #3248, patch by elexis
This was SVN commit r16654.
2015-05-17 22:11:41 +00:00
Itms 8b4b8431e3 Small cleanup, based on a change from one of Philip's old patches
This was SVN commit r16653.
2015-05-16 09:39:27 +00:00
mimo ce558ddf56 petra now try to regain capture points of its own structure, plus some bug fixes
This was SVN commit r16652.
2015-05-14 20:09:45 +00:00
mimo 4b9e11eedd a few fixes and tweaks for petra
This was SVN commit r16651.
2015-05-13 15:37:49 +00:00
mimo d41671044a petra: additional bugfixes and tweaks
This was SVN commit r16649.
2015-05-10 20:21:00 +00:00
trompetin17 20877632ce Fix 1vs1 Game, Fix Resign double message
This was SVN commit r16648.
2015-05-10 16:12:55 +00:00
Yves a39aa76e62 These temporary roots aren't needed anymore with SpiderMonkey 31
This was SVN commit r16647.
2015-05-10 09:01:39 +00:00
mimo ae34c4a079 petra: let units avoid attacking palisades when a better target is possible
This was SVN commit r16644.
2015-05-09 19:05:24 +00:00
mimo bbe4a30a56 improve the fix of b30e7ca26b for lag when failed ejection of lots of units
This was SVN commit r16643.
2015-05-09 18:16:41 +00:00
mimo 5a6a848eb2 some code cleaning in petra
This was SVN commit r16642.
2015-05-09 17:53:24 +00:00
mimo 552c3ede69 petra: add protection when no boarding point found, fix #3232
This was SVN commit r16641.
2015-05-09 17:23:57 +00:00
leper 707a89dc5e Add hotkey to select idle units only to manual. See 347ffabaeb.
This was SVN commit r16640.
2015-05-09 17:09:06 +00:00
mimo 1155bf589b petra: fix bug in garrisoning following capture adaptation
This was SVN commit r16639.
2015-05-08 18:48:51 +00:00
mimo c8e964f0e9 fix wrong test from d21c0026ec
This was SVN commit r16638.
2015-05-08 17:48:40 +00:00
mimo 074408b114 fixes #3101, patch by elexis
This was SVN commit r16637.
2015-05-08 15:21:09 +00:00
mimo b30e7ca26b fix lag when a garrisoned ship is destroyed in the middle of water
This was SVN commit r16636.
2015-05-08 15:11:32 +00:00
LordGood d664fadc38 Seleucid Fortress commit
This was SVN commit r16635.
2015-05-08 04:12:58 +00:00
trompetin17 e4a5d5b4dd Added Conquest Strutures and Conquest Units in victory modes, fixes #2976, refs #1649
This was SVN commit r16634.
2015-05-08 03:06:14 +00:00
mimo 399daeddbf prevent loading of templates in AIManager when no AIs, fixes #3101
This was SVN commit r16633.
2015-05-07 19:09:39 +00:00
Itms 3aad4d8e30 Revert 2b7ba4ff0b by adding a way to specify globally disabled templates.
Refs #3174

This was SVN commit r16632.
2015-05-06 20:43:49 +00:00
leper 8e44687ae3 Properly fix #3223.
The previous commit destroyed the context while it was still in use.

This was SVN commit r16631.
2015-05-06 20:28:28 +00:00
Itms 2b7ba4ff0b Disable the Ptolemaic lighthouse on some maps with a lot of little water spots.
Refs #3174.

This was SVN commit r16629.
2015-05-06 18:48:13 +00:00
Itms 642500b49e Make the Ptolemaic lighthouse reveal the shore on the entire map.
Fixes #3174

This was SVN commit r16628.
2015-05-06 18:47:02 +00:00
leper 4db041e3c6 Stop leaking g_ScriptStatsTable in replay mode. Fixes #3223.
This was SVN commit r16627.
2015-05-05 22:34:41 +00:00
mimo 03bc22510b fix entities deserialization in AIInterface and remove duplicates entities and templates in sharedAI, refs #3060 and fixes #1089
This was SVN commit r16626.
2015-05-05 20:38:43 +00:00
sanderd17 709c667ddd Add different icons to the range auras. Icons by niektb. Fixes #3224
This was SVN commit r16625.
2015-05-05 14:09:58 +00:00
sanderd17 d21c0026ec Add optional ceasefire time to the game. Patch by elexis. Fixes #2749
This was SVN commit r16624.
2015-05-05 13:38:36 +00:00
leper 7f606250f8 Fix build failure on GCC 4.6.
This was SVN commit r16623.
2015-05-04 19:37:25 +00:00
sanderd17 f5107ad189 Fix OOS caused by saving build progress. Fixes #3217
This was SVN commit r16622.
2015-05-04 12:49:11 +00:00
leper b8a20c958c Do not serialize properties for Sets. Serialization tests for Map and Set.
This was SVN commit r16620.
2015-05-04 01:41:09 +00:00
mimo ee17247ee5 petra: some fixes in tech researches
This was SVN commit r16619.
2015-05-03 16:13:21 +00:00
sanderd17 0a44d24c96 Flip the overlay sprites face around to show the non-mirrored side. Now sprites are rendered correctly (which should have happened in d4794b5474).
This was SVN commit r16617.
2015-05-03 15:55:17 +00:00
leper 7a70c475df Improve rejoin messages. Patch by elexis. Fixes #1949.
This was SVN commit r16614.
2015-05-03 02:06:17 +00:00
leper ecf229046a String fixes.
This was SVN commit r16613.
2015-05-02 22:35:13 +00:00
sanderd17 d4794b5474 Flip aura icons correctly
This was SVN commit r16612.
2015-05-02 20:01:03 +00:00
sanderd17 27560e72fe Visualise auras by adding status icons to affected units. Implement the visualisation for the temple aura. Fixes #3180
This was SVN commit r16611.
2015-05-02 16:15:59 +00:00
sanderd17 18a97cc82a Add structure tree to the game session. Based on patch by Louhike. Fixes #3101
This was SVN commit r16610.
2015-05-02 12:22:25 +00:00
leper a9afa61a7b Serialization support for ES6 Sets.
This was SVN commit r16608.
2015-05-01 23:04:28 +00:00
leper af37b00f4b Add QueryMiragedInterface. Fixes #3189.
QueryMiragedInterface allows to make writing Mirage-aware code
(GuiInterface)
simpler and less prone to error.
Replaces ResourceSupply's GetGatherers() with GetNumGatherers() as the
former
was never used in a way other than the second.

This was SVN commit r16607.
2015-05-01 17:03:37 +00:00
mimo 7d20695412 petra: fixes and tweaks of the previous commits for capture
This was SVN commit r16606.
2015-05-01 14:13:59 +00:00
mimo 385c47fe6b do not transfer the unused full gatherer list to the AIs, refs #3189
This was SVN commit r16605.
2015-05-01 12:53:41 +00:00
leper 7d8dee27cc Autocomplete observer nicks in-game. Patch by elexis. Fixes #3203.
This was SVN commit r16604.
2015-04-30 22:12:56 +00:00
leper d3de7c6594 Adjust gui Relax NG grammar for size parsing changes in 5ce12c2263.
Moves sound_group grammar files to the mod mod to prevent an error
loading it with #245.

This was SVN commit r16603.
2015-04-30 22:05:46 +00:00
mimo 522bd8b37c petra: let the ai capture gaia structures
This was SVN commit r16602.
2015-04-30 19:07:28 +00:00
sanderd17 fe9eeedd66 Serialise messages in the GuiInterface to allow players to see them on a saved game or after a rejoin. Fixes #3185
This was SVN commit r16601.
2015-04-30 18:01:38 +00:00
leper 41113f6f9b Adjust gui Relax NG grammar to <repeat> changes in 622614de02.
This was SVN commit r16600.
2015-04-30 04:39:50 +00:00
mimo 43a31ce494 petra: use a map instead of object for garrison bookkeeping
This was SVN commit r16599.
2015-04-29 19:44:41 +00:00
mimo b0f7c00622 petra: continuation on capture adaptation
This was SVN commit r16598.
2015-04-29 17:59:29 +00:00
sanderd17 6389dba54f Allow players to unload all their units when garrisoned in allied buildings. Patch by maveric. Fixes #2857
This was SVN commit r16597.
2015-04-29 17:32:17 +00:00
leper e758701da5 Include missing header.
This was SVN commit r16595.
2015-04-29 15:54:08 +00:00
leper 7d953ff0a7 Fix compiler warning.
This was SVN commit r16594.
2015-04-29 00:07:48 +00:00
sanderd17 296d363812 Remove forgotten warning
This was SVN commit r16593.
2015-04-28 13:12:13 +00:00
sanderd17 5e5799a45a Fix tests
This was SVN commit r16592.
2015-04-28 12:16:33 +00:00
sanderd17 7cc2d65ec7 Revert b0c74699b0 until problems with nested maps are solved. Refs #3164
This was SVN commit r16591.
2015-04-28 12:13:48 +00:00
sanderd17 1e98b7d37e Add useful decay message for the AI, and fix a style issue
This was SVN commit r16590.
2015-04-27 18:38:00 +00:00
mimo f9a025ba6b petra: some cleanings and tweaks
This was SVN commit r16589.
2015-04-27 18:34:24 +00:00
sanderd17 04c4e666de Put territory decay in the Capture regen timer to avoid jumpyness of GUI elements
This was SVN commit r16588.
2015-04-27 18:04:58 +00:00
sanderd17 40eb747bc4 Express tooltip for placing defensive buildings in meters. Patch by maveric. Fixes #3079
This was SVN commit r16587.
2015-04-27 13:47:47 +00:00
fabio 502e1a3960 Use SDL2 by default everywhere.
SDL1 can still be forced passing --sdl1 to update-workspaces.sh.
Eventually, if no blocking issues arise, SDL1 support could be dropped
after next release.

This was SVN commit r16586.
2015-04-27 08:49:16 +00:00
fabio 487d6a1afc When using SDL2 recommend a >= 2.0.2 version to avoid incurring in possible bugs with older versions.
This was SVN commit r16585.
2015-04-27 07:56:34 +00:00
mimo 8ff8667ed0 add initialization of capturePoints in AIProxy + some cleanings
This was SVN commit r16584.
2015-04-26 18:07:55 +00:00
sanderd17 42c04cdad2 Show the maximum population setting in a tooltip. Patch by elexis. Fixes #3197
This was SVN commit r16583.
2015-04-26 09:42:54 +00:00
sanderd17 a959fcf337 Disable resign button after resigning once. Patch by elexis. Fixes #3193
This was SVN commit r16582.
2015-04-26 08:57:26 +00:00
sanderd17 8099fe01de Drop off resources when building dropsite. Patch by maveric. Fixes #3093
This was SVN commit r16581.
2015-04-26 08:35:10 +00:00
sanderd17 604538a63a Fix issue with preferences in BuildingAI. Refs #1731
This was SVN commit r16580.
2015-04-26 08:21:43 +00:00
mimo 6c13bd92fd improve 632c8bd17e
This was SVN commit r16579.
2015-04-25 17:29:22 +00:00
mimo 632c8bd17e petra: continuation of adaptation to capture
This was SVN commit r16578.
2015-04-25 17:00:15 +00:00
sanderd17 4d1dee171e Explicitely add the UnitAI target to the BuildingAI target list to circumvent the range mismatch. Refs #1731
This was SVN commit r16577.
2015-04-25 12:54:34 +00:00
sanderd17 9a8c03093b Fix line endings of some template files, and add the native line endings svn prop
This was SVN commit r16576.
2015-04-25 09:33:42 +00:00
sanderd17 d7960fa775 Try out some replacement animations for capturing on athenian infantry
This was SVN commit r16575.
2015-04-25 08:16:55 +00:00
mimo 9b5560b383 fix rounding when returning resources from aborted foundation, patch by elexis, fixes #3132
This was SVN commit r16574.
2015-04-24 17:51:27 +00:00
mimo e8accbe565 petra: inform allied players when advancing to the next phase, patch by maveric, fixes #2757
This was SVN commit r16573.
2015-04-24 17:37:46 +00:00
leper e0606468df Translate some tooltips as plurals. Unify aura tooltip code.
This was SVN commit r16571.
2015-04-23 18:58:39 +00:00
leper 6e58781e51 Make Sicilia Nomad a skirmish map and fix the description.
This was SVN commit r16570.
2015-04-23 17:33:49 +00:00
sanderd17 7f74f7d218 Make capture attack visible in Atlas
This was SVN commit r16569.
2015-04-23 17:14:15 +00:00
leper 5cbf2404af Fix tower tech tooltip. Patch by elexis. Fixes #3191.
This was SVN commit r16568.
2015-04-23 00:33:54 +00:00
leper bda45f6526 Clarify the XpartaMuPP readme. Fixes #3163.
Also converts it to markdown.

This was SVN commit r16567.
2015-04-22 23:43:59 +00:00
leper 2e6a248ade Pass some properties as null instead of undefined to circumvent serializer limitations. Based on patch by elexis. Fixes #3187.
This was SVN commit r16566.
2015-04-22 22:10:18 +00:00
trompetin17 d8f1f19f94 Save game type and victory scripts before random map is selected. Fixes #3184
This was SVN commit r16565.
2015-04-22 13:48:45 +00:00
sanderd17 d08fdf43d7 Fix some issues with capturing and miraged entities
This was SVN commit r16564.
2015-04-22 09:59:59 +00:00
sanderd17 6c7eb93e1c Add temporary capture cursor
This was SVN commit r16563.
2015-04-22 08:20:41 +00:00
mimo 885aec20dd fix a typo in 9be10939cb
This was SVN commit r16562.
2015-04-21 19:25:54 +00:00
mimo 625cfb79d3 petra: another fix for capture events
This was SVN commit r16561.
2015-04-21 19:00:51 +00:00
sanderd17 7bb30ef6b0 Fix some more flags
This was SVN commit r16560.
2015-04-21 17:58:07 +00:00
mimo 9be10939cb petra: react to more capture events and some tweaks on attacks
This was SVN commit r16559.
2015-04-21 17:15:19 +00:00
sanderd17 2972cb3202 Small fix
This was SVN commit r16558.
2015-04-21 14:33:28 +00:00
sanderd17 fa878c2f31 Force attack instead of capture when the attack hotkey is pressed
This was SVN commit r16557.
2015-04-21 13:21:19 +00:00
sanderd17 701663afaa Add minimap ping alert for capture attack
This was SVN commit r16556.
2015-04-21 08:27:26 +00:00
sanderd17 999f3e3497 Fix gui problem when selecting a combination of capturable and non-capturable entities
This was SVN commit r16554.
2015-04-20 16:26:58 +00:00
sanderd17 6766401510 Fix the resign problem with capturing
This was SVN commit r16553.
2015-04-20 16:22:48 +00:00
leper 535d612e06 Small fixes.
This was SVN commit r16552.
2015-04-20 14:51:06 +00:00
sanderd17 a8c44d947c Fix tests
This was SVN commit r16551.
2015-04-20 07:47:07 +00:00
sanderd17 ad27deeb9d Implement building capturing. Fixes #996
This was SVN commit r16550.
2015-04-20 07:45:45 +00:00
mimo 751c46c60b petra: let the AI know it can build a new base around a captured cc,refs #996
This was SVN commit r16549.
2015-04-18 18:28:02 +00:00
mimo b8b3f66027 petra: improve attack management and let some parameters vary with maxpopulation, fixes #3173
This was SVN commit r16548.
2015-04-17 18:43:07 +00:00
Itms a0cf780e1e Amend 5c84c3e9e5
This was SVN commit r16547.
2015-04-16 13:17:58 +00:00
trompetin17 2042e6b2d4 Added TriggerScripts Reload(Hotloading) when you change the file and save
This was SVN commit r16546.
2015-04-16 04:30:51 +00:00
Itms 06916dde43 Yet another fix for the gamesetup persistent settings.
Patch by elexis, fixes #3165

This was SVN commit r16545.
2015-04-15 21:22:39 +00:00
Itms 5c84c3e9e5 Some entities (like birds) can have negative positions without being marked as out-of-world.
Refs #2430

This was SVN commit r16544.
2015-04-15 12:19:47 +00:00
sanderd17 120ff2c60c Fix the structure tree a second time, this should also work on Windows.
This was SVN commit r16542.
2015-04-15 09:10:05 +00:00
Itms 6aa99d762f Add a new spatial subdivision, based on an old patch by wraitii.
This subdivision is faster but less precise, so range queries get more
entities and are a bit slower (up to 1ms approx.), but the overall gain
on a simulation update is always positive and can reach 10ms per frame.

For now, this new subdivision is only used by the range manager,
integrating it in the obstruction manager might be sensible.

Refs #2430

This was SVN commit r16540.
2015-04-14 21:33:43 +00:00
mimo a0340efab8 fix an unfortunate typo affecting the AIs
This was SVN commit r16539.
2015-04-14 20:23:42 +00:00
mimo 1ea1755ee7 Petra: follow-up on changes to deal with capture
This was SVN commit r16538.
2015-04-14 20:14:39 +00:00
sanderd17 a980d8fdfc Fix structure tree by allowing undefined templates in the productionqueue
This was SVN commit r16537.
2015-04-14 18:45:02 +00:00
mimo 03506a0eec fix typo creating 71fb9ef162
This was SVN commit r16536.
2015-04-13 21:04:49 +00:00
sanderd17 71fb9ef162 Add AI safety guard. I had a game with an undefined template, but that shouldn't happen at that point.
This was SVN commit r16535.
2015-04-13 10:10:38 +00:00
historic_bruno b6bcfdbb2e Fixes missing newlines in debug_printf, patch by elexis, fixes #3056
This was SVN commit r16534.
2015-04-12 19:38:31 +00:00
mimo d139a75de3 new button in diplomacy to request an attack to allies, works also for AIs, fix #3157
This was SVN commit r16533.
2015-04-11 18:46:05 +00:00
mimo 7fbab6dd10 Petra: update the target of an attack when it has been captured
This was SVN commit r16532.
2015-04-11 18:26:47 +00:00
Itms 01673b4c58 Add the -ooslog support for replays. Refs #3169, see also a7b18d02bf.
This was SVN commit r16531.
2015-04-11 18:12:35 +00:00
sanderd17 528dc9179a Fix mace and ptol skirmish replacements
This was SVN commit r16529.
2015-04-10 11:58:12 +00:00
mimo 41550ea849 add a missing protection following changes for capture
This was SVN commit r16528.
2015-04-09 19:53:03 +00:00
sanderd17 d41fb4612f Fix athen archer selection
This was SVN commit r16527.
2015-04-09 17:36:27 +00:00
sanderd17 27601c5b8b Adapt naval manager to deal with structures from different civs. Similar to 107185d7dd
This was SVN commit r16526.
2015-04-09 12:27:03 +00:00
sanderd17 eb9e7ee84d Make all champion, hero and siege producing buildings ready for capture. Fixes #2614 (hopefully)
This was SVN commit r16525.
2015-04-09 09:44:24 +00:00
sanderd17 2700f74dd3 Make docks ready to capture. Refs #2614
This was SVN commit r16524.
2015-04-09 08:22:29 +00:00
sanderd17 bdfedb1c49 Rename Seleucid mercenary units to reflect their mercenary state
This was SVN commit r16523.
2015-04-09 08:08:20 +00:00
sanderd17 b92fac170a Rename ptolemaic mercenary units to reflect their mercenary state
This was SVN commit r16522.
2015-04-09 07:44:16 +00:00
sanderd17 6250990bfd Make barracks ready to capture. Refs #2614
This was SVN commit r16521.
2015-04-09 07:15:50 +00:00
mimo 107185d7dd adapt the AI API to deal with structures from different civs for capture
This was SVN commit r16519.
2015-04-08 16:23:39 +00:00
sanderd17 19692c0acc Fix entity names in map files.
This was SVN commit r16518.
2015-04-08 08:15:47 +00:00
mimo 358b1c06d8 Petra: start changes needed to support capture
This was SVN commit r16514.
2015-04-07 20:23:12 +00:00
sanderd17 1dcfd75e62 Fix typo
This was SVN commit r16513.
2015-04-07 13:34:26 +00:00
sanderd17 b0c74699b0 Use Maps instead of Objects in the Auramanager to improve performance. Also remove the IonMonkey v24 workaround. Refs #2684
This was SVN commit r16512.
2015-04-07 09:52:06 +00:00
sanderd17 481cf0f754 Modify ProductionQueue of Civil Centres in preparation of capturing. Refs #2614
This was SVN commit r16511.
2015-04-07 07:37:25 +00:00
sanderd17 b4cbc14490 Style fixes
This was SVN commit r16510.
2015-04-07 07:15:59 +00:00
leper abe6347554 Some cheat code cleanup.
This was SVN commit r16509.
2015-04-06 22:43:54 +00:00
leper cf527707da Revert "Improve ARRAY_SIZE." (7afaacda19).
constexpr and noexcept are only supported by VS November 2013 CTP.

This was SVN commit r16508.
2015-04-06 21:24:53 +00:00
JoshuaJB f2c76cc75d Fix a number of issues related to historical messages and initial join in the multiplayer lobby. Fixes #3156
This was SVN commit r16507.
2015-04-06 19:33:37 +00:00
sanderd17 71a84682ad Fix the productionQueue for capturing. Needs the AI to be fixed in a similar way, and still needs template changes to see the full effect. Refs #2614
This was SVN commit r16506.
2015-04-06 15:02:37 +00:00
sanderd17 c8401bd737 Rename cart mercenary units to distinguish them from regular units
This was SVN commit r16505.
2015-04-06 12:47:12 +00:00
sanderd17 165bebb00e Rename some _2_ templates to regular names. This is possible since the pikemen were renamed too
This was SVN commit r16504.
2015-04-06 12:08:45 +00:00
sanderd17 97ef1c542d Rename spearmen with pikes into pikemen. This avoids problems with civs that have both pikemen and spearmen.
This was SVN commit r16503.
2015-04-06 11:49:23 +00:00
sanderd17 8eebb5d118 Rename Athen marine archer as a special unit should have a non-standard name
This was SVN commit r16502.
2015-04-06 11:23:02 +00:00
JoshuaJB 2b57410021 Better tested summary screen update. Also make modern tooltip style more consistant with the general light on dark theme.
This was SVN commit r16501.
2015-04-06 06:17:09 +00:00
leper 18ff57c316 Update version in mod.json.
This was SVN commit r16500.
2015-04-05 17:14:47 +00:00
leper 7afaacda19 Improve ARRAY_SIZE.
This was SVN commit r16499.
2015-04-05 16:50:26 +00:00
trompetin17 a6a2914882 Fix error when you paste entities over another entity and you try to rotate at the same time while pressing alt/shift key
This was SVN commit r16497.
2015-04-04 21:45:11 +00:00
mimo 43508ce3a0 some petra code reshuffling
This was SVN commit r16496.
2015-04-04 15:38:53 +00:00
sanderd17 c735f9a579 Revert wrong commit 14b7e7568c
This was SVN commit r16495.
2015-04-04 09:11:05 +00:00
sanderd17 14b7e7568c Rename athen archer, as it's not a default unit. Naming it as a default unit makes any capture code more difficult.
This was SVN commit r16494.
2015-04-04 08:56:14 +00:00
sanderd17 0131f2e4d5 Fix gamesetup options for lobby games
This was SVN commit r16493.
2015-04-03 09:40:50 +00:00
Gallaecio dfd7978cb2 fix typo (particate → participate)
This was SVN commit r16492.
2015-04-03 07:39:25 +00:00
mimo 8d3d9616a2 be more generic with starting entities of nomad maps
This was SVN commit r16491.
2015-04-02 21:01:19 +00:00
mimo afbf6e8e40 cleanings of AIInterface
This was SVN commit r16490.
2015-04-02 20:28:02 +00:00
mimo 1482a84875 replace some slow (foreach in) loops
This was SVN commit r16489.
2015-04-02 20:22:33 +00:00
sanderd17 0e2c30c7d2 Reduce the strength of the elevation brushes in Atlas.
This was SVN commit r16488.
2015-04-02 13:43:47 +00:00
leper 4e763ef26e Move civ JSON files to simulation/data. Patch by MattDoerksen. Fixes #2562.
This was SVN commit r16485.
2015-04-01 23:48:33 +00:00
leper 7695d2fcb9 Refine checks for invalid player ids for mirages. Patch by elexis. Fixes #3149.
This was SVN commit r16484.
2015-04-01 23:48:26 +00:00
leper 41863d6ae2 Explicitly cast to unsigned to fix a warning.
This was SVN commit r16483.
2015-04-01 23:48:23 +00:00
sanderd17 96410ee9a4 Fix heightmap rectangle. Take the water plain height as the base plane, instead of a hardcoded value.
This was SVN commit r16482.
2015-04-01 14:17:18 +00:00
sanderd17 aa808baabf Fix the stumped maps in Alpine Mountains
This was SVN commit r16481.
2015-03-31 17:30:59 +00:00
sanderd17 ebb57aa516 Fix tests by enlarging the precision bumped in 7ed45213a9
This was SVN commit r16479.
2015-03-31 16:56:09 +00:00
sanderd17 7ed45213a9 Allow heightmaps to be 8 times as high by lessening precisions. Includes conversion script and modified standard maps. Bump the map version number. Fixes #3112
This was SVN commit r16478.
2015-03-31 16:48:31 +00:00
leper a84765fc75 Add all non-structure starting entities to Unknown Nomad. Patch by elexis. Fixes #3153.
This was SVN commit r16477.
2015-03-30 23:44:48 +00:00
leper 072afdcede Fix line endings for random maps.
This was SVN commit r16476.
2015-03-30 23:41:12 +00:00
mimo b5593bf1a9 petra changes in the choice of player to be attacked
This was SVN commit r16475.
2015-03-30 20:21:46 +00:00
sanderd17 ec9a49562b Remove debug warning + fix typo
This was SVN commit r16474.
2015-03-30 18:49:54 +00:00
sanderd17 a05f146c79 Disable data gathering in AIInterface when no AI players are loaded
This was SVN commit r16473.
2015-03-30 18:44:02 +00:00
sanderd17 8712ad835c Fix buildingAI in case of modifications (techs, auras, ownership changes, ...) + clean up the code a bit
This was SVN commit r16472.
2015-03-30 09:25:20 +00:00
mimo 809cc074fa petra: small tweaks and cleanings
This was SVN commit r16471.
2015-03-29 13:01:38 +00:00
mimo 569b5e244d fix computation of foundation refund when destroyed, fixes #3132
This was SVN commit r16470.
2015-03-26 19:17:37 +00:00
sanderd17 798cd2963e Add option to disable treasures on skirmish and random maps
This was SVN commit r16469.
2015-03-26 08:31:50 +00:00
leper 1cd41e33c6 Niektb's Northern Island skirmish map.
This was SVN commit r16468.
2015-03-25 19:50:37 +00:00
mimo 61590f28d3 let AIProxy deal with new entities created without ownership, fixes #3142
This was SVN commit r16467.
2015-03-25 18:22:23 +00:00
leper 3e98d379ab LordGood's Alpine Mountains skirmish map with some modifications by niektb.
This was SVN commit r16466.
2015-03-25 15:56:30 +00:00
trompetin17 2fe444269e Game Speed display over UI, Fixes #3129
This was SVN commit r16465.
2015-03-25 13:20:54 +00:00
Pureon 6bc34da330 Emblem button states
This was SVN commit r16464.
2015-03-25 00:35:52 +00:00
leper 5950d16500 Some structree improvements for issues exposed by mods. Changes by s0600204.
This was SVN commit r16463.
2015-03-24 18:12:42 +00:00
leper c73c9370ee Update tinygettext. Fixes #2522.
Updates to upstream changeset f71a8e5e84bffadd61ac93768b332262989844fd,
with some additions
that will be submitted upstream (without the addition of precompiled.h
and win32 dirent).

This was SVN commit r16462.
2015-03-24 17:47:08 +00:00
mimo 28abcb3bcc cache some formation info in gui + some cleanings, see #3078
This was SVN commit r16460.
2015-03-23 18:38:27 +00:00
mimo a430e03d1d Petra: fix for nested loops using same loop index
This was SVN commit r16459.
2015-03-23 18:06:31 +00:00
leper 58d955e426 Some cleanup.
This was SVN commit r16458.
2015-03-23 13:34:23 +00:00
mimo e35970b700 Petra: rewrite of the dock placement. It should be more robust and compatible with the new pathfinder now
This was SVN commit r16457.
2015-03-22 22:00:59 +00:00
mimo 64adec79da fix a wrong copy&paste in 86054bcf7e
This was SVN commit r16456.
2015-03-22 21:51:57 +00:00
historic_bruno dec4552ffe Removes special handling of fullscreen toggle on OS X w/ SDL 1.2, which is no longer used
This was SVN commit r16453.
2015-03-21 21:01:01 +00:00
leper f680caa14f Escape lobby game names. Fixes #3118.
This was SVN commit r16452.
2015-03-21 16:24:29 +00:00
mimo 09ff1f8bea fix some cases where a water nomad random map could end up without water
This was SVN commit r16451.
2015-03-19 21:43:55 +00:00
historic_bruno 89107d1406 Fixes grayscale PNG handling, there is no need to convert them all to RGB and 4741e896c4 broke special font texture handling. Instead, only grayscale with alpha PNGs will be converted to RGBA (they fail to load otherwise).
Removes warning about converting grayscale textures, refs #1640.

This was SVN commit r16449.
2015-03-19 03:04:01 +00:00
historic_bruno 2a1fcc88e3 Expands game speed dropdown by 10 pixels to accommodate German text and hopefully most other languages
This was SVN commit r16448.
2015-03-19 01:43:04 +00:00
mimo 5dd3cbb254 Random nomad maps are now in default filter.
The number of starting units has been increased to speedup the startup
(building of cc)
Treasures are added when the starting resources are not sufficient to
either build a dock in water maps, or build a cc in land maps.

This was SVN commit r16447.
2015-03-17 22:03:33 +00:00
mimo bed480c433 remove some obsolete variables after #16416
This was SVN commit r16446.
2015-03-17 21:43:48 +00:00
leper e288bb7c4e Some gamesetup cleanup. Refs #3049.
This was SVN commit r16445.
2015-03-16 23:56:42 +00:00
leper 312155d22f Use arrays for specifying StartingTechnologies, DisabledTechnologies, and DisabledTemplates.
Also add an example for StartingTechnologies to the Carthagian sandbox
map. Refs #1404.

This was SVN commit r16444.
2015-03-16 21:54:32 +00:00
leper 09796350c8 Fix changephase cheat broken in af8a6f5e8c.
This was SVN commit r16443.
2015-03-16 18:50:51 +00:00
leper 46d17483db Remove --with-system-miniupnpc.
It was deprecated in 776567d9b2. Either use a system provided miniupnpc,
or use --without-miniupnpc.

This was SVN commit r16442.
2015-03-16 04:35:01 +00:00
historic_bruno 14f5eed8c7 Restores action-heal cursor from 1d3adefacc now that the engine supports indexed color PNGs, refs #2823
This was SVN commit r16440.
2015-03-16 02:38:03 +00:00
historic_bruno 4741e896c4 Improves handling of PNG textures based on GdkPixbuf's setup_png_transformations. The PNG decoder should now support grayscale, RGB or indexed color; bit depth up to 16; and interlacing. Fixes #1640, refs #2823, #3082
This was SVN commit r16439.
2015-03-16 02:28:00 +00:00
historic_bruno b1c4e29ac8 Fixes inconsistencies in spelling of colour/color by preferring "color" (only wxWidgets remains with some API that requires "colour"), fixes #1029.
NOTE: requires update-workspaces and may require correction of some
modded actors/scenarios

This was SVN commit r16438.
2015-03-15 23:59:48 +00:00
leper 7334f76af6 Fix some issues in af8a6f5e8c.
This was SVN commit r16437.
2015-03-15 23:56:18 +00:00
historic_bruno 1ae38b8d06 Deletes folder missed in 99cb4b42fd
This was SVN commit r16436.
2015-03-15 23:25:46 +00:00
historic_bruno 99cb4b42fd Deletes old autobuilder files.
Deletes old dds_analyse.pl script.
Updates tools LICENSE.txt

This was SVN commit r16435.
2015-03-15 22:18:02 +00:00
historic_bruno 333c4401b9 Deletes obsolete entity converter tool.
Deletes unmaintained contributors.txt list, see forum topic for more
useful list: http://wildfiregames.com/forum/index.php?showtopic=15542

This was SVN commit r16434.
2015-03-15 21:38:43 +00:00
mimo 2395204011 fixes some typos in previous commits
This was SVN commit r16433.
2015-03-15 20:58:33 +00:00
mimo 2b6bde800c some changes to let Petra build structures with the new PathFinder branch
This was SVN commit r16432.
2015-03-15 18:25:03 +00:00
Itms caf89fa04e Rename ps/Overlay(.h|.cpp) to ps/Shapes(.h|.cpp), fixes a TODO located in graphics/Overlay.h.
The file name did not match the content.

Also little cleanup of some unnecessary includes.

This was SVN commit r16431.
2015-03-15 18:06:32 +00:00
wraitii f29d059617 Remove conditional defines as those served a very doubtful purpose with parallax, replacing it with something dynamic in the shader. This cleans the C++ side of the renderer as conditional defines were very ugly.
This was SVN commit r16430.
2015-03-15 12:22:36 +00:00
wraitii 5a4ddb52a2 Change the tooltip for number of builders to give more useful information and add one on the healthbar of foundations.
This was SVN commit r16429.
2015-03-15 12:00:28 +00:00
wraitii 5d6f95321d Fix actor errors revealed by 618fe81814.
This was SVN commit r16428.
2015-03-15 11:45:33 +00:00
wraitii 618fe81814 Check when loading an actor that it defines all the texture samplers required by its material. Print out a readable error otherwise. Fixes #1613 (note that this does not check for unnecessary samplers as that is non-trivial and does not lead to graphical glitches).
Also add a shortcut for some defines to clean-up material files slightly
and make the link between sampler and shader more explicit.

This was SVN commit r16427.
2015-03-15 11:37:26 +00:00
mimo 372a016311 do not let animals be preferredTarget
This was SVN commit r16426.
2015-03-15 11:30:04 +00:00
mimo 24cdf6b851 Petra: check EjectHealth level before trying to garrison
This was SVN commit r16425.
2015-03-15 10:57:04 +00:00
mimo 866e00d154 Petra AI now warns its allies when in need of a tribute
This was SVN commit r16424.
2015-03-15 10:28:48 +00:00
mimo cb2da36527 few tunings for Petra
This was SVN commit r16423.
2015-03-15 10:20:20 +00:00
mimo 86054bcf7e reduce time of some rndm map generation, i.e. alpine_lakes is about 3 times faster now
This was SVN commit r16422.
2015-03-15 10:08:16 +00:00
mimo a3335b39e5 fix AI init crash when more than 255 disconnected regions in some random maps
This was SVN commit r16421.
2015-03-15 10:00:16 +00:00
mimo 09dc9e6f1d fix rounding problem in AI health, fixes #2446
This was SVN commit r16420.
2015-03-15 09:54:48 +00:00
mimo 47cb6c01db fix #16416
This was SVN commit r16419.
2015-03-15 09:52:15 +00:00
leper e41ec77eb6 Remove unused file.
This was SVN commit r16417.
2015-03-15 04:16:31 +00:00
leper af8a6f5e8c Removes generic hele and celt civs. Based on patch by prodigalson and
comments by s0600204. Fixes #2619.

Also removes the theb civ json file.

This was SVN commit r16416.
2015-03-15 04:16:24 +00:00
leper 82b08db6ec Remove grouping from civ info screen. Only show playable civs. Refs #2619.
Does not use loadCivData(true) as the civ info screen can also be opened
from the
gamesetup screen and both use g_CivData.

This was SVN commit r16415.
2015-03-15 04:15:59 +00:00
leper 38a007f6fa Properly escape a string.
This was SVN commit r16414.
2015-03-15 04:15:57 +00:00
leper 6f3e682484 Extract strings from the structree. Fixes #3064.
This was SVN commit r16413.
2015-03-15 04:15:53 +00:00
leper 3c093ef741 Update lobby room.
This was SVN commit r16412.
2015-03-15 04:15:45 +00:00
2370 changed files with 55820 additions and 55165 deletions
+1 -1
View File
@@ -72,7 +72,7 @@ in particular, let us know and we can try to clarify it.
MIT
/source/third_party/tinygettext
GPL version 2 (or later) - see license_gpl-2.0.txt
zlib
/source/tools
Various - see LICENSE.txt within that directory
+10 -6
View File
@@ -112,7 +112,7 @@ smoothlos = false
postproc = false
; Quality level of shader effects (set to 10 to display effects)
materialmgr.quality = 0.0
materialmgr.quality = 2.0
; Maximum distance to display parallax effect. Set to 0 to disable parallax.
materialmgr.PARALLAX_DIST.max = 150
@@ -125,7 +125,7 @@ materialmgr.PARALLAX_VHQ_DIST.max = 0
; Replace alpha-blending with alpha-testing, for performance experiments
forcealphatest = false
; Colour of the sky (in "r g b" format)
; Color of the sky (in "r g b" format)
skycolor = "0 0 0"
@@ -136,8 +136,9 @@ skycolor = "0 0 0"
; > SYSTEM SETTINGS
exit = "Alt+F4", "Ctrl+Break", "Super+Q" ; Exit to desktop
cancel = Escape ; Close or cancel the current dialog box/popup
leave = Escape ; End current game or Exit
confirm = Return ; Confirm the current command.
confirm = Return ; Confirm the current command
pause = Pause ; Pause/unpause game
screenshot = F2 ; Take PNG screenshot
bigscreenshot = "Shift+F2" ; Take large BMP screenshot
@@ -274,7 +275,7 @@ offscreen = Alt ; Include offscreen units in selection
[hotkey.session]
kill = Delete ; Destroy selected units
stop = "H" ; Stop the current action
attack = "Ctrl+Alt" ; Modifier to force attack instead of another action
attack = Ctrl ; Modifier to attack instead of another action (eg capture)
attackmove = Ctrl ; Modifier to attackmove when clicking on a point
attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point (should contain the attackmove keys)
garrison = Ctrl ; Modifier to garrison when clicking on building
@@ -318,6 +319,9 @@ move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of
cursorblinkrate = 0.5 ; Cursor blink rate in seconds (0.0 to disable blinking)
scale = 1.0 ; GUI scaling factor, for improved compatibility with 4K displays
[gui.menu]
limitfps = true ; Limit FPS in the menus and loading screen
[gui.session]
attacknotificationmessage = true ; Show attack notification messages
camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one?
@@ -345,9 +349,9 @@ enable = false ; Enable Javascript debugging.
[lobby]
chattimestamp = false ; Show time chat message was posted
history = 0 ; Number of past messages to display on join
room = "arena18" ; Default MUC room to join
room = "arena19" ; Default MUC room to join
server = "lobby.wildfiregames.com" ; Address of lobby server
xpartamupp = "wfgbot18" ; Name of the server-side xmpp client that manage games
xpartamupp = "wfgbot19" ; Name of the server-side xmpp client that manage games
[mod]
enabledmods = "mod public"
@@ -9,7 +9,7 @@ uniform float shininess; // Blinn-Phong specular strength
uniform float specularStrength; // Scaling for specular reflection (specular color is (this,this,this))
uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture
uniform vec3 tint; // Tint for refraction (used to simulate particles in water)
uniform float murkiness; // Amount of tint to blend in with the refracted colour
uniform float murkiness; // Amount of tint to blend in with the refracted color
uniform float fullDepth; // Depth at which to use full murkiness (shallower water will be clearer)
uniform vec3 reflectionTint; // Tint for reflection (used for really muddy water)
uniform float reflectionTintStrength; // Strength of reflection tint (how much of it to mix in)
+78 -78
View File
@@ -1,78 +1,78 @@
<?xml version="1.0" encoding="UTF-8"?>
<element name="Textures" xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0" xmlns="http://relaxng.org/ns/structure/1.0" datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
<a:documentation/>
<!--
NOTE: To modify this Relax NG grammar, edit the Relax NG Compact (.rnc) file
and use a converter tool like trang to generate the Relax NG XML (.rng) file
-->
<a:documentation/>
<zeroOrMore>
<element name="File">
<interleave>
<optional>
<attribute name="pattern"/>
</optional>
<optional>
<attribute name="format">
<choice>
<value>dxt1</value>
<value>dxt3</value>
<value>dxt5</value>
<value>rgba</value>
<value>alpha</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="mipmap">
<choice>
<value>true</value>
<value>false</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="normal">
<choice>
<value>true</value>
<value>false</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="alpha">
<choice>
<value>none</value>
<value>player</value>
<value>transparency</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="filter">
<choice>
<value>box</value>
<value>triangle</value>
<value>kaiser</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="kaiserwidth">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="kaiseralpha">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="kaiserstretch">
<data type="float"/>
</attribute>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
<?xml version="1.0" encoding="UTF-8"?>
<element name="Textures" xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0" xmlns="http://relaxng.org/ns/structure/1.0" datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
<a:documentation/>
<!--
NOTE: To modify this Relax NG grammar, edit the Relax NG Compact (.rnc) file
and use a converter tool like trang to generate the Relax NG XML (.rng) file
-->
<a:documentation/>
<zeroOrMore>
<element name="File">
<interleave>
<optional>
<attribute name="pattern"/>
</optional>
<optional>
<attribute name="format">
<choice>
<value>dxt1</value>
<value>dxt3</value>
<value>dxt5</value>
<value>rgba</value>
<value>alpha</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="mipmap">
<choice>
<value>true</value>
<value>false</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="normal">
<choice>
<value>true</value>
<value>false</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="alpha">
<choice>
<value>none</value>
<value>player</value>
<value>transparency</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="filter">
<choice>
<value>box</value>
<value>triangle</value>
<value>kaiser</value>
</choice>
</attribute>
</optional>
<optional>
<attribute name="kaiserwidth">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="kaiseralpha">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="kaiserstretch">
<data type="float"/>
</attribute>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
@@ -1,135 +1,135 @@
<?xml version="1.0" encoding="UTF-8"?>
<grammar xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0" xmlns="http://relaxng.org/ns/structure/1.0" datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
<define name="flag">
<a:documentation/>
<!--
NOTE: To modify this Relax NG grammar, edit the Relax NG Compact (.rnc) file
and use a converter tool like trang to generate the Relax NG XML (.rng) file
-->
<a:documentation/>
<a:documentation/>
<!-- Types # -->
<a:documentation/>
<choice>
<value>0</value>
<value>1</value>
</choice>
</define>
<start>
<ref name="SoundGroup"/>
</start>
<define name="SoundGroup">
<element name="SoundGroup">
<interleave>
<optional>
<element name="Gain">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Looping">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="Omnipresent">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="HeardBy">
<value>owner</value>
</element>
</optional>
<optional>
<element name="Distanceless">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="Pitch">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Priority">
<data type="float"/>
</element>
</optional>
<optional>
<element name="RandOrder">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="RandGain">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="GainUpper">
<data type="float"/>
</element>
</optional>
<optional>
<element name="GainLower">
<data type="float"/>
</element>
</optional>
<optional>
<element name="RandPitch">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="PitchUpper">
<data type="float"/>
</element>
</optional>
<optional>
<element name="PitchLower">
<data type="float"/>
</element>
</optional>
<optional>
<element name="ConeGain">
<data type="float"/>
</element>
</optional>
<optional>
<element name="ConeInner">
<data type="float"/>
</element>
</optional>
<optional>
<element name="ConeOuter">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Replacement">
<text/>
</element>
</optional>
<optional>
<element name="Threshold">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Decay">
<data type="float"/>
</element>
</optional>
<oneOrMore>
<element name="Sound">
<text/>
</element>
</oneOrMore>
<element name="Path">
<text/>
</element>
</interleave>
</element>
</define>
</grammar>
<?xml version="1.0" encoding="UTF-8"?>
<grammar xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0" xmlns="http://relaxng.org/ns/structure/1.0" datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
<define name="flag">
<a:documentation/>
<!--
NOTE: To modify this Relax NG grammar, edit the Relax NG Compact (.rnc) file
and use a converter tool like trang to generate the Relax NG XML (.rng) file
-->
<a:documentation/>
<a:documentation/>
<!-- Types # -->
<a:documentation/>
<choice>
<value>0</value>
<value>1</value>
</choice>
</define>
<start>
<ref name="SoundGroup"/>
</start>
<define name="SoundGroup">
<element name="SoundGroup">
<interleave>
<optional>
<element name="Gain">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Looping">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="Omnipresent">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="HeardBy">
<value>owner</value>
</element>
</optional>
<optional>
<element name="Distanceless">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="Pitch">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Priority">
<data type="float"/>
</element>
</optional>
<optional>
<element name="RandOrder">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="RandGain">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="GainUpper">
<data type="float"/>
</element>
</optional>
<optional>
<element name="GainLower">
<data type="float"/>
</element>
</optional>
<optional>
<element name="RandPitch">
<ref name="flag"/>
</element>
</optional>
<optional>
<element name="PitchUpper">
<data type="float"/>
</element>
</optional>
<optional>
<element name="PitchLower">
<data type="float"/>
</element>
</optional>
<optional>
<element name="ConeGain">
<data type="float"/>
</element>
</optional>
<optional>
<element name="ConeInner">
<data type="float"/>
</element>
</optional>
<optional>
<element name="ConeOuter">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Replacement">
<text/>
</element>
</optional>
<optional>
<element name="Threshold">
<data type="float"/>
</element>
</optional>
<optional>
<element name="Decay">
<data type="float"/>
</element>
</optional>
<oneOrMore>
<element name="Sound">
<text/>
</element>
</oneOrMore>
<element name="Path">
<text/>
</element>
</interleave>
</element>
</define>
</grammar>
@@ -27,8 +27,8 @@
font="sans-14"
maxwidth="300"
offset="16 32"
sprite="colour:255 255 255"
textcolor="0 0 0"
sprite="BlackBorderOnGray"
textcolor="255 255 255"
/>
<!--
==========================================
@@ -585,6 +585,27 @@
size="0 6 16 22"
/>
</sprite>
<sprite name = "ModernNotSorted">
<image texture = "global/modern/arrow-up-down.png"
real_texture_placement = "0 0 16 16"
texture_size="0 0 16 16"
size="0 6 16 22"
/>
</sprite>
<sprite name = "ModernArrowUp">
<image texture = "global/modern/arrow-up.png"
real_texture_placement = "0 0 16 16"
texture_size="0 0 16 16"
size="0 6 16 22"
/>
</sprite>
<sprite name = "ModernArrowDown">
<image texture = "global/modern/arrow-down.png"
real_texture_placement = "0 0 16 16"
texture_size="0 0 16 16"
size="0 6 16 22"
/>
</sprite>
<sprite name = "ModernDropDownArrowHighlight">
<image texture = "global/modern/dropdown-arrow.png"
real_texture_placement = "0 0 16 16"
@@ -121,7 +121,7 @@
/>
<style name="ModernInput"
sprite="ModernDarkBoxWhite"
sprite_selectarea="colour:150 0 0"
sprite_selectarea="color:150 0 0"
textcolor="white"
textcolor_selected="white"
/>
@@ -15,7 +15,7 @@ bool = "true" | "false"
align = "left" | "center" | "right"
valign = "top" | "center" | "bottom"
wrapmode = "repeat" | "mirrored_repeat" | "clamp_to_edge"
coord = xsd:string { pattern = "-?\d*\.?\d+(%([\+\-]\d*\.?\d+)?)?" }
coord = xsd:string { pattern = "-?\d*\.?\d+%?([\+\-]\d*\.?\d+%?)*" }
clientarea = list { coord, coord, coord, coord }
# color can be a name or "R G B A" format string
rgba = list { xsd:integer { minInclusive = "0" maxInclusive = "255" },
@@ -52,6 +52,7 @@ ex_settings =
attribute button_width { xsd:decimal }?&
attribute checked { bool }?&
attribute clip { bool }?&
attribute default_column { text }?&
attribute dropdown_size { xsd:decimal }?&
attribute dropdown_buffer { xsd:decimal }?&
attribute enabled { bool }?&
@@ -70,6 +71,7 @@ ex_settings =
attribute scrollbar { bool }?&
attribute scrollbar_style { text }?&
attribute scroll_bottom { bool }?&
attribute sortable { bool }?&
attribute sound_closed { text }?&
attribute sound_disabled { text }?&
attribute sound_enter { text }?&
@@ -79,12 +81,15 @@ ex_settings =
attribute sound_selected { text }?&
attribute sprite { text }?&
attribute sprite2 { text }?&
attribute sprite_asc { text }?&
attribute sprite_heading { text }?&
attribute sprite_bar { text }?&
attribute sprite_background { text }?&
attribute sprite_desc { text }?&
attribute sprite_disabled { text }?&
attribute sprite_list { text }?&
attribute sprite2_disabled { text }?&
attribute sprite_not_sorted { text }?&
attribute sprite_over { text }?&
attribute sprite2_over { text }?&
attribute sprite_pressed { text }?&
@@ -161,7 +166,8 @@ keep = element keep { text }
repeat =
element repeat {
object+,
attribute count { text }
attribute count { xsd:nonNegativeInteger },
attribute var { text }?
}
translate = element translate { text }
translatableAttribute =
@@ -51,7 +51,7 @@
</define>
<define name="coord">
<data type="string">
<param name="pattern">-?\d*\.?\d+(%([\+\-]\d*\.?\d+)?)?</param>
<param name="pattern">-?\d*\.?\d+%?([\+\-]\d*\.?\d+%?)*</param>
</data>
</define>
<define name="clientarea">
@@ -199,6 +199,9 @@
<ref name="bool"/>
</attribute>
</optional>
<optional>
<attribute name="default_column"/>
</optional>
<optional>
<attribute name="dropdown_size">
<data type="decimal"/>
@@ -286,6 +289,9 @@
<ref name="bool"/>
</attribute>
</optional>
<optional>
<attribute name="sortable"/>
</optional>
<optional>
<attribute name="sound_closed"/>
</optional>
@@ -346,6 +352,15 @@
<optional>
<attribute name="sprite_selectarea"/>
</optional>
<optional>
<attribute name="sprite_asc"/>
</optional>
<optional>
<attribute name="sprite_desc"/>
</optional>
<optional>
<attribute name="sprite_not_sorted"/>
</optional>
<optional>
<attribute name="square_side">
<data type="decimal"/>
@@ -511,7 +526,12 @@
<oneOrMore>
<ref name="object"/>
</oneOrMore>
<attribute name="count"/>
<attribute name="count">
<data type="nonNegativeInteger"/>
</attribute>
<optional>
<attribute name="var"/>
</optional>
</element>
</define>
<define name="translate">
+1 -1
View File
@@ -174,7 +174,7 @@
<action on="Press">Engine.Exit();</action>
</object>
<object type="button" style="ModernButtonRed" size="100%-576 100%-44 100%-392 100%-16">
<object type="button" style="ModernButtonRed" size="100%-576 100%-44 100%-392 100%-16" hotkey="cancel">
<translatableAttribute id="caption">Cancel</translatableAttribute>
<action on="Press">closePage();</action>
</object>
@@ -29,7 +29,7 @@ element actor {
element particles {
attribute file { text }
}? &
element colour { list {
element color { list {
xsd:nonNegativeInteger, # R
xsd:nonNegativeInteger, # G
xsd:nonNegativeInteger # B
+183 -183
View File
@@ -1,183 +1,183 @@
<?xml version="1.0" encoding="UTF-8"?>
<element name="actor" xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0" xmlns="http://relaxng.org/ns/structure/1.0" datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
<a:documentation/>
<!--
NOTE: To modify this Relax NG grammar, edit the Relax NG Compact (.rnc) file
and use a converter tool like trang to generate the Relax NG XML (.rng) file
-->
<a:documentation/>
<attribute name="version">
<data type="positiveInteger"/>
</attribute>
<interleave>
<zeroOrMore>
<element name="group">
<zeroOrMore>
<element name="variant">
<interleave>
<optional>
<attribute name="name"/>
</optional>
<optional>
<attribute name="frequency">
<data type="nonNegativeInteger"/>
</attribute>
</optional>
<optional>
<element name="mesh">
<text/>
</element>
</optional>
<optional>
<element name="textures">
<zeroOrMore>
<element name="texture">
<interleave>
<optional>
<attribute name="file"/>
</optional>
<attribute name="name"/>
</interleave>
</element>
</zeroOrMore>
</element>
</optional>
<optional>
<element name="decal">
<interleave>
<attribute name="width">
<data type="float"/>
</attribute>
<!-- X -->
<attribute name="depth">
<data type="float"/>
</attribute>
<!-- Z -->
<attribute name="angle">
<data type="float"/>
</attribute>
<attribute name="offsetx">
<data type="float"/>
</attribute>
<attribute name="offsetz">
<data type="float"/>
</attribute>
</interleave>
</element>
</optional>
<optional>
<element name="particles">
<attribute name="file"/>
</element>
</optional>
<optional>
<element name="colour">
<list>
<group>
<data type="nonNegativeInteger"/>
<!-- R -->
<data type="nonNegativeInteger"/>
<!-- G -->
<data type="nonNegativeInteger"/>
</group>
<!-- B -->
</list>
</element>
</optional>
<optional>
<element name="animations">
<zeroOrMore>
<element name="animation">
<interleave>
<attribute name="name"/>
<optional>
<attribute name="file"/>
</optional>
<attribute name="speed">
<data type="nonNegativeInteger"/>
</attribute>
<optional>
<attribute name="event">
<data type="decimal">
<param name="minInclusive">0</param>
<param name="maxInclusive">1</param>
</data>
</attribute>
</optional>
<optional>
<attribute name="load">
<data type="decimal">
<param name="minInclusive">0</param>
<param name="maxInclusive">1</param>
</data>
</attribute>
</optional>
<optional>
<attribute name="sound">
<data type="decimal">
<param name="minInclusive">0</param>
<param name="maxInclusive">1</param>
</data>
</attribute>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
</optional>
<optional>
<element name="props">
<zeroOrMore>
<element name="prop">
<interleave>
<optional>
<attribute name="actor"/>
</optional>
<attribute name="attachpoint"/>
<optional>
<attribute name="minheight">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="maxheight">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="selectable">
<choice>
<value>true</value>
<value>false</value>
</choice>
</attribute>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
</zeroOrMore>
<optional>
<element name="castshadow">
<!-- flag; true if present -->
<empty/>
</element>
</optional>
<optional>
<element name="float">
<!-- flag; true if present -->
<empty/>
</element>
</optional>
<optional>
<element name="material">
<text/>
</element>
</optional>
</interleave>
</element>
<?xml version="1.0" encoding="UTF-8"?>
<element name="actor" xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0" xmlns="http://relaxng.org/ns/structure/1.0" datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
<a:documentation/>
<!--
NOTE: To modify this Relax NG grammar, edit the Relax NG Compact (.rnc) file
and use a converter tool like trang to generate the Relax NG XML (.rng) file
-->
<a:documentation/>
<attribute name="version">
<data type="positiveInteger"/>
</attribute>
<interleave>
<zeroOrMore>
<element name="group">
<zeroOrMore>
<element name="variant">
<interleave>
<optional>
<attribute name="name"/>
</optional>
<optional>
<attribute name="frequency">
<data type="nonNegativeInteger"/>
</attribute>
</optional>
<optional>
<element name="mesh">
<text/>
</element>
</optional>
<optional>
<element name="textures">
<zeroOrMore>
<element name="texture">
<interleave>
<optional>
<attribute name="file"/>
</optional>
<attribute name="name"/>
</interleave>
</element>
</zeroOrMore>
</element>
</optional>
<optional>
<element name="decal">
<interleave>
<attribute name="width">
<data type="float"/>
</attribute>
<!-- X -->
<attribute name="depth">
<data type="float"/>
</attribute>
<!-- Z -->
<attribute name="angle">
<data type="float"/>
</attribute>
<attribute name="offsetx">
<data type="float"/>
</attribute>
<attribute name="offsetz">
<data type="float"/>
</attribute>
</interleave>
</element>
</optional>
<optional>
<element name="particles">
<attribute name="file"/>
</element>
</optional>
<optional>
<element name="color">
<list>
<group>
<data type="nonNegativeInteger"/>
<!-- R -->
<data type="nonNegativeInteger"/>
<!-- G -->
<data type="nonNegativeInteger"/>
</group>
<!-- B -->
</list>
</element>
</optional>
<optional>
<element name="animations">
<zeroOrMore>
<element name="animation">
<interleave>
<attribute name="name"/>
<optional>
<attribute name="file"/>
</optional>
<attribute name="speed">
<data type="nonNegativeInteger"/>
</attribute>
<optional>
<attribute name="event">
<data type="decimal">
<param name="minInclusive">0</param>
<param name="maxInclusive">1</param>
</data>
</attribute>
</optional>
<optional>
<attribute name="load">
<data type="decimal">
<param name="minInclusive">0</param>
<param name="maxInclusive">1</param>
</data>
</attribute>
</optional>
<optional>
<attribute name="sound">
<data type="decimal">
<param name="minInclusive">0</param>
<param name="maxInclusive">1</param>
</data>
</attribute>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
</optional>
<optional>
<element name="props">
<zeroOrMore>
<element name="prop">
<interleave>
<optional>
<attribute name="actor"/>
</optional>
<attribute name="attachpoint"/>
<optional>
<attribute name="minheight">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="maxheight">
<data type="float"/>
</attribute>
</optional>
<optional>
<attribute name="selectable">
<choice>
<value>true</value>
<value>false</value>
</choice>
</attribute>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
</optional>
</interleave>
</element>
</zeroOrMore>
</element>
</zeroOrMore>
<optional>
<element name="castshadow">
<!-- flag; true if present -->
<empty/>
</element>
</optional>
<optional>
<element name="float">
<!-- flag; true if present -->
<empty/>
</element>
</optional>
<optional>
<element name="material">
<text/>
</element>
</optional>
</interleave>
</element>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Mesh">
<animations>
<animation file="quadraped/rhino_idle.dae" name="Idle" speed="100"/>
<animation file="quadraped/rhino_idle2.dae" name="Idle" speed="100"/>
<animation file="quadraped/rhino_walk.dae" name="Walk" speed="20"/>
<animation file="quadraped/rhino_run.dae" name="run" speed="10"/>
<animation file="quadraped/rhino_death.dae" name="death" speed="100"/>
<animation file="quadraped/rhino_attack.dae" name="attack_melee" speed="100"/>
</animations>
<mesh>skeletal/rhino.dae</mesh>
</variant>
</group>
<group>
<variant frequency="1" name="standard">
<textures><texture file="skeletal/animal_rhino.png" name="baseTex"/></textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="death">
<props>
<prop actor="props/units/blood_01.xml" attachpoint="root"/>
</props>
</variant>
</group>
</actor>
@@ -21,6 +21,6 @@
</variant>
</group>
<material>basic_trans.xml</material>
<material>basic_trans_wind.xml</material>
</actor>
@@ -13,5 +13,5 @@
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
<material>basic_trans_wind.xml</material>
</actor>
@@ -7,5 +7,5 @@
<textures><texture file="gaia/prop_tree_cypess.dds" name="baseTex"/></textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
<material>basic_trans.xml</material>
</actor>
@@ -11,5 +11,5 @@
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
<material>player_trans_ao_parallax.xml</material>
</actor>
@@ -11,5 +11,5 @@
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
<material>player_trans_ao_parallax.xml</material>
</actor>
@@ -11,5 +11,5 @@
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
<material>player_trans_ao_parallax.xml</material>
</actor>
@@ -11,5 +11,5 @@
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
<material>player_trans_ao_parallax.xml</material>
</actor>
@@ -11,5 +11,5 @@
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
<material>player_trans_ao_parallax.xml</material>
</actor>
@@ -8,15 +8,15 @@
</group>
<group>
<variant frequency="3" name="Cape-Ragged">
<colour>86 85 82</colour>
<color>86 85 82</color>
<mesh>props/cape_hd_ragged.dae</mesh>
</variant>
<variant frequency="2" name="Cape-Long">
<colour>86 85 82</colour>
<color>86 85 82</color>
<mesh>props/cape_hd_long.dae</mesh>
</variant>
<variant frequency="2" name="Cape-Medium">
<colour>86 85 82</colour>
<color>86 85 82</color>
<mesh>props/cape_hd_medium.dae</mesh>
</variant>
</group>
@@ -8,15 +8,15 @@
</group>
<group>
<variant frequency="3" name="Cape-Ragged">
<colour>86 85 82</colour>
<color>86 85 82</color>
<mesh>props/cape_hd_ragged.dae</mesh>
</variant>
<variant frequency="2" name="Cape-Long">
<colour>86 85 82</colour>
<color>86 85 82</color>
<mesh>props/cape_hd_long.dae</mesh>
</variant>
<variant frequency="2" name="Cape-Medium">
<colour>86 85 82</colour>
<color>86 85 82</color>
<mesh>props/cape_hd_medium.dae</mesh>
</variant>
</group>
@@ -5,7 +5,7 @@
<group>
<variant name="Base">
<colour>128 100 60</colour>
<color>128 100 60</color>
<mesh>props/helmet/head_vercingetorix.dae</mesh>
<textures><texture file="props/head/celt_verc.dds" name="baseTex"/></textures>
</variant>
@@ -23,19 +23,19 @@
<group>
<variant frequency="2" name="blonde">
<colour>236 215 140</colour>
<color>236 215 140</color>
</variant>
<variant frequency="2" name="red">
<colour>224 120 16</colour>
<color>224 120 16</color>
</variant>
<variant frequency="3" name="brown">
<colour>120 114 35</colour>
<color>120 114 35</color>
</variant>
<variant frequency="4" name="darkbrown">
<colour>68 66 30</colour>
<color>68 66 30</color>
</variant>
<variant frequency="5" name="black">
<colour>0 0 0</colour>
<color>0 0 0</color>
</variant>
</group>
@@ -5,7 +5,7 @@
<group>
<variant>
<colour>238 218 157</colour>
<color>238 218 157</color>
<mesh>props/head_hero_a.dae</mesh>
<textures><texture file="props/head/alexander.dds" name="baseTex"/></textures>
</variant>
@@ -5,7 +5,7 @@
<group>
<variant frequency="1" name="beard-large">
<colour>241 202 112</colour>
<color>241 202 112</color>
<mesh>props/head_longhair.dae</mesh>
<textures><texture file="props/head/hele_f.dds" name="baseTex"/></textures>
</variant>
@@ -5,7 +5,7 @@
<group>
<variant frequency="1" name="beard-large">
<colour>255 255 255</colour>
<color>255 255 255</color>
<mesh>props/head_longhair.dae</mesh>
<textures><texture file="props/head/celt_caratacos.dds" name="baseTex"/></textures>
</variant>
@@ -32,19 +32,19 @@
<group>
<variant frequency="1" name="hair-dark brown">
<colour>75 61 38</colour>
<color>75 61 38</color>
</variant>
<variant frequency="1" name="hair-brown">
<colour>99 82 53</colour>
<color>99 82 53</color>
</variant>
<variant frequency="1" name="hair-medium brown">
<colour>138 110 61</colour>
<color>138 110 61</color>
</variant>
<variant frequency="1" name="hair-dark blonde">
<colour>186 154 92</colour>
<color>186 154 92</color>
</variant>
<variant frequency="1" name="hair-blonde">
<colour>255 194 78</colour>
<color>255 194 78</color>
</variant>
</group>
@@ -32,19 +32,19 @@
<group>
<variant frequency="1" name="hair-dark brown">
<colour>75 61 38</colour>
<color>75 61 38</color>
</variant>
<variant frequency="1" name="hair-brown">
<colour>99 82 53</colour>
<color>99 82 53</color>
</variant>
<variant frequency="1" name="hair-medium brown">
<colour>138 110 61</colour>
<color>138 110 61</color>
</variant>
<variant frequency="1" name="hair-dark blonde">
<colour>186 154 92</colour>
<color>186 154 92</color>
</variant>
<variant frequency="1" name="hair-blonde">
<colour>255 194 78</colour>
<color>255 194 78</color>
</variant>
</group>
@@ -9,7 +9,7 @@
</group>
<group>
<variant frequency="1" name="red">
<colour>129 40 3</colour>
<color>129 40 3</color>
</variant>
</group>
<material>objectcolor.xml</material>
@@ -3,7 +3,7 @@
<castshadow/>
<group>
<variant frequency="1" name="beard-large">
<colour>241 202 112</colour>
<color>241 202 112</color>
<mesh>props/m_h_beard.dae</mesh>
<textures><texture file="props/head/celt_brennus.dds" name="baseTex"/></textures>
</variant>
@@ -5,7 +5,7 @@
<group>
<variant frequency="1" name="cunobelin-head">
<colour>78 55 24</colour>
<color>78 55 24</color>
<mesh>props/dude_head.dae</mesh>
<textures><texture file="props/head/celt_cunobelin.dds" name="baseTex"/></textures>
</variant>
@@ -25,13 +25,13 @@
</group>
<group>
<variant frequency="1" name="color-blonde">
<colour>232 205 123</colour>
<color>232 205 123</color>
</variant>
<variant frequency="1" name="color-red">
<colour>224 120 16</colour>
<color>224 120 16</color>
</variant>
<variant frequency="3" name="color-brown">
<colour>120 114 35</colour>
<color>120 114 35</color>
</variant>
</group>
<material>objectcolor.xml</material>
@@ -20,16 +20,16 @@
<group>
<variant frequency="1" name="dark brown">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant frequency="1" name="brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant frequency="1" name="brown black">
<colour>153 145 129</colour>
<color>153 145 129</color>
</variant>
<variant frequency="1" name="blue black">
<colour>129 152 153</colour>
<color>129 152 153</color>
</variant>
</group>
@@ -29,22 +29,22 @@
<group>
<variant frequency="1" name="hair-dark brown">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant frequency="1" name="hair-brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant frequency="1" name="hair-brown black">
<colour>153 145 129</colour>
<color>153 145 129</color>
</variant>
<variant frequency="1" name="hair-blue black">
<colour>129 152 153</colour>
<color>129 152 153</color>
</variant>
<variant frequency="1" name="hair-black">
<colour>8 8 8</colour>
<color>8 8 8</color>
</variant>
<variant frequency="1" name="hair-red">
<colour>250 130 78</colour>
<color>250 130 78</color>
</variant>
</group>
@@ -29,16 +29,16 @@
<group>
<variant frequency="1" name="dark brown">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant frequency="1" name="brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant frequency="1" name="brown black">
<colour>153 145 129</colour>
<color>153 145 129</color>
</variant>
<variant frequency="1" name="blue black">
<colour>129 152 153</colour>
<color>129 152 153</color>
</variant>
</group>
@@ -29,16 +29,16 @@
<group>
<variant frequency="1" name="dark brown">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant frequency="1" name="brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant frequency="1" name="brown black">
<colour>153 145 129</colour>
<color>153 145 129</color>
</variant>
<variant frequency="1" name="blue black">
<colour>129 152 153</colour>
<color>129 152 153</color>
</variant>
</group>
@@ -3,7 +3,7 @@
<castshadow/>
<group>
<variant frequency="1" name="priestess head">
<colour>29 28 24</colour>
<color>29 28 24</color>
<mesh>props/head_iber_healer.dae</mesh>
<textures><texture file="props/head/hele_fem_b_cin.dds" name="baseTex"/></textures>
</variant>
@@ -25,7 +25,7 @@
</group>
<group>
<variant frequency="5" name="hair-black">
<colour>0 0 0</colour>
<color>0 0 0</color>
</variant>
</group>
<material>objectcolor.xml</material>
@@ -3,7 +3,7 @@
<castshadow/>
<group>
<variant>
<colour>44 41 37</colour>
<color>44 41 37</color>
<mesh>props/helmet/head_female_c.dae</mesh>
<props>
<prop actor="props/units/heads/kart_healer_hat.xml" attachpoint="root"/>
@@ -26,19 +26,19 @@
<group>
<variant name="dark brown">
<colour>75 61 38</colour>
<color>75 61 38</color>
</variant>
<variant name="brown">
<colour>99 82 53</colour>
<color>99 82 53</color>
</variant>
<variant name="medium brown">
<colour>138 110 61</colour>
<color>138 110 61</color>
</variant>
<variant name="dark blonde">
<colour>186 154 92</colour>
<color>186 154 92</color>
</variant>
<variant name="blonde">
<colour>255 194 78</colour>
<color>255 194 78</color>
</variant>
</group>
@@ -25,7 +25,7 @@
</group>
<group>
<variant frequency="5" name="hair-black">
<colour>0 0 0</colour>
<color>0 0 0</color>
</variant>
</group>
<material>objectcolor_specmap.xml</material>
@@ -22,7 +22,7 @@
</group>
<group>
<variant frequency="5" name="hair-black">
<colour>0 0 0</colour>
<color>0 0 0</color>
</variant>
</group>
<material>objectcolor.xml</material>
@@ -5,7 +5,7 @@
<group>
<variant>
<colour>138 97 60</colour>
<color>138 97 60</color>
<mesh>props/helmet/head_philip.dae</mesh>
<textures><texture file="props/head/philip.dds" name="baseTex"/></textures>
</variant>
@@ -25,7 +25,7 @@
</group>
<group>
<variant frequency="5" name="hair-black">
<colour>0 0 0</colour>
<color>0 0 0</color>
</variant>
</group>
<material>objectcolor_specmap.xml</material>
@@ -16,16 +16,16 @@
</group>
<group>
<variant frequency="1" name="dark brown">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant frequency="1" name="brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant frequency="1" name="brown black">
<colour>153 145 129</colour>
<color>153 145 129</color>
</variant>
<variant frequency="1" name="blue black">
<colour>129 152 153</colour>
<color>129 152 153</color>
</variant>
</group>
<material>objectcolor.xml</material>
@@ -19,16 +19,16 @@
</group>
<group>
<variant frequency="1" name="dark brown">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant frequency="1" name="brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant frequency="1" name="brown black">
<colour>153 145 129</colour>
<color>153 145 129</color>
</variant>
<variant frequency="1" name="blue black">
<colour>129 152 153</colour>
<color>129 152 153</color>
</variant>
</group>
<material>objectcolor.xml</material>
@@ -5,7 +5,7 @@
<group>
<variant frequency="100" name="base">
<colour>234 234 234</colour>
<color>234 234 234</color>
<mesh>props/head_hero_a.dae</mesh>
<textures><texture file="props/head/rome_hero_scipio.dds" name="baseTex"/></textures>
</variant>
@@ -3,26 +3,26 @@
<castshadow/>
<group>
<variant name="base">
<colour>234 234 234</colour>
<color>234 234 234</color>
<mesh>props/dude_head.dae</mesh>
<textures><texture file="props/head/rome_veteran.dds" name="baseTex"/></textures>
</variant>
</group>
<group>
<variant name="hair-color-brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant name="hair-color-brunette">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant name="hair-color-black">
<colour>8 8 8</colour>
<color>8 8 8</color>
</variant>
<variant name="hair-color-blond">
<colour>255 250 187</colour>
<color>255 250 187</color>
</variant>
<variant name="hair-color-red">
<colour>250 130 78</colour>
<color>250 130 78</color>
</variant>
</group>
<group>
@@ -5,7 +5,7 @@
<group>
<variant frequency="100" name="base">
<colour>234 234 234</colour>
<color>234 234 234</color>
<mesh>props/head_hero_a.dae</mesh>
<textures><texture file="props/head/rome_veteran.dds" name="baseTex"/></textures>
</variant>
@@ -13,19 +13,19 @@
<group>
<variant name="hair-color-brown">
<colour>255 205 125</colour>
<color>255 205 125</color>
</variant>
<variant name="hair-color-brunette">
<colour>184 151 98</colour>
<color>184 151 98</color>
</variant>
<variant name="hair-color-black">
<colour>8 8 8</colour>
<color>8 8 8</color>
</variant>
<variant name="hair-color-blond">
<colour>255 250 187</colour>
<color>255 250 187</color>
</variant>
<variant name="hair-color-red">
<colour>250 130 78</colour>
<color>250 130 78</color>
</variant>
</group>
@@ -23,13 +23,13 @@
<group>
<variant frequency="1" name="medium blonde">
<colour>208 188 119</colour>
<color>208 188 119</color>
</variant>
<variant frequency="1" name="brown">
<colour>149 116 72</colour>
<color>149 116 72</color>
</variant>
<variant frequency="1" name="light blonde">
<colour>244 213 117</colour>
<color>244 213 117</color>
</variant>
</group>
@@ -0,0 +1,17 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/wolfhound_collar.dae</mesh>
<textures>
<texture file="props/cape_hd.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -3,7 +3,7 @@
<castshadow/>
<group>
<variant frequency="100" name="Ishtar Gate">
<colour>58 98 203</colour>
<color>58 98 203</color>
<mesh>structural/pers_ishtar.dae</mesh>
<textures><texture file="structural/pers_struct.dds" name="baseTex"/></textures>
</variant>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/kart_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_kart.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/celt_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_celt.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -1,13 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<actor version="2">
<castshadow/>
<group>
<variant name="rome army camp rubble turf">
<mesh>props/rome_sb_rubble_turf.dae</mesh>
<textures>
<texture file="props/rome_sb_turf.png" name="baseTex"/>
</textures>
<texture file="props/rome_sb_turf.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
<material>player_trans.xml</material>
</actor>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/hele_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -5,7 +5,7 @@
<variant frequency="100" name="Base">
<mesh>structural/iber_barracks_b.dae</mesh>
<props>
<prop actor="props/structures/decals/dirt_3x3.xml" attachpoint="root" minheight=""/>
<prop actor="props/structures/decals/dirt_3x3.xml" attachpoint="root"/>
<prop actor="props/flora/bush_desert_dry_a.xml" attachpoint="bush_1" maxheight="20" minheight="-20"/>
<prop actor="props/flora/grass_field_parched_tall.xml" attachpoint="bush_2" maxheight="20" minheight="-20"/>
<prop actor="props/flora/grass_field_parched_tall.xml" attachpoint="bush_3" maxheight="20" minheight="-20"/>
@@ -27,7 +27,7 @@
<prop actor="particle/destruction_dust_small_gray.xml" attachpoint="root"/>
<prop actor="props/structures/iberians/corral_planks.xml" attachpoint="root"/>
<prop actor="props/structures/iberians/corral_cloth.xml" attachpoint="root"/>
<prop actor="props/structures/iberians/iber_corral_nature.xml" attachpoint="root"/>
<prop actor="props/structures/iberians/corral_nature.xml" attachpoint="root"/>
<prop actor="props/structures/decals/hele_corral_mud.xml" attachpoint="root"/>
</props>
</variant>
@@ -9,7 +9,7 @@
<mesh>structural/iber_tower_1.dae</mesh>
<props>
<prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile" minheight=""/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
<prop actor="props/flora/bush_desert_dry_a.xml" attachpoint="plant_1" maxheight="20" minheight="-20"/>
<prop actor="props/flora/bush_desert_a.xml" attachpoint="plant_2" maxheight="20" minheight="-20"/>
@@ -33,7 +33,7 @@
<mesh>structural/iber_tower_2.dae</mesh>
<props>
<prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile" minheight=""/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
<prop actor="props/flora/bush_desert_dry_a.xml" attachpoint="plant_1" maxheight="20" minheight="-20"/>
<prop actor="props/flora/bush_desert_a.xml" attachpoint="plant_2" maxheight="20" minheight="-20"/>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/iber_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_iber.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/maur_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_mauryans.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/pers_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_persians.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -71,7 +71,7 @@
<prop actor="props/structures/decals/field_medit_b_5x5.xml" attachpoint="root"/>
</props>
<textures>
<texture file="gaia/Medit_farm_decal.png" name="baseTex"/>
<texture file="gaia/farm_decal_medit.png" name="baseTex"/>
<texture file="gaia/decal_farmland_norm.png" name="normTex"/>
<texture file="gaia/decal_farmland_spec.png" name="specTex"/>
</textures>
@@ -71,7 +71,7 @@
<prop actor="props/structures/decals/field_temperate_b_5x5.xml" attachpoint="root"/>
</props>
<textures>
<texture file="gaia/Medit_farm_decal.png" name="baseTex"/>
<texture file="gaia/farm_decal_medit.png" name="baseTex"/>
<texture file="gaia/decal_farmland_norm.png" name="normTex"/>
<texture file="gaia/decal_farmland_spec.png" name="specTex"/>
</textures>
@@ -147,7 +147,7 @@
<prop actor="props/structures/decals/field_temperate_b_5x5.xml" attachpoint="root"/>
</props>
<textures>
<texture file="gaia/Medit_farm_decal.png" name="baseTex"/>
<texture file="gaia/farm_decal_medit.png" name="baseTex"/>
<texture file="gaia/decal_farmland_norm.png" name="normTex"/>
<texture file="gaia/decal_farmland_spec.png" name="specTex"/>
</textures>
@@ -222,7 +222,7 @@
<prop actor="props/structures/decals/field_temperate_5x5.xml" attachpoint="root"/>
</props>
<textures>
<texture file="gaia/Medit_farm_decal.png" name="baseTex"/>
<texture file="gaia/farm_decal_medit.png" name="baseTex"/>
<texture file="gaia/decal_farmland_norm.png" name="normTex"/>
<texture file="gaia/decal_farmland_spec.png" name="specTex"/>
</textures>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_ptol.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="palisade rocks fort">
<animations>
<animation event="0.5" load="0" name="attack_ranged" speed="100"/>
</animations>
<mesh>props/palisade_rocks_fort.dae</mesh>
<props>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/rome_wooden_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_rome.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -19,7 +19,6 @@
<prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_5" maxheight="20" minheight="-20"/>
<prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_6" maxheight="20" minheight="-20"/>
<prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_7" maxheight="20" minheight="-20"/>
<prop actor=""/>
</props>
<textures>
<texture file="structural/Sele_struct_2.png" name="baseTex"/>
@@ -0,0 +1,41 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Seleucid_Civic_Centre">
<animations>
<animation event="0.5" load="0.0" name="attack_ranged" speed="100"/>
</animations>
<mesh>structural/sele_fortress.dae</mesh>
<props>
<prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="structural/Sele_struct_2.png" name="baseTex"/>
<texture file="structural/Sele_struct_2.png" name="normTex"/>
<texture file="structural/Sele_struct_2.png" name="specTex"/>
<texture file="structural/ao/sele_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned"/>
<prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned_1"/>
</props>
</variant>
<variant name="death">
<props>
<prop attachpoint="garrisoned"/>
<prop actor="particle/destruction_smoke_small.xml" attachpoint="root"/>
<prop actor="particle/destruction_dust_large.xml" attachpoint="root"/>
<prop actor="particle/destruction_dust_large_gray.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>
@@ -30,37 +30,37 @@
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>228 107 27</colour>
<color>228 107 27</color>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
<color>207 132 109</color>
</variant>
<variant frequency="1" name="horse-color-black-chestnut">
<colour>164 87 68</colour>
<color>164 87 68</color>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>210 210 210</colour>
<color>210 210 210</color>
</variant>
<variant frequency="1" name="horse-color-beige">
<colour>209 203 131</colour>
<color>209 203 131</color>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>81 81 85</colour>
<color>81 81 85</color>
</variant>
<variant frequency="1" name="horse-color-chocolate">
<colour>98 68 58</colour>
<color>98 68 58</color>
</variant>
<variant frequency="1" name="horse-color-chestnut">
<colour>248 132 86</colour>
<color>248 132 86</color>
</variant>
<variant frequency="1" name="horse-color-roan">
<colour>242 219 164</colour>
<color>242 219 164</color>
</variant>
<variant frequency="1" name="horse-color-liver">
<colour>172 95 68</colour>
<color>172 95 68</color>
</variant>
<variant frequency="1" name="horse-color-brown">
<colour>255 148 89</colour>
<color>255 148 89</color>
</variant>
</group>
<group>
@@ -33,37 +33,37 @@
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>228 107 27</colour>
<color>228 107 27</color>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
<color>207 132 109</color>
</variant>
<variant frequency="1" name="horse-color-black-chestnut">
<colour>164 87 68</colour>
<color>164 87 68</color>
</variant>
<variant frequency="5" name="horse-color-gray">
<colour>255 255 255</colour>
<color>255 255 255</color>
</variant>
<variant frequency="2" name="horse-color-beige">
<colour>251 254 146</colour>
<color>251 254 146</color>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>81 81 85</colour>
<color>81 81 85</color>
</variant>
<variant frequency="1" name="horse-color-chocolate">
<colour>98 68 58</colour>
<color>98 68 58</color>
</variant>
<variant frequency="1" name="horse-color-chestnut">
<colour>248 132 86</colour>
<color>248 132 86</color>
</variant>
<variant frequency="1" name="horse-color-roan">
<colour>242 219 164</colour>
<color>242 219 164</color>
</variant>
<variant frequency="1" name="horse-color-liver">
<colour>172 95 68</colour>
<color>172 95 68</color>
</variant>
<variant frequency="1" name="horse-color-brown">
<colour>255 148 89</colour>
<color>255 148 89</color>
</variant>
</group>
<group>
@@ -30,22 +30,22 @@
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>228 107 27</colour>
<color>228 107 27</color>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
<color>207 132 109</color>
</variant>
<variant frequency="1" name="horse-color-black-chestnut">
<colour>164 87 68</colour>
<color>164 87 68</color>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>42 42 42</colour>
<color>42 42 42</color>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>210 210 210</colour>
<color>210 210 210</color>
</variant>
<variant frequency="1" name="horse-color-beige">
<colour>209 203 131</colour>
<color>209 203 131</color>
</variant>
</group>
<group>
@@ -22,19 +22,19 @@
</group>
<group>
<variant frequency="2" name="horse-color-palamino">
<colour>206 199 147</colour>
<color>206 199 147</color>
<textures><texture file="skeletal/horse_hele_b.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-strawberryroan">
<colour>210 166 136</colour>
<color>210 166 136</color>
<textures><texture file="skeletal/horse_hele_c.dds" name="baseTex"/></textures>
</variant>
<variant frequency="2" name="horse-color-dun">
<colour>196 145 111</colour>
<color>196 145 111</color>
<textures><texture file="skeletal/horse_hele_a.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>212 212 212</colour>
<color>212 212 212</color>
<textures><texture file="skeletal/horse_hele_a.dds" name="baseTex"/></textures>
</variant>
</group>
@@ -33,22 +33,22 @@
</group>
<group>
<variant frequency="5" name="horse-color-bay">
<colour>228 107 27</colour>
<color>228 107 27</color>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
<color>207 132 109</color>
</variant>
<variant frequency="1" name="horse-color-black-chestnut">
<colour>164 87 68</colour>
<color>164 87 68</color>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>42 42 42</colour>
<color>42 42 42</color>
</variant>
<variant frequency="3" name="horse-color-gray">
<colour>255 255 255</colour>
<color>255 255 255</color>
</variant>
<variant frequency="2" name="horse-color-beige">
<colour>251 254 146</colour>
<color>251 254 146</color>
</variant>
</group>
<group>
@@ -6,8 +6,11 @@
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="97"/>
<animation event="0.84" file="biped/inf_arch_atk_a.psa" load="0.16" name="attack_ranged" speed="90"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_01.psa" name="attack_capture" speed="100"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_06.psa" name="attack_capture" speed="100"/>
<animation event="0.2" file="infantry/sword/attack/isw_s_em_04.psa" name="attack_capture" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/>
<animation event="0.84" file="biped/inf_arch_atk_a.psa" load="0.16" name="attack_ranged" speed="90"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="100"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="30"/>
<animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/>
@@ -41,6 +44,11 @@
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="attack_capture">
<props>
<prop actor="props/units/tools/pitchfork.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="attack_ranged">
<props>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
@@ -5,6 +5,9 @@
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="100"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_01.psa" name="attack_capture" speed="100"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_06.psa" name="attack_capture" speed="100"/>
<animation event="0.2" file="infantry/sword/attack/isw_s_em_04.psa" name="attack_capture" speed="100"/>
<animation event="0.5" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="attack_ranged" speed="75"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="120"/>
@@ -45,6 +48,11 @@
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="attack_capture">
<props>
<prop actor="props/units/tools/pitchfork.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="attack_ranged">
<props>
<prop attachpoint="r_hand"/>
@@ -11,6 +11,10 @@
<animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_01.psa" name="attack_capture" speed="100"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_06.psa" name="attack_capture" speed="100"/>
<animation event="0.2" file="infantry/sword/attack/isw_s_em_04.psa" name="attack_capture" speed="100"/>
<animation event="0.5" file="biped/inf_sling_atk_a.psa" name="attack_ranged" speed="30"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="38"/>
@@ -42,6 +46,11 @@
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="attack_capture">
<props>
<prop actor="props/units/tools/pitchfork.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="attack_slaughter">
<props>
<prop actor="props/units/weapons/knife.xml" attachpoint="r_hand"/>
@@ -12,6 +12,9 @@
<animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_01.psa" name="attack_capture" speed="100"/>
<animation event="0.4" file="infantry/sword/attack/isw_s_def_06.psa" name="attack_capture" speed="100"/>
<animation event="0.2" file="infantry/sword/attack/isw_s_em_04.psa" name="attack_capture" speed="100"/>
<animation event="0.5" file="biped/inf_hoplite_atk_a.psa" name="attack_melee" speed="200"/>
<animation event="0.5" file="biped/inf_hoplite_atk_a.psa" name="attack_slaughter" speed="200"/>
<animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/>
@@ -52,6 +55,11 @@
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="attack_capture">
<props>
<prop actor="props/units/tools/pitchfork.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="attack_melee">
<props>
<prop actor="props/units/weapons/spear_hoplite.xml" attachpoint="r_hand"/>
@@ -31,25 +31,25 @@
</group>
<group>
<variant frequency="15" name="white">
<colour>255 255 255</colour>
<color>255 255 255</color>
</variant>
<variant frequency="16" name="black">
<colour>44 39 37</colour>
<color>44 39 37</color>
</variant>
<variant frequency="17" name="brown">
<colour>115 89 55</colour>
<color>115 89 55</color>
</variant>
<variant frequency="16" name="chestnut">
<colour>204 138 94</colour>
<color>204 138 94</color>
</variant>
<variant frequency="17" name="dun">
<colour>210 185 138</colour>
<color>210 185 138</color>
</variant>
<variant frequency="17" name="gray">
<colour>138 138 138</colour>
<color>138 138 138</color>
</variant>
<variant frequency="17" name="tan">
<colour>171 157 107</colour>
<color>171 157 107</color>
</variant>
</group>
<group>
@@ -33,13 +33,13 @@
</group>
<group>
<variant frequency="1" name="horse-color-gray">
<colour>238 232 204</colour>
<color>238 232 204</color>
</variant>
<variant frequency="1" name="horse-color-ruddish">
<colour>254 200 160</colour>
<color>254 200 160</color>
</variant>
<variant frequency="1" name="horse-color-sandy">
<colour>254 214 129</colour>
<color>254 214 129</color>
</variant>
</group>
<group>
@@ -33,13 +33,13 @@
</group>
<group>
<variant frequency="1" name="horse-color-gray">
<colour>238 232 204</colour>
<color>238 232 204</color>
</variant>
<variant frequency="1" name="horse-color-ruddish">
<colour>254 200 160</colour>
<color>254 200 160</color>
</variant>
<variant frequency="1" name="horse-color-sandy">
<colour>254 214 129</colour>
<color>254 214 129</color>
</variant>
</group>
<group>
@@ -33,13 +33,13 @@
</group>
<group>
<variant frequency="1" name="horse-color-gray">
<colour>238 232 204</colour>
<color>238 232 204</color>
</variant>
<variant frequency="1" name="horse-color-ruddish">
<colour>254 200 160</colour>
<color>254 200 160</color>
</variant>
<variant frequency="1" name="horse-color-sandy">
<colour>254 214 129</colour>
<color>254 214 129</color>
</variant>
</group>
<group>
@@ -26,16 +26,16 @@
</group>
<group>
<variant frequency="1" name="horse-color-darkbrown">
<colour>117 85 38</colour>
<color>117 85 38</color>
</variant>
<variant frequency="1" name="horse-color-lightbrown">
<colour>254 177 141</colour>
<color>254 177 141</color>
</variant>
<variant frequency="1" name="horse-color-darkgray">
<colour>116 116 116</colour>
<color>116 116 116</color>
</variant>
<variant frequency="1" name="horse-color-lightgray">
<colour>214 214 214</colour>
<color>214 214 214</color>
</variant>
</group>
<group>
@@ -29,16 +29,16 @@
</group>
<group>
<variant frequency="1" name="horse-color-darkbrown">
<colour>117 85 38</colour>
<color>117 85 38</color>
</variant>
<variant frequency="1" name="horse-color-lightbrown">
<colour>254 177 141</colour>
<color>254 177 141</color>
</variant>
<variant frequency="1" name="horse-color-darkgray">
<colour>116 116 116</colour>
<color>116 116 116</color>
</variant>
<variant frequency="1" name="horse-color-lightgray">
<colour>214 214 214</colour>
<color>214 214 214</color>
</variant>
</group>
<group>
@@ -22,16 +22,16 @@
</group>
<group>
<variant frequency="1" name="horse-color-darkbrown">
<colour>117 85 38</colour>
<color>117 85 38</color>
</variant>
<variant frequency="1" name="horse-color-lightbrown">
<colour>254 177 141</colour>
<color>254 177 141</color>
</variant>
<variant frequency="1" name="horse-color-darkgray">
<colour>116 116 116</colour>
<color>116 116 116</color>
</variant>
<variant frequency="1" name="horse-color-lightgray">
<colour>214 214 214</colour>
<color>214 214 214</color>
</variant>
</group>
<group>
@@ -21,15 +21,15 @@
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>203 90 52</colour>
<color>203 90 52</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
<color>207 132 109</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>60 60 60</colour>
<color>60 60 60</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
</group>
@@ -21,15 +21,15 @@
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>203 90 52</colour>
<color>203 90 52</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
<color>207 132 109</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>60 60 60</colour>
<color>60 60 60</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
</group>
@@ -21,15 +21,15 @@
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>203 90 52</colour>
<color>203 90 52</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
<color>207 132 109</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>60 60 60</colour>
<color>60 60 60</color>
<textures><texture file="skeletal/horse_kart_csw_b_1.dds" name="baseTex"/></textures>
</variant>
</group>
@@ -43,22 +43,22 @@
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
<color>81 81 85</color>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
<color>98 68 58</color>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
<color>248 132 86</color>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
<color>242 219 164</color>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
<color>172 95 68</color>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
<color>255 148 89</color>
</variant>
</group>
<group>
@@ -43,22 +43,22 @@
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
<color>81 81 85</color>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
<color>98 68 58</color>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
<color>248 132 86</color>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
<color>242 219 164</color>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
<color>172 95 68</color>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
<color>255 148 89</color>
</variant>
</group>
<group>
@@ -43,22 +43,22 @@
</group>
<group>
<variant frequency="2" name="black">
<colour>81 81 85</colour>
<color>81 81 85</color>
</variant>
<variant frequency="2" name="chocolate">
<colour>98 68 58</colour>
<color>98 68 58</color>
</variant>
<variant frequency="2" name="chestnut">
<colour>248 132 86</colour>
<color>248 132 86</color>
</variant>
<variant frequency="2" name="roan">
<colour>242 219 164</colour>
<color>242 219 164</color>
</variant>
<variant frequency="2" name="liver">
<colour>172 95 68</colour>
<color>172 95 68</color>
</variant>
<variant frequency="2" name="brown">
<colour>255 148 89</colour>
<color>255 148 89</color>
</variant>
</group>
<group>
@@ -4,27 +4,41 @@
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/mastiff_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/mastiff_run.psa" name="Walk" speed="25"/>
<animation file="quadraped/mastiff_run.psa" name="run" speed="35"/>
<animation file="quadraped/mastiff_idle_long.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle_long.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle_long.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle_long.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle_shake.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle_shake.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle_shake.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle_shake.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_idle2.dae" name="Idle" speed="100"/>
<animation file="quadraped/mastiff_run.dae" name="Walk" speed="10"/>
<animation file="quadraped/mastiff_run.dae" name="run" speed="10"/>
<animation file="quadraped/mastiff_death.dae" name="death" speed="100"/>
<animation file="quadraped/mastiff_death2.dae" name="death" speed="100"/>
<animation file="quadraped/mastiff_attack.dae" name="attack_melee" speed="100"/>
</animations>
<mesh>skeletal/mastiff.pmd</mesh>
<props>
<prop actor="props/units/heads/celt_mastiff_a.xml" attachpoint="collar"/>
</props>
<textures><texture file="skeletal/mastiff.dds" name="baseTex"/></textures>
<mesh>skeletal/mastiff.dae</mesh>
</variant>
</group>
<group>
<variant frequency="1" name="brown">
<colour>255 149 79</colour>
<textures>
<texture file="skeletal/mastiff_a_new.png" name="baseTex"/>
<texture file="skeletal/mastiff_a_new_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="taupe">
<colour>255 224 151</colour>
</variant>
<variant frequency="2" name="tawny">
<colour>255 179 59</colour>
<textures>
<texture file="skeletal/mastiff_a_new2.png" name="baseTex"/>
<texture file="skeletal/mastiff_a_new_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>objectcolor.xml</material>
<material>player_trans_spec.xml</material>
</actor>

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