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976 Commits

Author SHA1 Message Date
vladislavbelov 85854db8d6 Fixes water rendering on map borders.
Tested By:
Differential Revision: https://code.wildfiregames.com/D4716
This was SVN commit r27102.
2022-09-12 21:53:36 +00:00
Stan cfa4aff773 Fix translations script pipeline.
This was SVN commit r27100.
2022-09-12 11:35:27 +00:00
Stan 33762aa24e Update dockerfiles images to match jenkins
This was SVN commit r27097.
2022-09-12 07:37:47 +00:00
Stan 7e481b73cd Update jenkinsfiles to match upstream.
Windows now builds the actor editor for autobuilds, and stores the test
results.
All bundle now has an option to only build the macOS bundle and uses the
number of cores available to build.
docker-translations now builds the long string locale. Fixes #5009.
New script that is run periodically to check if the nopch build still
works.
Docker docs now builds the template analyser data and uploads it to the
server.
Add the design docs script.
Add a new script to build the game using linux with custom flags, such
as gles, clang, special linker etc.

This was SVN commit r27096.
2022-09-11 17:28:32 +00:00
wowgetoffyourcellphone 4c4562699c [Alpha 26] Fix so that swordsman heroes can use the Testudo (if their civ allows it)
This was SVN commit r27095.
2022-09-11 15:58:28 +00:00
Dunedan a72fa8f7c7 Remove code for the lobby bots from SVN
This removes the code for the lobby bots from SVN to avoid confusion as
the code is now hosted on Github at https://github.com/0ad/lobby-bots.

Differential Revision: https://code.wildfiregames.com/D4155
This was SVN commit r27094.
2022-09-11 13:21:41 +00:00
Dunedan 7f5e664eec Remove code for the lobby bots from SVN
This removes the code for the lobby bots from SVN to avoid confusion as
the code is now hosted on Github at https://github.com/0ad/lobby-bots.

Differential Revision: https://code.wildfiregames.com/D4155
This was SVN commit r27093.
2022-09-11 13:14:20 +00:00
vladislavbelov a91ff9c7f5 Replaces -1 as stencil mask value in effect XML by a positive mask.
Differential Revision: https://code.wildfiregames.com/D4785
This was SVN commit r27092.
2022-09-10 20:23:28 +00:00
Stan 6109fd3ee0 Fix the check translation script failing.
This was SVN commit r27091.
2022-09-10 17:16:32 +00:00
Stan 32ccabeba6 Fix ministers being trainable by all civs.
Reported by: @Nobbi
This was SVN commit r27088.
2022-09-04 10:47:21 +00:00
user1 40bb300efd Amend ToU to disallow account sharing.
Reviewers: Stan, Dunedan

Accepted By: Stan
Differential Revision: https://code.wildfiregames.com/D4783
This was SVN commit r27087.
2022-09-03 17:08:21 +00:00
Stan 6acc4b4a5b Don't mix locally installed python libs when building
Patch by: @baco
Differential Revision: https://code.wildfiregames.com/D4776
This was SVN commit r27084.
2022-09-01 20:49:16 +00:00
Stan 6e8e6e986d Fix glad not building on BSD
Differential Revision: https://code.wildfiregames.com/D4781
This was SVN commit r27083.
2022-09-01 20:44:49 +00:00
Stan f2c80badbf Don't try to build Atlas when wxconfig is missing
Reported by: @andy5995
Comments by: @lyv, @vladislavbelov, @andy5995
Fixes #6615
Differential Revision: https://code.wildfiregames.com/D4777
This was SVN commit r27082.
2022-09-01 20:42:59 +00:00
Stan f616327f2d Revert 10554eb5b1 as it prevents building on FreeBSD.
This was SVN commit r27081.
2022-09-01 20:39:46 +00:00
wowgetoffyourcellphone 8eae4979c3 [Alpha 26] Fixes additional unit actors, for Roman Testudo and Anti-Cav idle animations, as well as an oversight with Athenian hero Pericles.
Fixes #6614

This was SVN commit r27080.
2022-09-01 19:27:00 +00:00
wowgetoffyourcellphone c938113609 [A26] Fix Hoplite and Pikeman actors for Phalanx and Syntagma idle animations. Add syntagma variants for Han halbs, for edge cases.
Differential revision: https://code.wildfiregames.com/D4780
This was SVN commit r27079.
2022-09-01 16:32:18 +00:00
vladislavbelov 6be7bd0677 Fixes space correction after f4128208de.
Tested By: phosit
Differential Revision: https://code.wildfiregames.com/D4774
This was SVN commit r27077.
2022-08-30 17:46:33 +00:00
Stan e799ee7088 Switch names between ministry and civil_centre.xml reported by @AIEND.
https://wildfiregames.com/forum/topic/83323-balancing-the-han/page/6/#comment-517225

This was SVN commit r27075.
2022-08-27 11:57:08 +00:00
vladislavbelov 2ee13983a1 Minor fixes for NSIS - Windows distribution script, HTTP > HTTPS.
Reviewed By: Stan
Differential Revision: https://code.wildfiregames.com/D4756
This was SVN commit r27073.
2022-08-26 16:01:57 +00:00
Stan d1586e0edf Fix perioikoi hoplites not assuming the idle phalanx stance as the champions and heroes do.
This was SVN commit r27071.
2022-08-24 12:29:29 +00:00
Stan 6eb58a1248 Fix incorrect civilization being set in the spartan sandbox. Introduced in afde89eb33
This was SVN commit r27070.
2022-08-24 12:21:34 +00:00
Stan acb939e7bc Don't wait for observers by default and let them lag as much as needed.
Discussed with: @alre, @wraitii, @real_tabasco_sauce, @chrstgtr, @Sevda
Thread:
https://wildfiregames.com/forum/topic/18003-suggestions-for-0-ad/page/157/#comment-516302

This was SVN commit r27069.
2022-08-24 12:08:46 +00:00
marder 03e3f0f1f1 [Maps] Enable Napata citizen cavalry on Jebel barkal again
Oversight in daaa87b48c , noticed by @Freagarach

This was SVN commit r27066.
2022-08-21 08:03:24 +00:00
vladislavbelov d286080285 Fixes the default number of workers in TaskManager in case of zero hardware_concurrency.
Differential Revision: https://code.wildfiregames.com/D4768
This was SVN commit r27064.
2022-08-20 20:40:05 +00:00
Stan 2285d84d3d Fix warning reported by the NOPCH automatic CI.
This was SVN commit r27063.
2022-08-20 12:25:19 +00:00
marder fbded636a2 [Gameplay] - Small nerf to CS crossbows
patch by: @real_tabasco_sauce
accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4754
This was SVN commit r27061.
2022-08-18 18:24:51 +00:00
Stan 14b8fb3b3b Add small flower borders to the han civic center to make its footprint more obvious.
Thread:
https://wildfiregames.com/forum/topic/86856-very-strange-field-sticking-near-han-city-center-by-ctrl/

This was SVN commit r27060.
2022-08-17 09:39:54 +00:00
Stan e947dcb23c Fix ab16e60afa
Reported by: @Langbart
Accepted by: @Vladislavbelov
Tested by: @Langbart
Fixes: #6603
Differential Revision: https://code.wildfiregames.com/D4765
This was SVN commit r27058.
2022-08-16 14:57:28 +00:00
Stan ab16e60afa Fix previous commit.
This was SVN commit r27056.
2022-08-14 18:22:48 +00:00
Stan c9dc8676a6 Fix mod installation in non latin folders. Use OSString for consistency.
Refs e7ab22286e
Refs 880a797ce0
Refs 404e1a9a4a
Refs 52baaa4bbd

This was SVN commit r27055.
2022-08-14 17:55:08 +00:00
Stan 880a797ce0 Fix replay cache creation in non latin folders.
IRC:
https://irclogs.wildfiregames.com/%230ad-dev/2022-08-14-QuakeNet-%230ad-dev.log
Reported by: @AirXonix2
Thread:
https://wildfiregames.com/forum/topic/89261-a-new-series-of-bugs/#comment-514734
Discussed with: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4763
This was SVN commit r27054.
2022-08-14 17:23:50 +00:00
Stan 8c497bea0d Fix an edge case when you would delete the last savegame and thus, the metadata would be undefined.
Introduced in a8c6d7a82b
Thread:
https://wildfiregames.com/forum/topic/89261-a-new-series-of-bugs/#comment-514015

This was SVN commit r27053.
2022-08-14 15:10:38 +00:00
marder daaa87b48c [Maps] Fix Jebel barkal after 01fd2564e5
since only infantry can garrision in stables now.

Reported by: Gurken Kahn
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/16/#comment-514594

Troubleshooting by @lyv

This was SVN commit r27052.
2022-08-14 15:05:48 +00:00
Stan fc374d3718 Fix Athenian Gymnasion counting as a City Phase building, when it's actually a Town Phase building. Maybe we should add that class automatically at some point.
Reported by: Player of 0AD
Thread:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=514655

This was SVN commit r27051.
2022-08-14 10:37:43 +00:00
Stan 5cdb9f6244 Recenter Han emblem logo slightly and fix the name.
Noticed by: @vladislavbelov
This was SVN commit r27050.
2022-08-14 10:29:45 +00:00
vladislavbelov 291182683d Adds explicit z value for main menu buttons to workaround low resolutions to be able to exit.
Reviewed By: marder, Stan
Differential Revision: https://code.wildfiregames.com/D4757
This was SVN commit r27049.
2022-08-13 11:22:33 +00:00
marder c9f7bf35ac Add in 92a96785a4 removed Han swordsman templates back in under a different name
So people can use them in atlas
Request by @wowgetoffyourcellphone

This was SVN commit r27048.
2022-08-13 09:19:27 +00:00
marder 92a96785a4 [Gameplay] Enable other civ's to train champions in Han barracks and stables
Reported by Player of 0AD:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/16/#comment-514122

Note that this also deletes the Han swordsman templates, as they are
unused right now.

This was SVN commit r27046.
2022-08-11 20:31:05 +00:00
Stan 4f3adf7fa6 Fix mipmap issue with the camel rein. Use a very light texture as most details are not really visible.
Fixes #6556
Reported by: @Langbart
This was SVN commit r27045.
2022-08-11 17:46:35 +00:00
marder 3eea53ae66 [Gameplay] Make fences capturable
Request by Gurken Khan
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/16/#comment-513790

And I agree, it is annoying thay you can't just delete them once their
on your territory.

This was SVN commit r27043.
2022-08-10 22:16:38 +00:00
marder a80ce526b7 [Fix] Patch globalscripts technology template helper after 8d80a2186e and the ProductionQueue split
Patch by @s0600204.

This lets all technologies show up correctly in-game and in the
structure tree again.

accepted by: @marder @Freagarach
Fixes: #6587

Differential Revision: https://code.wildfiregames.com/D4755
This was SVN commit r27042.
2022-08-10 21:49:15 +00:00
vladislavbelov 95106b2d9b Fixes crash in Atlas when switching from the Actor viewer. Fixes #6524
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4732
This was SVN commit r27041.
2022-08-10 17:17:24 +00:00
marder d1c9e96f87 [Gameplay] Disable training han crossbow cavalry in other civ's barracks
Request by Player of 0AD:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/15/#comment-513182

This was SVN commit r27040.
2022-08-08 21:32:56 +00:00
marder f8ff908d73 [maps] Adjust playerPlacementRiver to group teams on the same side in most cases
Brute forcing the right arrangement, which is unnecessary but accepted
since it has only a negligible performance impact overall.

accepted by: @lyv @andy5995
Fixes: #6390

Differential revision: https://code.wildfiregames.com/D4747
This was SVN commit r27039.
2022-08-08 20:52:05 +00:00
marder 5afbdc6a09 [Gameplay] Disable training persian champions in other civ's barracks
Request by Player of 0AD:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/15/#comment-513143

This was SVN commit r27038.
2022-08-08 20:41:17 +00:00
marder 10f2ad4463 [Gameplay] Disable loot for trainable animals
Request by Player of 0AD:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/15/#comment-513143

This was SVN commit r27037.
2022-08-08 18:16:58 +00:00
Freagarach f843cf726d Cavalry vision range 92 m -> 80 m.
Patch by: @real_tabasco_sauce
Differential revision: https://code.wildfiregames.com/D4744
Comments by: @asterix, @borg-, @breakfastburrito_007, @chrstgtr,
@marder, @wowgetoffyourcellphone

This was SVN commit r27036.
2022-08-08 07:23:00 +00:00
Freagarach 96d33e02e4 Revert 774e8060d9.
Issue found:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=513199.
The issue introduced is significantly worse than the stuff it fixed.

This was SVN commit r27034.
2022-08-08 07:14:18 +00:00
Stan 759aa333a5 Add a function to handle custom phase techs, so they do not show as unused.
Fix autostart files being marked as unused.
Fix an issue with the researcher component. Patch by: @marder
Refs https://code.wildfiregames.com/D4750
Refs #6587
Fixes ca82935dfc

This was SVN commit r27033.
2022-08-06 15:06:03 +00:00
Stan fb94d8aa59 Fix writing mod.json on Windows in non Latin user folders.
Accepted by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4741
This was SVN commit r27031.
2022-08-05 17:55:49 +00:00
wowgetoffyourcellphone 0a54a4e2a5 [Alpha 26] [Fix] Restore the Kushite fisherman actor
Reported by @CovenantKillerJ here:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=512741

This was SVN commit r27029.
2022-08-04 15:36:13 +00:00
Stan 5cd08feba6 Fix issues with the sandbox_han.xml map in 08156e73fc.
Noticed by: @Langbart
This was SVN commit r27028.
2022-08-03 15:55:52 +00:00
Stan 5e824698e9 Fix false positive missing file in checkrefs.py in 22168569c6 (Game ignores double extensions)
Noticed by @Langbart

This was SVN commit r27027.
2022-08-03 15:43:07 +00:00
Stan 1e46b6f7e7 Fix material not using spectex in b8131a0f09
Noticed by @Langbart

This was SVN commit r27026.
2022-08-03 15:41:43 +00:00
marder d6d137bf5d [Fix] Adjust position of ice house and ministry in the building panel
accepted by: @asterix @Langbart
Fixes: #6502

Differential Revision: https://code.wildfiregames.com/D4746
This was SVN commit r27025.
2022-08-01 18:56:10 +00:00
marder a50d582c5f [Fix] Add missing loot to the Han minister
reported on the forums by Gurken Khan:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/14/#comment-511954

This was SVN commit r27023.
2022-07-31 21:05:16 +00:00
wowgetoffyourcellphone 6a48b023ad [Alpha 26] [Fix] [Persians] Remove the "City" class from the Persian Ice House.
Reported by @Gurken Khan:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=511945

This was SVN commit r27022.
2022-07-31 20:55:39 +00:00
marder d76daebb03 [Gameplay] Rebalancing of the Gaul fanatic
patch by : @borg-
accepted by: @chrstgtr @real_tabasco_sauce
Differential revision: https://code.wildfiregames.com/D4722
This was SVN commit r27021.
2022-07-31 11:12:46 +00:00
Stan b9e119e85e Add more world population options.
Requested by: @Edwarf
Accepted by: @Freagarach
Differential Revision: https://code.wildfiregames.com/D4742
This was SVN commit r27020.
2022-07-29 19:50:23 +00:00
wowgetoffyourcellphone b3d8b77173 [A26][Fix][Han] Add turret points to the Han wall gate.
Reported here by @0ad is the best rts game:
https://wildfiregames.com/forum/topic/87305-a26-hans-gate-cannot-be-garrisoned/

This was SVN commit r27018.
2022-07-26 14:16:29 +00:00
Stan 9d2275e26b Fix assertion when trying to draw a line with one point. This would trigger an ensure if one enabled the unitmotion overlay.
Patch by: @vladislavbelov
This was SVN commit r27016.
2022-07-25 20:08:03 +00:00
Stan fbc9e19544 New icon for the han champion_infantry_crossbowman
Fixes #6591
Refs 08156e73fc

This was SVN commit r27013.
2022-07-18 12:06:43 +00:00
Stan b8131a0f09 Use the new crossbow for han champion units.
This was SVN commit r27012.
2022-07-18 12:05:22 +00:00
Stan 22168569c6 New crossbow model for the han champion units.
Refs 08156e73fc

This was SVN commit r27011.
2022-07-18 12:04:43 +00:00
marder 08156e73fc [Gameplay] Han unit roster restructure and other balancing adjustments
After feedback on the first RC's :
https://wildfiregames.com/forum/topic/83323-balancing-the-han/
This version of the roster seems to have a minimal concensus.
This removes some units from the very big roster of the Han,
restructures it and changes the cavalry crossbow champion for an
infantry one due to histrorical issues.
It furthermore reverts the changes to the champion infantry crossbow
template introduced in 9411d8c98e as that nerf wasn't necesarry.
This means that the Han and the Macedonians now have a champion crossbow
unit with the same stats.

Also:

Fixes #6560 by only keeping the "academy" templates, so that the Han can
now only train champions from the academy. Therefore, this reverts parts
of c4bdbe4dd9 and all of 2c9a6704e0.

Discussion with : @borg- @real_tabasco_sauce @wowgetoffyourcellphone
AIEND @Stan and other people on the forums and the Diff.

Differential revision: https://code.wildfiregames.com/D4713
This was SVN commit r27009.
2022-07-17 09:20:52 +00:00
Freagarach fd08ab051f Fix other civs being able to upgrade Han CC to Court.
This ensures the `{civ}` and `{native}` tags are (properly) supported
for upgrades and uses it for the Han CC.

Reported on the forums
(https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/10/#comment-508908)
by @Gurken Khan.
Differential revision: https://code.wildfiregames.com/D4733
Comments by: @Stan, @wowgetoffyourcellphone
This was SVN commit r27008.
2022-07-15 17:16:00 +00:00
Stan 2ccf42a244 Add an order sound for the Maurya elephant.
Reported by: @GurkenKhan
Thread:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=508534

This was SVN commit r27006.
2022-07-12 08:19:14 +00:00
Stan ba9cd30c9b Add missing garrison flag for the maurya houses.
Reported by: @GurkenKhan
Thread:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=508540
Refs #4581, #6160

This was SVN commit r27005.
2022-07-12 08:09:25 +00:00
Freagarach 3f243b7b50 Fix d1538f7fbd.
Where I forgot to remove the other members when disbanding a formation.

Reported by: @wowgetoffyourcellphone
This was SVN commit r27000.
2022-07-04 05:06:59 +00:00
Freagarach 35e5f268da Fix properties on Persian Champion Infantry Archer XML file.
This was SVN commit r26999.
2022-07-04 05:02:44 +00:00
wowgetoffyourcellphone a7c709c58c [A26][Persians][Fixes] Fixes the Immortal Archer and Ice House for Persians.
This was SVN commit r26998.
2022-07-03 21:04:23 +00:00
wowgetoffyourcellphone 22466770f1 [Alpha 26][Fix][Macedonians] Change Macedonian Team Bonus from Barter Bonus to Siege Bonus
This changes the old bartering bonus, which has been proved to be
mathematically problematic, for a siege-focused bonus, which is also
historically relevant.
Differential revision: https://code.wildfiregames.com/D4729
Forum discussion (lengthy):
https://wildfiregames.com/forum/topic/71578-feedbacks-from-a26-svn-tests/page/6/#comment-485498
Accepted by: @chrstgtr, @real_tabasco_sauce, @borg-
This was SVN commit r26997.
2022-07-03 13:51:56 +00:00
Freagarach b6caf5eb63 Differentiate Persians.
- Allows the immortals to be "upgraded" between sword and bow yielding.
- Reduces batch training time per progressing phase.
- Don't kill the immortals partly when reducing their training time.
- More units from the CC.
- Enable the Ice House.

Patch by: @borg-
Differential revision: https://code.wildfiregames.com/D4724
Accepted by: @chrstgtr, @real_tabasco_sauce
Comments by: @marder, @Stan
This was SVN commit r26996.
2022-07-03 05:44:37 +00:00
Stan 6e3ddadc7e Fix flickering tooltip for user report button
Patch by: @Langbart
Fixes #6581

This was SVN commit r26994.
2022-06-30 13:34:34 +00:00
Freagarach d1538f7fbd Fix formation merging issues.
The motion parameters were calculated even without members, which caused
us to try set a undefined passclass.
Also were members added to previously merged twin-formations. Once
merged (i.e. disbanded), they are moved out of world now.

Some cleanups/deduplication whilst at it.

Reported by: @andy5995 at the forums
(https://wildfiregames.com/forum/topic/71578-feedbacks-from-a26-svn-tests/page/8/#comment-505078)
Differential revision: https://code.wildfiregames.com/D4727
Comments by: @Langbart, @marder
Tested by: @Langbart
Fixes #6580

This was SVN commit r26993.
2022-06-30 06:04:05 +00:00
Stan 5ab132c16c Remove unused han_hero_wei_qing_3.json aura.
Reported by: @Langbart
Fixes #6544
Fixes 77c11753c3

This was SVN commit r26992.
2022-06-28 13:47:39 +00:00
Stan ca82935dfc Add techs and auras to the list of possibly missing files.
Refs: #6544
Accepted by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4725
This was SVN commit r26991.
2022-06-27 14:31:16 +00:00
marder 18bdacbb57 [maps] Adjust position of starting units on oceanside_2p.xml
For the Han they were inside the CC.

This was SVN commit r26989.
2022-06-24 18:01:15 +00:00
marder fd7f091b8c [Gameplay] Han - adjust crossbow stats & training techs
Similar dps as a slinger now, but with higher repat time. Normal citizen
soilder cost.
Nerf the crossbow training technology a bit.
Make the archer & crossbow technology availabe in the stable as well, as
it they also affect cavalry units.

accepted by : @real_tabasco_sauce
positive comment from: @borg-

Differential revision: https://code.wildfiregames.com/D4721
This was SVN commit r26988.
2022-06-24 17:31:02 +00:00
marder a6c1d5bbb9 revert last commit / 39dd5329cc
Misscommunication if this was the right move or not.

Leave the size as it was until someone has time to fix all buttons at
once.

This was SVN commit r26987.
2022-06-24 16:41:53 +00:00
marder 39dd5329cc [GUI] increase msgbox button size to fix text overlap
Report:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/6/#comment-504135

3ab25cbd95 added a new button which has more text and can span have
multiple lines in some languages.
Fix: increase the size.
possible todo for the future: unify button sizes or make them adaptive
depending on the text size.

comments by @Langbart @Stan

accepted by @wraitii

Differential revision: https://code.wildfiregames.com/D4707
This was SVN commit r26986.
2022-06-24 11:19:17 +00:00
Stan ec723428d1 Logic fix for very high shadows on very large screens.
ON large screens like 5120x1440 calculated shadow map was 32768. That
was 16x more than high setting, 32x more than medium setting and 64x
more than low setting.

After this change shadow map sizes using very high setting by resolution
will be following:
1920x1080 - 4096
2560x1440 - 4096
3840x1440 - 4096
5120x1440 - 8192
3840x2160 - 4096
7680x4320 - 8192
Patch by: @karmux
Reviewed by: @vladislavbelov, @Stan
Differential Revision: https://code.wildfiregames.com/D4723
This was SVN commit r26983.
2022-06-23 17:04:13 +00:00
marder 3cdd5d2bd6 [Gameplay] Han - Reduce strength of art of war technology
Seemed a bit strong, especially with the hero.

accepted by : @borg-

Differential revision: https://code.wildfiregames.com/D4714
This was SVN commit r26982.
2022-06-22 17:29:59 +00:00
marder 589dfa7a50 This was SVN commit r26981. 2022-06-22 17:18:11 +00:00
marder 77c11753c3 [Gameplay] Han - Hero adjustments
accepted by : @borg-
positive comments by: @real_tabasco_sauce
Differential revision: https://code.wildfiregames.com/D4709
This was SVN commit r26980.
2022-06-22 17:06:11 +00:00
marder b4155900d3 [Gameplay] Han - adjust farming techs to the standard 20%
accepted by : @real_tabasco_sauce

Differential revision: https://code.wildfiregames.com/D4720
This was SVN commit r26979.
2022-06-22 17:03:31 +00:00
Stan 00e29977dc Add missing frequency for the idle variant.
Noticed by: @Langbart
Fixes #6579

This was SVN commit r26978.
2022-06-21 05:38:54 +00:00
marder 3d47232ec8 [graphics] Adjust default config to give a better first impression
comments by @vladislavbelov
accepted by : @Stan

Differential revision: https://code.wildfiregames.com/D4706
This was SVN commit r26976.
2022-06-20 19:50:45 +00:00
marder f22fdcd004 [Gameplay] Han - remove Laozi gate
It is not historically correct and more importantly, I also doesn't add
that much gamplay value. Also clean up the template a bit and remove the
aura while at it.

accepted by : @Stan & people on the forum:
https://wildfiregames.com/forum/topic/83323-balancing-the-han-release-candidate-1/

Differential revision: https://code.wildfiregames.com/D4708
This was SVN commit r26975.
2022-06-20 19:16:51 +00:00
marder 2685783886 [Gameplay] Adjust cost of mer cav (again)
Add a little bit of food cost. Not enough to hugely change stuff, but
just an addition to make it a little bit harder to mass them.

Conceptual agreement from @chrstgtr @real_tabasco_sauce

Differential revision: https://code.wildfiregames.com/D4710
This was SVN commit r26974.
2022-06-20 19:07:27 +00:00
marder db1a31b701 [Gameplay] Move ptol heroes to the fortress
accepted by : @chrstgtr @borg- @real_tabasco_sauce

Differential revision: https://code.wildfiregames.com/D4711
This was SVN commit r26973.
2022-06-20 19:04:08 +00:00
marder 83bab71e8d [maps] Lighting adjustments to gulf_of_bothnia.js spring biome
Just some tweaks to make it look nicer.

This was SVN commit r26972.
2022-06-20 18:50:59 +00:00
Stan e888587116 Fix some capes not having approaching animations.
EOL native + MIME type.
Remove duplicated tools objects spawning when gathering resources.

This was SVN commit r26971.
2022-06-20 13:48:24 +00:00
Stan 833f8d0e79 Bump the max amount of instanced icons to 256 to account for Egypt 3v3 as suggested by @vladislavbelov.
192 worked as well but the error spam isn't really nice going above 256
is madness anyway.
Reported by: @Langbart
Fixes: #6578

This was SVN commit r26969.
2022-06-20 07:12:43 +00:00
marder 3294f0ea48 [GUI] Correction of the deco size at the bottom right of the ModernDialog sprite
The bottom deco on the right is 2 pixels wider than the one on the left.

Patch by @Langbart

Differential revision: https://code.wildfiregames.com/D4717
This was SVN commit r26968.
2022-06-20 06:33:27 +00:00
marder d93e29ae84 [GUI] Fix overlap in mutliplayer lobby dialog
Fixes #6573 ; reported by @phosit

Patch by @Langbart (on the ticket)

This was SVN commit r26967.
2022-06-19 21:20:47 +00:00
Stan cc13cfd7cd Add a new type of flower for decoration
This was SVN commit r26966.
2022-06-19 20:21:51 +00:00
Stan ebbc2909c8 Add missing file in 8471062bbb
This was SVN commit r26965.
2022-06-19 20:21:29 +00:00
Stan 78d1248abd Fix missing animations for grain gathering for spearmen. This workarounds a bug in UnitAI and improves consistency with other actors.
Refs #6566

This was SVN commit r26964.
2022-06-19 20:05:49 +00:00
Stan 059e71198a Fix missing animations for grain gathering for swordsmen. This workarounds a bug in UnitAI and improves consistency with other actors.
Refs #6566

This was SVN commit r26963.
2022-06-19 19:53:32 +00:00
Stan 860ab7ac31 Fix missing animations for grain gathering for pikemen. is workarounds a bug in UnitAI and improves consistency with other actors.
Refs #6566

This was SVN commit r26962.
2022-06-19 19:45:42 +00:00
Stan 8471062bbb Fix missing animations for grain gathering for han units. This workarounds a bug in UnitAI and improves consistency with other actors. Show the rice hat for approaching, returning and gathering grain.
Refs #6566

This was SVN commit r26961.
2022-06-19 19:27:31 +00:00
Stan 860521f463 Fix UVMap on tool_hoe2.dae.
Noticed while looking at #6566

This was SVN commit r26960.
2022-06-19 17:29:12 +00:00
Stan 76884ccba8 Properly clear back props when gathering. EOL native.
Noticed while looking at #6566

This was SVN commit r26959.
2022-06-19 17:28:42 +00:00
Freagarach 5a2474bd50 Fix Carths Naval Shipyard.
Which had the Trainer component, but not the user-required
ProductionQueue.

Differential revision: https://code.wildfiregames.com/D4695
Reviewed by: @Stan
Comments by: @jprahman
Fixes #6570

This was SVN commit r26958.
2022-06-19 06:37:58 +00:00
Freagarach 43aa870c68 Fix phasing by cheat with Athens.
Reported by @Langbart
Differential revision: https://code.wildfiregames.com/D4694
Reviewed by: @Langbart
Fixes #6571

This was SVN commit r26957.
2022-06-19 06:34:06 +00:00
Freagarach 774e8060d9 Make formations respond as one to threats.
Improves their functioning significantly.

Based on a patch by @lyv
Differential revision: https://code.wildfiregames.com/D4666
Reviewed by: @marder
Comments by: @Stan
This was SVN commit r26956.
2022-06-19 06:28:52 +00:00
wowgetoffyourcellphone 01fd2564e5 [Alpha 26][Fix] Barracks should garrison infantry, while stables garrison cavalry. This bug is a holdover from the unified barracks days prior to the stable split.
As reported on the forum.

This was SVN commit r26955.
2022-06-19 01:14:32 +00:00
marder 729a35c472 Choose civ randomly in gamesetup
Refs: #3987

accepted by: @Stan
Differential revision: https://code.wildfiregames.com/D4703
This was SVN commit r26954.
2022-06-18 14:40:30 +00:00
Stan 9c3d725d8b Update the mod.io key so I and other team members can sign mods.
This was SVN commit r26953.
2022-06-18 09:50:46 +00:00
Stan d51a0260bb Add garrisoned and projectile prop points to the han farmstead and storehouse.
Reported by: @Langbart
Refs: #4581

This was SVN commit r26951.
2022-06-17 19:59:32 +00:00
vladislavbelov 8ee8e63bcc Fixes same sequenced frames for LOS smooth textures. Fixes #6569
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4700
This was SVN commit r26950.
2022-06-17 19:42:48 +00:00
vladislavbelov 28e46ba765 Groups close minimap icons by path and color to decrease their visible count.
Comments By: phosit, Stan
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4702
This was SVN commit r26949.
2022-06-17 19:40:50 +00:00
wowgetoffyourcellphone e123b64ef6 [Alpha 26] [Fix] [Han] Add RallyPoint to the Han storehouse and farmstead since they are garrisonable by the Minister.
Reported by @Gerken Khan:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=503777

This was SVN commit r26947.
2022-06-15 20:17:02 +00:00
marder 1e654801a5 [art] [maps] Replace stone tiling texture on fortress.js
Use newer and better looking texture instead.

This was SVN commit r26946.
2022-06-13 20:46:48 +00:00
wowgetoffyourcellphone 91aee3db59 [Alpha 26] Make the Han spear cavalry into two-handed and remove the shield as requested by @AIEND
Refs:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=503346

This was SVN commit r26945.
2022-06-13 20:28:31 +00:00
marder 106bc68120 [maps] Fix entities placed outside of the passable map area on wild_lake.js and caledonia_meadows.js
Reported by Gurken Khan:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/4/#comment-503140

Fix:

rename "actor" to "entity" as that makes it clearer what it actually is
and use placeEntityPassable() to assure that nothing is placed outside
of the map.

also:
include https://code.wildfiregames.com/D2149 patch by @FeXoR
reduce the amount of entities placed on wild_lake. It looked extremely
crowded.

accepted by: @lyv
Differential revision: https://code.wildfiregames.com/D4699
This was SVN commit r26944.
2022-06-13 20:26:52 +00:00
marder e31f0f8766 [art] [maps] Replace large grass fields on Savanna & Nubia biomes
They make problems on several maps where they either float (e.g.
harbor.js) as they are placed to close to a cliff/ on a hill or they
cover way too much (e.g. D4699 / wild_lake.js).

Related: https://code.wildfiregames.com/D4699#199688

one could adjust all maps, but it is so much easier to just change the
actors here.

accepted by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4701
This was SVN commit r26943.
2022-06-13 19:32:38 +00:00
marder 8b03931497 [maps] Adjustments to Fortress.js
Houses are placed on top of each other, metal availability is bad (and
the textures are old).

First two problems reported by Gurken Khan:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/3/#comment-502958

Solution: use new balanced metal mine placement, update the textures and
replace the house switch/ the houses by a temple and a market.

An in-depth refactoring of the wall placement code should be made in the
future nevertheless.

accepted by: @lyv
Differential revision: https://code.wildfiregames.com/D4696
This was SVN commit r26940.
2022-06-12 16:09:52 +00:00
wraitii 274fe129a1 Change deprecated binary_negate<> to not_fn<>
Deprecated in C++17

Patch by: jprahman
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D4693
This was SVN commit r26939.
2022-06-12 08:45:39 +00:00
Freagarach 5f9e226625 Revert d81534d792 after 20a11614d7.
This was SVN commit r26938.
2022-06-12 04:51:50 +00:00
wowgetoffyourcellphone 20a11614d7 [Alpha 26] Remove the food.rice distinction and subsequent animation variants. Fixes some odd behavior.
Fixes #6559
Fixes #6565

Refs #6566

This was SVN commit r26937.
2022-06-11 20:16:14 +00:00
wowgetoffyourcellphone 76323e791b [Bug Fix] Han Female Citizen specific name was set to the generic name erroneously.
Fixes #6567

This was SVN commit r26936.
2022-06-11 16:53:29 +00:00
marder 36386b622e [GUI] increase main menu tooltip size
Apparently the translations got longer over the years and some don't fit
anymore

reported by Obelix
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/#comment-502315

long string looks ok now

Differential revision: https://code.wildfiregames.com/D4692
This was SVN commit r26935.
2022-06-10 15:19:44 +00:00
wraitii 26cb192f07 Improve shadow artifact problems without shadow filtering in some A25 biomes/maps
Without shadow filtering, artifacts may appear at some angle (shadow
bias issue). This change ssome settings so that these are less common.

Reported by: langbart
Accepted by: marder
Refs #6552

Differential Revision: https://code.wildfiregames.com/D4681
This was SVN commit r26934.
2022-06-10 07:39:23 +00:00
wraitii 5d0826d7d9 Fix gamesetup breakage when matchsettings.json contains incorrect victory conditions.
Reported by: gameboy, langbart
Fixes #6553

Differential Revision: https://code.wildfiregames.com/D4678
This was SVN commit r26933.
2022-06-10 07:37:59 +00:00
Freagarach d81534d792 Count rice as veggie.
Reported by @Gurken Khan at the forums:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=502523.

This was SVN commit r26931.
2022-06-10 04:53:25 +00:00
vladislavbelov 9845a99f77 Adds EGL support for Wayland.
Tested By: Freagarach, Mentula, phosit
Differential Revision: https://code.wildfiregames.com/D4642
This was SVN commit r26929.
2022-06-09 21:09:32 +00:00
Freagarach d19b602ecc Fix some text errors.
Reported on the forums by @Gurken Khan:
-
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=502270
-
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/?do=findComment&comment=502274

This was SVN commit r26928.
2022-06-09 14:16:44 +00:00
marder 80016a49ab Adjust lighting on hellas.js
It is way to bright and hard to look at.
reported during a26 rc testing:
https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/#comment-502290
by Salesome

accepted by: @lyv
Differential revision: https://code.wildfiregames.com/D4691
This was SVN commit r26927.
2022-06-08 21:02:52 +00:00
Stan 8b57e0eeba Fix build without precompiled headers. Fixes f4128208de
This was SVN commit r26925.
2022-06-06 21:48:07 +00:00
Stan 12dfe2ce55 Use CVector2D instead of float arrays for TexturedLineRData
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4688
This was SVN commit r26924.
2022-06-06 21:46:37 +00:00
vladislavbelov 24140bf620 Fixes crash in LOSTexture because of incorrect nullptr check introduced in 648e68e49c.
This was SVN commit r26923.
2022-06-06 21:21:52 +00:00
vladislavbelov ffe4ea24ab Fixes LOS flickering because of float precision. Fixes #6546
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4684
This was SVN commit r26922.
2022-06-06 20:48:18 +00:00
vladislavbelov b0c29b8676 Removes GL types from regular renderer code after 3ed4eaf247.
This was SVN commit r26920.
2022-06-06 07:30:45 +00:00
vladislavbelov 54aae3e6d4 Moves anisotropic filtering support check from GL texture to TextureManager to make it explicit.
This was SVN commit r26919.
2022-06-06 06:59:20 +00:00
wraitii aaa95dc00b Minor cleanup in Future and TaskManager
- Remove redundant std::move() calls
- default ctor/dtor in place of empty {}

Patch by: jprahman
Comments by; phosit

Accepted by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4675
This was SVN commit r26916.
2022-06-02 12:59:25 +00:00
wraitii f4128208de Fix text alignment handling of spaces around wrapping.
Follows f8d2927748.

There is an issue with text-wrapping and word separators (aka spaces).
Because 0 A.D. collates the space after a word to the same TextCall, we
occasionally need to ignore it when considering line-wrapping, because
we don't want empty spaces on the right-side of right-aligned text.
However, the logic to handle this is currently broken and inconsistent.

The method introduced here uses the SFeedback structure to properly
report it and generalises the checks.

Note that multiples spaces are not collapsed in 0 A.D., and for
consistency the word-separator-collapsing behaviour is ignored.

Comments by: phosit, vlasdislavbelov
Fixes #6551

Differential Revision: https://code.wildfiregames.com/D4662
This was SVN commit r26915.
2022-06-02 12:56:53 +00:00
wraitii b5abab5c79 Don't reset wonder victory timer on ally defeat.
Follows d86148defc.
Resetting the wonder time when an ally to the wonder-owner is defeated
seems like double-punishment, and should not happen.

Resetting on explicit diplomacy change remains in Allied victory mode.

Fixes #6527

Reported by: Langbart
Differential Revision: https://code.wildfiregames.com/D4661
This was SVN commit r26914.
2022-06-01 15:44:53 +00:00
Freagarach 7946def863 Fix maps with conquest CC victory conditions.
Rename the file to be consistent with its title.
Also `centre` -> `center` as per the style guide. Reported by @nwtour at
https://code.wildfiregames.com/D3530#171291.

Reported by: @Langbart
Essentially a patch by: @Langbart
Fixes #6548

This was SVN commit r26913.
2022-05-30 15:13:17 +00:00
Stan 1d9e6f30b0 Add a new icon for the han siege tower.
Reported by: @Langbart
Fixes #6549

This was SVN commit r26911.
2022-05-30 07:33:39 +00:00
Stan d4e523e0ea Slightly improve the look of the chinese siege tower. Raise the garrison flag. Remove useless unused materials from the daes.
Fixes #6503
Reported by: @Langbart
This was SVN commit r26910.
2022-05-29 21:41:45 +00:00
Stan b9adbbd8be Fix 557fa0312e by adding the js files to the list of dependencies. They were previously found under the gui folder.
Reported by: @Langbart
Fixes #6542

This was SVN commit r26909.
2022-05-28 17:01:42 +00:00
vladislavbelov 095838da0a Fixes A8 framebuffer format used for LOS interpolation and enables smooth LOS by default.
Tested By: Langbart, mastoras
Differential Revision: https://code.wildfiregames.com/D4654
This was SVN commit r26906.
2022-05-26 16:36:57 +00:00
vladislavbelov 68d73e1726 Fixes double shader program reloading after dddd599146.
This was SVN commit r26904.
2022-05-25 17:33:54 +00:00
vladislavbelov 53033ceaa2 Fixes rendering reflections and refractions in case of empty scissors.
This was SVN commit r26902.
2022-05-24 19:15:26 +00:00
vladislavbelov a6f60afdc5 Adds instancing support to backend and enables it for minimap.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4650
This was SVN commit r26901.
2022-05-24 07:11:23 +00:00
marder 7cbe8125f7 Delete some unused techs/ auras
detected by @Langbart
Fixes #6544

Differential revision: https://code.wildfiregames.com/D4663
This was SVN commit r26900.
2022-05-23 13:31:47 +00:00
marder ddb54bfe84 [Gameplay] Let the mauryan worker elephant build again
and also patch the AI by partly reverting 87ec9457c3

based on a patch by @Langbart
Fixes #6309

accepted by : @Freagarach

conceptual agreement from @chrstgtr @borg- @Stan

Differential revision: https://code.wildfiregames.com/D4249
This was SVN commit r26898.
2022-05-22 07:06:59 +00:00
marder 0f99c79dad Fix issues with han siege tower
reported by @Langbart ; Fixes #6503 , also adjusts the footprint to fit
better to the actor

comments by: @Stan
accepted by : @phosit


Differential revision: https://code.wildfiregames.com/D4655
This was SVN commit r26897.
2022-05-21 14:54:01 +00:00
Freagarach f03f19cfc5 Fix aura tooltips on panel entities.
Removed from the GUI interface in d8ed8b1462, but its uses weren't
checked (or ignored).
(https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/gui/session/session.js;20965$998)

Reported by @Langbart
Based on a patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4648
Fixes #6387

This was SVN commit r26896.
2022-05-20 10:00:31 +00:00
marder f3d8f1e797 [Gameplay] - Remove min distance from siege towers
While it may be historically correct, it arguably can lead to very
broken looking behavior where siege towers try to get out of the min
range, but fail since the are attacked and end up shifting and turning
around uselessly, which just looks broken.

And since the min distance for siege towers is very small, I doubt that
it will actually change anything about the gamplay.

accepted by : @chrstgtr

Differential revision: https://code.wildfiregames.com/D4657
This was SVN commit r26894.
2022-05-20 07:13:09 +00:00
marder efc2d39372 Fix a comment and rename the formation angle function to better reflect what it does
wrong comment noticed by: @Silier
accepted by : @Freagarach

Differential revision: https://code.wildfiregames.com/D4658
This was SVN commit r26893.
2022-05-20 07:02:22 +00:00
marder 9a3ae16087 Make ship and siege immune to poison
reported by @Langbart #6526

accepted by :
@Stan
@asterix

Differential revision: https://code.wildfiregames.com/D4656
This was SVN commit r26892.
2022-05-20 06:44:58 +00:00
marder b2e093d915 Rename the "Han Chinese" to "Han"
Han Chinese is not wrong per se but unnecessary precise.
See the forum discussion here:
https://wildfiregames.com/forum/topic/51306-thread-for-posting-suggestions-for-alpha-26/page/15/#comment-495849
and the usage of "Han" in an article from the metropilitan museeum:
https://www.metmuseum.org/toah/hd/hand/hd_hand.htm

comments by:
@Langbart

accepted by :
@asterix
@Freagarach

Differential revision: https://code.wildfiregames.com/D4659
This was SVN commit r26891.
2022-05-20 06:36:38 +00:00
bb f8d2927748 Fix an infinite loop when trying to word-wrap
Comments By: Stan, Phosit, s0600204, Langbart, Silier, marder, vladislav
Reviewed By: wraitii
Differential Revision: D4530
fixes #6451

This was SVN commit r26889.
2022-05-17 12:10:56 +00:00
Stan 10554eb5b1 Fix RAM amount detection on BSD and macOS.
Tested by: @Mastoras
Comments by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4651
This was SVN commit r26888.
2022-05-17 08:08:14 +00:00
vladislavbelov d1775169d2 Removes unused a_tangent stream in model water shaders after 779a33ee30.
This was SVN commit r26887.
2022-05-16 16:36:58 +00:00
marder c0df9b9883 Fix: Han soilder missing gather animation for non-rice grains
accepted by : @Stan

Differential revision: https://code.wildfiregames.com/D4649
This was SVN commit r26886.
2022-05-16 15:00:29 +00:00
Freagarach 9528acfb8c Fix description of water weeding.
Reported by: @azayrahmad at the forums
(https://wildfiregames.com/forum/topic/77911-water-weeding/)
Patch by: @smiley
(https://wildfiregames.com/forum/topic/77911-water-weeding/#comment-498281)
Fixes #6512

This was SVN commit r26885.
2022-05-16 14:45:26 +00:00
wraitii f82fc6431b Fix SM compilation on M1, fix cross-compilation.
Fixes 08e7efc76a.
The SM build script worked on its own, but the mac OS libraries script
passes it an unexpected value.
This also fixes cross-compilation arm -> x86.
Harfbuzz is explicitly not used when compiling freetype to avoid
pkgconfig using it.

Reorganize the logic a little bit around architecture handling.

Differential Revision: https://code.wildfiregames.com/D4647
This was SVN commit r26882.
2022-05-15 21:22:49 +00:00
wraitii 08e7efc76a Allo native builds on Mac OS M1 / Apple Silicon
- Update GMP to a version that supports arm64 darwin
- Patch spidermonkey 78 to build and run on arm64 darwin
- Choose the correct architecture dynamically in build scripts
- Include python workaround that fixes python related errors on
spidermonkey build

Based on a patch by: kumikumi
Based on a patch by: Langbart
Fixes #6474

Differential Revision: https://code.wildfiregames.com/D4607
This was SVN commit r26881.
2022-05-15 06:45:53 +00:00
wraitii 364894287d Fix 557fa0312e
Forgot to re-add the GUI autostart script after moving it.

This was SVN commit r26880.
2022-05-15 06:36:27 +00:00
wraitii 557fa0312e Fix non-visual autostart, as well as client/host autostart.
Follows 8eecc39e71.

Piping the autostart through a GUI page is easy but requires using the
GUI in non-visual mode, which is problematic since it's not initialized.
The GUI is not needed, only its ability to load scripts, so this diff
fixes the problem by adding an 'entrypoint' script in the new
`autostart` folder that gets called with this unique ability, setting
things up properly. The mod mod gets a placeholder.

Other changes:
- Fix some issues with networked autostart:
  - Players were not assigned slots.
  - The host didn't actually wait for other players.
- Move gamesettings from `gui/gamesettings/` to `gamesettings/`. This
moves attributes as well.
- Move autostart files from `gui/autostart/` to ` autostart/`. Note that
`gui/autostart/` still exists as it's used in the tutorial button from
the main menu.
- Rename the JSI_VFS functions to be explicitly about their function:
the ability to write and the potential restricted folders.
- Don't require `autostart` when using `--autostart-client` in
non-visual mode.

Starting the autostart client/host has poor UX in some situations, but
improving that feature is beyond the scope of this diff.

Suggestions for future work:
- Some files in gui/common should probably be moved elsewhere
- Template loading code is duplicated
- The gamesetup code still needs work for proper UI/logic separation.

Help & comments by: smiley

Reported by: vladislav / Langbart
Fixes #6513

Differential Revision: https://code.wildfiregames.com/D4628
This was SVN commit r26879.
2022-05-15 06:34:17 +00:00
Freagarach 967f9ea7a3 Fix double 'to' in weeding technology.
Noticed by translator @rodrigo.vegas at Transifex.

This was SVN commit r26878.
2022-05-15 05:27:05 +00:00
Freagarach eb1febd5c1 Some fixes for the Han stone thrower.
A.k.a. Mangonel.
Adds UnitMotion. Refs. #1718
Adjust footprint.
Rearrange parents.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4608
This was SVN commit r26877.
2022-05-15 05:13:39 +00:00
marder dec727ce8e Fix missing parentheses in formation turning angle calculation
The function that is calculating the difference between the two angles
is missing some parentheses.

Didn't notice it sooner as it works in 95% of all cases without them,
but sometimes you can see the formation doing a wrong turn.

reviewed by : @Freagarach

Differential revision: https://code.wildfiregames.com/D4626
This was SVN commit r26874.
2022-05-11 15:22:54 +00:00
Freagarach ed4e07e594 Allow setting the passability class depending on formation members.
Improves pathfinding for the general case (no large entities in a
formation).

Differential revision: https://code.wildfiregames.com/D4605
Comments by: @marder, @Stan, @wraitii
This was SVN commit r26873.
2022-05-11 14:47:16 +00:00
Freagarach 13d701e3d0 Fix maps after ea72437739.
Correctly fetch the civ from the player's Identity.
Also remove the notions of the CivChanged message, since it was
effectively deleted already.

Differential revision: https://code.wildfiregames.com/D4486
Reviewed by: @wraitii
Comments by: @bb, @Silier, @smiley, @Stan, @vladislavbelov
Fixes #6444

This was SVN commit r26872.
2022-05-11 06:04:20 +00:00
vladislavbelov 1f8705d8f7 Avoids drawing text in GUI if it will be clipped.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4640
This was SVN commit r26870.
2022-05-10 16:32:25 +00:00
vladislavbelov dddd599146 Fixes shader program and technique reloading.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4641
This was SVN commit r26869.
2022-05-10 12:54:57 +00:00
wraitii ee0fcf2b95 Fix map errors from GetTemplate not being available in the sim
Follows ea72437739. Fixes it by providing a convenience function in the
component Manager that matches the API in the GUI / AI

Refs #6444

Differential Revision: https://code.wildfiregames.com/D4630
This was SVN commit r26867.
2022-05-09 18:13:34 +00:00
wraitii 69c76acabb Fix crash in non-visual autostart from not loading terrain textures
Fixes 410d2e883a

Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D4627
This was SVN commit r26866.
2022-05-09 17:31:00 +00:00
wraitii 2ccd1ba280 UnitMotion - Fix Clearance serialization and only allow changing passability of formation controllers.
Fixes 5de50c447c

Changing the passability class at runtime breaks some UnitMotion
assumptions in unrecoverable ways and will lead to units getting into
impassable terrain.
Formation controllers can tolerate it since units still check their own
obstruction.
Until some code is added to recover from the above bad case,
de-activated changing passability class for non-formation controllers.

This also fixes serialization issues related to clearance & passability
classes following that diff.

Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D4629
This was SVN commit r26865.
2022-05-09 17:29:15 +00:00
vladislavbelov db8d251a8b Adds XML path of GL shader descriptions to file dependencies.
This was SVN commit r26864.
2022-05-09 10:13:19 +00:00
vladislavbelov 132058bc04 Fixes RenderDoc captures by calling glGetProgramivARB to get constants only for ARB shaders.
This was SVN commit r26863.
2022-05-09 08:22:21 +00:00
vladislavbelov ae54282794 Fixes depth texture sampling in ARB shaders after a87cb6c94d. Fixes #6537
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4639
This was SVN commit r26862.
2022-05-09 07:55:40 +00:00
vladislavbelov 67e8e28006 Fixes dynamic GL buffer orphaning forgotten in cff79b421a. Fixes #6533
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4638
This was SVN commit r26859.
2022-05-08 22:45:54 +00:00
vladislavbelov 62e589ab76 Adds renderer backend interface and dummy backend.
Comments By: phosit, Stan
Tested By: Langbart, phosit
Differential Revision: https://code.wildfiregames.com/D4636
This was SVN commit r26858.
2022-05-08 22:02:46 +00:00
vladislavbelov c5f71d6b87 Fixes grayscaleFactor usage in Canvas2D ARB shader added in 1f192f1593. Fixes #6536
Tested By: Langbart
This was SVN commit r26857.
2022-05-07 20:57:16 +00:00
vladislavbelov 5c17a11343 Fixes incorrect type of objectColor in overlay line ARB shader introduced in 34fc883317 and appeared after 04bd96cee0. Fixes #6534
This was SVN commit r26856.
2022-05-07 19:48:35 +00:00
Freagarach 27061d7bd4 Fix slow formation movement on spamclick by increasing instant turn angle to the same value as units.
Having a small instant turn angle apparently makes units (not only
formations) lag when spamclicking.

Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4593
Fixes #6440

This was SVN commit r26855.
2022-05-07 04:47:03 +00:00
vladislavbelov b808adcc00 Disables writing depth for decals as they follow terrain and water (if floating) shape. Fixes #6494
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4637
This was SVN commit r26852.
2022-05-05 17:25:20 +00:00
vladislavbelov 3ed4eaf247 Removes ogl_WarnIfError from regular renderer code.
This was SVN commit r26850.
2022-05-02 21:52:21 +00:00
vladislavbelov a493a9f07f Removes ARB switch optimization as it triggers slow down. Fixes #6525
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4635
This was SVN commit r26849.
2022-05-02 21:25:13 +00:00
vladislavbelov 04bd96cee0 Moves uniform and texture binding to CDeviceCommandContext.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4631
This was SVN commit r26848.
2022-05-02 20:57:22 +00:00
vladislavbelov a8caed8348 Uses correct value_type to iterate over the map in JSInterface_Hotkey. Refs a4852c4c01.
Patch By: phosit
Differential Revision: https://code.wildfiregames.com/D4633
This was SVN commit r26847.
2022-05-02 10:03:34 +00:00
Stan a2df854547 Fix extra parenthesis in d0b2168879.
This was SVN commit r26845.
2022-05-01 15:27:33 +00:00
Angen a90ba38357 [Gameplay] Buff spear cavalry
Bonus against cavalry 1.75 -> 2

Differential revision: D4625
Patch by: @LetswaveaBook
Reviewed by: @marder
Comments by: @real_tabasco_sauce
This was SVN commit r26844.
2022-05-01 11:08:52 +00:00
Angen d0b2168879 Add Mouse drag to options
Allow to modify pixel distance when mouse input is detected as drag e.g.
for selection box.

Differential revision: D4624
Refs: #6506
Comments by: @vladislavbelow @Freagarach
Tested by: @psypherium
This was SVN commit r26843.
2022-05-01 10:50:23 +00:00
Angen 59fdc5e591 Fix chat window
Fix chat window not closing when submitting empty string introduced in
47f5c27eec
Always call submitted hanlders.

Differential revision: D4621
Fixes: #6511
Patch by: @Langbart
Comments by: @elexis
This was SVN commit r26842.
2022-04-29 17:48:01 +00:00
Freagarach 9c0817849e Fix - in previous commit.
This was SVN commit r26840.
2022-04-29 05:39:54 +00:00
Freagarach 65f631ff15 Make scythes aura only affect humans (instead of units).
Fixes affecting corpses and Siege.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4619
Comments by: @asterix, @Silier, @wowgetoffyourcellphone
This was SVN commit r26839.
2022-04-29 05:38:58 +00:00
Freagarach edccaaf84a Reduce fog on cisalpine winter map and artic biome.
People shouldn't be punished in a competitive setting for having high
graphic settings.

Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4596
Reviewed by: @wowgetoffyourcellphone
This was SVN commit r26838.
2022-04-29 05:22:42 +00:00
Angen 7765393908 Shift group hotkeys to map 1 - 10 instead 0 - 9
Number groups from 1 - 10 replacing group 0 with group 10 for default
hotkey 0.

Differential revision: D4615
Reviewed by: @Langbart
Fixes: #6509

This was SVN commit r26837.
2022-04-28 17:03:58 +00:00
vladislavbelov ac60b12045 Replaces occurrences of "VBO" in comments by "backend buffer". Refs cff79b421a
This was SVN commit r26835.
2022-04-27 20:04:56 +00:00
vladislavbelov d8b8128abb Adds AsFloatArray to CMatrix3D.
This was SVN commit r26834.
2022-04-27 19:53:42 +00:00
vladislavbelov 22a4db837b Adds backend buffer upload forgotten in aba7a170d9. Fixes #6520
This was SVN commit r26833.
2022-04-27 19:00:06 +00:00
vladislavbelov b26aa5936d Avoids scoped binding of the already bound backend buffer.
This was SVN commit r26831.
2022-04-26 18:25:52 +00:00
vladislavbelov 98c18425a8 Adds more detailed debug name for backend buffers.
This was SVN commit r26830.
2022-04-26 18:16:45 +00:00
vladislavbelov 069560a290 Fixes incorrect vertex buffer offset added in aba7a170d9. Fixes #6519
This was SVN commit r26829.
2022-04-26 18:12:56 +00:00
wowgetoffyourcellphone 7e44e7ae69 [maps][alpha 26][fix] Change player owned trees to Gaia.
Reported in a video by: @psypherium
This was SVN commit r26828.
2022-04-25 19:28:08 +00:00
Stan 6214632ab1 Fix a missing ambient occlusion texture and uvmap revealed by 0766919645.
Reported in a video by: @psypherium
This was SVN commit r26827.
2022-04-25 15:27:16 +00:00
wowgetoffyourcellphone 5a1c510ff1 [maps] Fix lost comma. Reported by Gameboy.
This was SVN commit r26825.
2022-04-25 03:46:51 +00:00
wowgetoffyourcellphone e9fdb01d2b [maps][fix] Quick little map file fixes, per @Stan.
This was SVN commit r26824.
2022-04-24 22:10:31 +00:00
vladislavbelov d2d22a4538 Makes the terrain and decals rendering code load effect once per usage.
This was SVN commit r26823.
2022-04-24 13:44:00 +00:00
wowgetoffyourcellphone 42c46b41bb [maps][Alpha 26] Clean up of the Player data for Skirmish maps.
Fixes #6508

This was SVN commit r26821.
2022-04-24 04:37:27 +00:00
wowgetoffyourcellphone 8368bd6248 [art][textures] Add some player color to the Arabic robes.
This was SVN commit r26820.
2022-04-24 03:04:18 +00:00
wowgetoffyourcellphone 281ba0924f [maps][Alpha 26] Further improve corinthian_isthmus_2p and its map preview.
This was SVN commit r26819.
2022-04-24 02:58:20 +00:00
wowgetoffyourcellphone 7606fd1eec [maps][Alpha 26] Improve the terrain of Corinthian Isthmus (2) since it is the default map for Spanish language players.
Also improve the terrain for Cycladic Archipelago 2p.
Fix naming conventions for Acropolis Bay, Chang Jiang, and Tarim Basin.
Add these new and updated maps to the "New Maps" campaign.

This was SVN commit r26818.
2022-04-24 01:11:12 +00:00
vladislavbelov d3a7491724 Removes CONFIG2_GLES from CPostprocManager and renderers.
This was SVN commit r26817.
2022-04-23 23:49:52 +00:00
vladislavbelov df612ab8b4 Moves GLSL-specific uniform name workaround (added in 227f9e403f) to CShaderProgramGLSL.
This was SVN commit r26816.
2022-04-23 21:39:15 +00:00
vladislavbelov aba7a170d9 Moves vertex attribute binding to CDeviceCommandContext.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4610
This was SVN commit r26815.
2022-04-23 20:11:14 +00:00
vladislavbelov ddb8b08508 Removes lib_api.h cleared but not deleted in 8c068aab07.
This was SVN commit r26813.
2022-04-22 16:11:21 +00:00
vladislavbelov 9b6365f9f2 Removes unused Noise generator added in 18eb72a25a without any actual usage.
60befbd1cf added the exact same implementation to the rmgen tool,
469d0fe5c5 removed the rmgen tool along with the original implementation
of noise.

Patch By: smiley
Differential Revision: https://code.wildfiregames.com/D4611
This was SVN commit r26810.
2022-04-20 20:22:01 +00:00
wowgetoffyourcellphone f1a59eca29 [art] Fix Brennus actor's material.
This was SVN commit r26809.
2022-04-20 17:28:38 +00:00
wowgetoffyourcellphone da983fbe42 [art][Alpha 26] Give an easier-to-see projectile to the Han Siege Tower
This was SVN commit r26808.
2022-04-20 06:53:40 +00:00
wowgetoffyourcellphone 3dd1cd39ca [art][Alpha 26] Give an easier-to-see projectile to the Siege Tower
This was SVN commit r26807.
2022-04-19 07:50:26 +00:00
vladislavbelov 2355240eec Removes the Profiler allocation counter. Fixes #6476
Refs 5c8250ddb8, 5664f097d9, 6b0a0e83eb.

Patch By: smiley
Differential Revision: https://code.wildfiregames.com/D4606
This was SVN commit r26805.
2022-04-18 21:37:08 +00:00
vladislavbelov 7bd075d570 Moves glReadPixels to GL backend.
This was SVN commit r26802.
2022-04-17 14:55:00 +00:00
Stan 5de50c447c Allow setting the passability class dynamically. This is needed to improve formation behavior for the release.
Accepted by: @Freagarach
Refs: https://code.wildfiregames.com/D4563,
https://code.wildfiregames.com/D4605
Differential Revision: https://code.wildfiregames.com/Dr4599
This was SVN commit r26801.
2022-04-17 11:06:09 +00:00
vladislavbelov c6da4d9312 Adds a fallback texture to skies to avoid a crash if a sky texture was invalid.
This was SVN commit r26800.
2022-04-17 10:10:52 +00:00
vladislavbelov e02b402a14 Uses vertex attribute name only for GLSL. Fixes #6500
This was SVN commit r26799.
2022-04-17 08:00:10 +00:00
wowgetoffyourcellphone 28349a2067 [art] Reduce specular strength of this block wall texture.
This was SVN commit r26798.
2022-04-17 02:23:40 +00:00
wowgetoffyourcellphone 6dfe7378fd [art][actors] Fix the Temperate stone actor to use the correct textures.
This was SVN commit r26797.
2022-04-16 06:44:41 +00:00
wowgetoffyourcellphone 0e7c7f26cf [art][actors][Alpha 26] Remove a superfluous decal from these Arsenal actors. The game would display this decal inconsistently with the other decal, so I picked one over the other.
This was SVN commit r26796.
2022-04-16 05:07:54 +00:00
wowgetoffyourcellphone a2c3e7503b [art][model][decals] Fix the Spartan Forge by recentering the model, also create a new decal for it from the existing texture.
Tweak the other Spartan decals while I'm at it.

This was SVN commit r26795.
2022-04-16 05:06:01 +00:00
wowgetoffyourcellphone 9217a710ec [art] Technology portrait for Wicker shields
This was SVN commit r26793.
2022-04-15 19:55:15 +00:00
vladislavbelov eaac0b0dbe Uses vertex streams to get attribute locations reducing duplication in XML.
Also adds missing streams.

This was SVN commit r26792.
2022-04-15 18:13:33 +00:00
vladislavbelov 37645670c1 Fixes crash in shader preprocessor introduced in d295dacb9b and appeared after 25332f9b86. Fixes #6033
This was SVN commit r26791.
2022-04-15 17:45:15 +00:00
wowgetoffyourcellphone 44a6b6bd23 [maps] Add a couple of improved maps to the new maps campaign.
This was SVN commit r26790.
2022-04-15 07:34:35 +00:00
Stan 663fb3f527 Update the LIB_URL for zlib.
Fixes: #6496
Refs: #4362
Patch by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4603
This was SVN commit r26788.
2022-04-14 22:35:17 +00:00
wowgetoffyourcellphone 458f4fca1e [art][fix][actors][Alpha 26] Fix the projectiles for a handful of siege engines.
This was SVN commit r26787.
2022-04-14 06:52:43 +00:00
wowgetoffyourcellphone 0e9bbd10c6 [art][icons][Fix] Fix some new aura icons, renamed/modified some too. Added them to some auras. Added some old icons to other auras.
This was SVN commit r26786.
2022-04-14 06:25:43 +00:00
vladislavbelov 2c8f4c4837 Moves AssertPointersBound to draw commands to not forget to call it for new shaders.
In the future it allows to call AssertPointersBound in a more lazy way.

This was SVN commit r26784.
2022-04-12 18:02:08 +00:00
vladislavbelov d8d736f0eb Allows tex clients decide how to handle invalid textures instead of assertions. Fixes #6436
This was SVN commit r26783.
2022-04-12 17:39:05 +00:00
vladislavbelov 8c1a469253 Uses GL device capabilities for all vertex attribute locations.
This was SVN commit r26782.
2022-04-12 16:49:04 +00:00
vladislavbelov ad2068dae0 Uses sequential numbering of GL vertex attributes for modern hardware. Refs #3054
Differential Revision: https://code.wildfiregames.com/D4601
This was SVN commit r26781.
2022-04-12 16:13:47 +00:00
vladislavbelov f6837978e8 Adds GL debug labels only if they are supported (forgotten in 3db24af763). Fixes #6495
This was SVN commit r26780.
2022-04-12 06:44:06 +00:00
vladislavbelov e6dd9f944e Moves Vulkan report code to its device to prevent crashing when a GL device is created. Fixes #6270
Differential Revision: https://code.wildfiregames.com/D4577
This was SVN commit r26779.
2022-04-12 06:39:14 +00:00
vladislavbelov 811a540382 Simplifies GL::CShaderProgram to store less data.
This was SVN commit r26777.
2022-04-11 22:10:21 +00:00
vladislavbelov 3db24af763 Adds names to GL shaders and programs.
This was SVN commit r26776.
2022-04-11 20:30:23 +00:00
Angen eafdb2339d Fix unit demo map
Split from D4589

Differential revision: D4600
Original patch by: @Langbart
Fixes: #6486
Refs: #6116

This was SVN commit r26775.
2022-04-11 18:59:25 +00:00
vladislavbelov 8a51e05c2e Avoids a crash if a texture size is not a power of two.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4586
This was SVN commit r26774.
2022-04-11 16:28:41 +00:00
wowgetoffyourcellphone b55c71ab88 [maps] Improve Median Oasis 2p with new terrain textures and new flora/geology.
This was SVN commit r26770.
2022-04-09 05:45:00 +00:00
Freagarach 06796303d7 Fix progress slider on formerly autoqueued items.
It was not resized for ghosts.

Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4592
Fixes #6492

This was SVN commit r26769.
2022-04-09 05:34:43 +00:00
wowgetoffyourcellphone 41032b034c [ maps ] Fix the absence of stone mines on Cisalpine Winter.
This was SVN commit r26768.
2022-04-09 04:54:05 +00:00
wowgetoffyourcellphone 001da7fdb8 [ art ][ particles ] Slow down the snow fall for aesthetics.
This was SVN commit r26767.
2022-04-09 04:52:22 +00:00
wowgetoffyourcellphone 73ec3fd48b [ Alpha 26 ] In Carthaginian embassies, remove references to "researching technologies" since there are none.
Report:
https://wildfiregames.com/forum/topic/51306-thread-for-posting-suggestions-for-alpha-26/page/14/#comment-489907

This was SVN commit r26766.
2022-04-09 01:08:42 +00:00
wowgetoffyourcellphone ed6b87c0fe [art] [Alpha 26] Improve and standardize the portraits for Ruins and Rocks. Delete a now-unused portrait.
This was SVN commit r26765.
2022-04-09 00:53:25 +00:00
wowgetoffyourcellphone 0766919645 [ art ][ actors ][ Alpha 26 ] A large actor visual update (mainly buildings)
- Better fitting decals
- Player color
- Warships use the larger, easier to see projectile like buildings do
- Upgrading variants
- Standardized decals for Stables
- Fix a few death variants
- Some better tree props
- Fixed sheath position for the Roman Centurion
- Add Cavalry variants for Gallic heroes (templates will come later)
- A more "British" shield for the Brit fanatic
- Add a new Atlas building for the Spartans, the "Persian Stoa"
- Add distinct actors between lit and non-lit Fireships

This was SVN commit r26764.
2022-04-08 21:45:47 +00:00
vladislavbelov 73c0e40045 Fixes warnings about unused function arguments in renderer.
This was SVN commit r26763.
2022-04-08 06:49:38 +00:00
Stan 383df82c4a Improve acropolis_bay_2p by removing fences and tweaking roads lightly and allow rebuilding towers.
Accepted by: @marder
Patch by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4591
This was SVN commit r26761.
2022-04-07 15:51:36 +00:00
vladislavbelov d3dd98418e Fixes GLES build after c842678591.
This was SVN commit r26760.
2022-04-07 06:59:40 +00:00
wowgetoffyourcellphone 6cc44f7a6f [art][textures] Reduce the resolution of the camel blanket textures by half. They were originally ginormous, 4x bigger than a standard unit texture.
This was SVN commit r26758.
2022-04-04 03:50:28 +00:00
wowgetoffyourcellphone 7da9ec6005 [art][actors] Improved the look of some actors.
- Different dirt decals for 3 Iberian structures
- Variations for the trees on the Kushite wonder
- Spec maps for a couple Athenian units
- Changed textures for Gallic elite javelineer
- New textures for the Ptolemy war elephant driver
- Peytral for the Elite Seleucid jav cav
- More helmet variants for the Elite Seleucid spear cav

This was SVN commit r26757.
2022-04-03 20:51:39 +00:00
Freagarach f9fae35b59 Fix selecting formations when cycling through idle entities.
Since formations have `cmpIdentity` now (b778caf146), they were
incorrectly selected when cycling through idle entities.

Reported and tested by: @Langbart
Differential revision: https://code.wildfiregames.com/D4588
Fixes #6490

This was SVN commit r26756.
2022-04-03 17:37:34 +00:00
Freagarach d847a1c479 Fix research icon position.
It was overlayed with the FPS overlay which rendered it unreadable.

Introduced in 7c3aed5f36
Reported by: @Langbart
Patch by: @phosit
Differential revision: https://code.wildfiregames.com/D4585
Comments by: @elexis
Fixes #6484

This was SVN commit r26755.
2022-04-03 17:32:19 +00:00
Freagarach a9d266f9f7 Rework Iphicratean Reform.
- Gymnasium to the second phase.
- Allow training the marines and cretan archers there.
- Move the above mentioned tech to that structure and the dock.

Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4537
Comments (implied acceptence) by: @chrstgtr, @ValihrAnt

This was SVN commit r26754.
2022-04-03 17:18:46 +00:00
Angen 3a43cb272c [Gameplay] Ships less pierce attack, but can destroy other ships because of a multiplier
Currently garrisoned ships easily kill organic units that dare to get to
close to them. A garrisoned ship is a killing machine like nothing else
in the game.

This patch solves their absurd deadliness against organic units. Ships
get 12 pierce attack and a 3x multiplier against other ships so they can
sink enemy ships at comparable rate as in A24 and A25.

Differential revision: D4507
Patch by: @LetswaveaBook
Reviewed by: @wowgetoffyourcellphone
Comments by: @marder @wraitii @Freagarach
This was SVN commit r26753.
2022-04-03 09:24:10 +00:00
wowgetoffyourcellphone 6297d1a58f [art][actors] Use the "normal" material instead of "parallax" for these 2 Kushite actors. The normal maps don't have an alpha anyway.
This was SVN commit r26751.
2022-04-02 23:47:29 +00:00
wowgetoffyourcellphone 84531ea28a [art][textures] Significantly reduce the bump effect of 3 Kushite royal textures.
This prevents a lot of visual artifacts.

Also reduce the size of this 1 spec map (it was overlarge). Saves disk
space.

This was SVN commit r26750.
2022-04-02 23:45:45 +00:00
vladislavbelov e08590ee34 Fixes warning about unused captured variable in CDeviceCommandContext.
This was SVN commit r26749.
2022-04-02 20:40:40 +00:00
wowgetoffyourcellphone 4c17946717 [maps] Improve Saharan Oases skirmish map.
This was SVN commit r26748.
2022-04-02 08:57:27 +00:00
wowgetoffyourcellphone fdb1298efe [maps] Revamp Acropolis Bay skirmish map.
This was SVN commit r26747.
2022-04-02 08:54:47 +00:00
wowgetoffyourcellphone 77e9ec372f [music] Rename music tracks to convention.
This was SVN commit r26746.
2022-04-02 08:37:30 +00:00
wowgetoffyourcellphone 46dfad4c41 [maps][Atlas] Update Britons sandbox map. Refs #6488
This was SVN commit r26745.
2022-04-02 03:43:46 +00:00
wowgetoffyourcellphone c1fb182e5e [maps][Atlas] Fix Kushite sandbox map. Refs #6488
This was SVN commit r26744.
2022-04-02 03:28:16 +00:00
wowgetoffyourcellphone 3a22d2ec69 [art][mesh] Fix the UV map of this head mesh to remove a visual defect on the pony tail geometry.
This was SVN commit r26743.
2022-04-01 23:56:36 +00:00
Freagarach 1af385a6dd Fix attack-walk with formations.
As well as patrolling.
Formations kept moving, finding targets and instructing their members to
attack (thereby resetting their attacking state every time).
We now move into `MEMBER` upon finding a target.

Differential revision: https://code.wildfiregames.com/D4550
Comments by: @Stan
Fixes #6461

This was SVN commit r26741.
2022-04-01 05:46:13 +00:00
Freagarach a8e7bb179e Add identity tag to obstructor.
Introduced in 20bb3ea4a3.

We assume at many places that an entity has cmpIdentity and as such we
add it here as well.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4583
Fixes #6416

This was SVN commit r26740.
2022-04-01 05:29:23 +00:00
Freagarach 12ac4c7714 Fix pop indication of paused items.
Reported by @Langbart at 75aa2091b7.

Differential revision: https://code.wildfiregames.com/D4308
Comments by: @Langbart, @marder, @Silier
Fixes #6452

This was SVN commit r26739.
2022-04-01 05:22:49 +00:00
vladislavbelov 02b87cdb46 Fixes MSAA on macOS GL drivers for textures with incorrect sample count, fixes #6480
Refs #5969

Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4581
This was SVN commit r26737.
2022-03-31 07:04:51 +00:00
vladislavbelov a3248ac04b Escapes paths in user report terms to fix invisible backslashes on Windows. Fixes #6475
Patch By: Langbart
Differential Revision: https://code.wildfiregames.com/D4579
This was SVN commit r26733.
2022-03-29 22:11:58 +00:00
Stan 3f8cbecd72 Remove hardcoded shadows in Atlas UI
Fixes c9a7aabbea
Patch by: @nwtour
Accepted by: @phosit
Tested by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4400
This was SVN commit r26730.
2022-03-28 22:47:52 +00:00
Stan ff7c5c7601 [maps] Improve forests on savanna and nubia biomes
Accepted by: @wowgetoffyourcellphone
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4562
This was SVN commit r26729.
2022-03-28 22:41:05 +00:00
Stan 5836637dde [Maps] Oly use actors in the decoratives of the random biomes
Accepted by: @wowgetoffyourcellphone
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4569
This was SVN commit r26728.
2022-03-28 22:39:45 +00:00
Stan 8f85f24608 Update the water height slider if the water height is set using the picker.
Patch by: @phosit
Fixes: #6424
Differential Revision: https://code.wildfiregames.com/D4576
This was SVN commit r26727.
2022-03-28 22:36:17 +00:00
Stan a33e0ccc84 Remove some duplicated code from ScriptInterface.cpp
Tested by: @Langbart
Patch by: @smiley
Differential Revision: https://code.wildfiregames.com/D4574
This was SVN commit r26725.
2022-03-28 21:58:22 +00:00
vladislavbelov c842678591 Removes usages of EXT and INTEL timer query GL extensions.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4571
This was SVN commit r26724.
2022-03-28 17:32:09 +00:00
wowgetoffyourcellphone 4013004040 [art] Odds n Ends. Add different trees to the Ptolemy library. Give the Polybolos a slightly larger projectile. Make a tree texture darker.
This was SVN commit r26723.
2022-03-28 09:56:17 +00:00
wowgetoffyourcellphone e341daef26 [art] Add player color to hele_struct_b.
This was SVN commit r26722.
2022-03-28 09:55:02 +00:00
wowgetoffyourcellphone 050dff3aec [art][actors] Fix/Tweak some Carthaginian and Gallic actors.
This was SVN commit r26720.
2022-03-27 09:45:15 +00:00
wowgetoffyourcellphone 8935fc8748 [art] Fix the front-back position of the Carth camel trader prop and now use it.
This was SVN commit r26719.
2022-03-27 09:43:19 +00:00
wowgetoffyourcellphone 6a0a9370e9 [art] Delete this old, unused brit unit texture.
This was SVN commit r26718.
2022-03-27 09:39:03 +00:00
wowgetoffyourcellphone d2df1e5090 [art] Fix vertical position of this Carthaginian apartment model
This was SVN commit r26717.
2022-03-27 09:37:11 +00:00
wowgetoffyourcellphone 3245cf1ad1 [art][actors] Tweaked the look of some actors and some minor style stuff.
This was SVN commit r26715.
2022-03-27 01:32:17 +00:00
wowgetoffyourcellphone 838d7de552 [ART][TEXTURES][UI] Reduce resolution of these 20 technology portraits to a consistent 128^2. Save a little bit of space.
This was SVN commit r26714.
2022-03-26 23:53:48 +00:00
wowgetoffyourcellphone 860552b166 [art] Fix 2 actors caught by Jenkins.
Reported by @Stan

This was SVN commit r26713.
2022-03-26 19:08:09 +00:00
vladislavbelov 4934784266 Adds USE_FP_SHADOW to shader context only for GL ARB.
This was SVN commit r26712.
2022-03-26 19:00:28 +00:00
wowgetoffyourcellphone 6e3b33806c [art][Atlas][Alpha 26] Improve some Atlas structures.
- Use a nicer actor for the obelisk
- Better portrait for sele_colonnade.xml and Stoas
- Tweak some civs for the tents

This was SVN commit r26711.
2022-03-26 09:00:49 +00:00
wowgetoffyourcellphone 5fa5b0ad24 [Alpha 26] Tweaked these Han technologies a little
This was SVN commit r26710.
2022-03-26 08:56:07 +00:00
wowgetoffyourcellphone efd296fb72 [art] Some additional art fixes and improvements before commit freeze.
- Date Palm actor variations for use on structures and elsewhere
- Fixed missing player color on the Celtic battering ram
- Unit actor fixes and updates
- Updated a Spartan unit texture and added a spec map for weapons

This was SVN commit r26709.
2022-03-26 08:54:24 +00:00
wowgetoffyourcellphone cf1d45042b [art][actors][Spartans] Fix and enhance some Spartan actors. Add some Helot actors for fun.
This was SVN commit r26708.
2022-03-26 02:32:12 +00:00
wowgetoffyourcellphone bc43ae9461 [art] Make is so these Lithobolos operator actors don't share the same helmet types.
This was SVN commit r26707.
2022-03-26 01:37:56 +00:00
wowgetoffyourcellphone 0422d243c6 [art] A longer spear for the Persian champion cavalry.
This was SVN commit r26706.
2022-03-26 01:36:48 +00:00
wowgetoffyourcellphone cc16f89404 [Atlas] [Maps] Keep tweaking the Han sandbox map.
This was SVN commit r26704.
2022-03-25 06:58:16 +00:00
Freagarach ca78a599db Make catapult / stonethrower more useful.
So decrease their attack spread to 3, increase their crush damage and
also increase their vision range slightly, so you can actually see what
they attack.
This still means they are primarily useful against buildings, and not
unit killer as in a23.

Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4511
Accepted by: @chrstgtr, @ValihrAnt, @wowgetoffyourcellphone
Comments by: @Langbart, @Stan
This was SVN commit r26703.
2022-03-25 06:32:37 +00:00
Freagarach a98049220c Use the Introductory Tutorial as tutorial.
As opposed to the Starting Economy Walkthrough, which is less
beginner-friendly.

Patch by: @azayrahmad
Differential revision: https://code.wildfiregames.com/D4194
Fixes #6347

This was SVN commit r26702.
2022-03-25 06:25:22 +00:00
wowgetoffyourcellphone 4ddaa93a56 [art][Atlas] Move the terrains from the "new_temp" folder to the "biome-temperate" folder.
Requested by @Vladislav and @Stan

This was SVN commit r26701.
2022-03-22 07:01:43 +00:00
Stan a403a9ed2e [Atlas] [Maps] Update the Default map in Atlas
Lowers default terrain grid height, which helps with shadow
sharpness on old shadows and allows for more vertical height
    A nicer Skybox as default
    One of the new higher-quality Terrain Textures by default


Patch by: @wowgetoffyourcellphone
Accepted by: @marder
Differential Revision: https://code.wildfiregames.com/D4446
This was SVN commit r26700.
2022-03-22 00:03:28 +00:00
Stan 6db7039bb4 fix mainland: decorative bushes spawnig inside the player cc on mainland.js
Patch by: @marder
Accepted by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4549
This was SVN commit r26699.
2022-03-21 23:58:44 +00:00
Stan 6ad67d6a38 [art] only use the blossoming variant of the apple tree as a fruit tree to make it more distinct.
Add a normal variant.
Patch by: @marder
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4555
This was SVN commit r26698.
2022-03-21 23:55:34 +00:00
Stan 1f09d43c7c Use geometry instead of transparency for han shields.
Recommended by: @vladislavbelov
Removed unused head for liu bang.

This was SVN commit r26697.
2022-03-21 23:41:08 +00:00
Stan 63841facb7 Remove not working terrain_parallax_spec.xml material and usages.
Remove two other unused/bad textures and use a better dummy texture
instead.

This was SVN commit r26696.
2022-03-21 20:29:22 +00:00
Freagarach 3c0c9098cf Adjust animal stances.
There have been complaints on the forums (e.g.
https://wildfiregames.com/forum/topic/51245-how-do-you-guys-feel-about-a25-in-terms-of-how-much-fun-you-have-compared-to-a23-or-a24/#comment-446690).
Boar and walrus now behave the same as the elephants (only attack back
when attacked), whilst most other animals have defensive stance (attack
only within some smaller distance and chase until left vision).

Differential revision: https://code.wildfiregames.com/D4533
Reviewed by: @marder, @wowgetoffyourcellphone
Comment by: @Silier
This was SVN commit r26694.
2022-03-21 06:58:13 +00:00
wowgetoffyourcellphone aca70ab800 [gameplay] Reenable the Han Academy' ability to be captured.
This was SVN commit r26692.
2022-03-21 02:43:20 +00:00
wowgetoffyourcellphone 830839d55b [art] Improved a few portraits
This was SVN commit r26691.
2022-03-21 01:55:19 +00:00
vladislavbelov 249f7cad55 Fixes cinematic camera distortion on some angles.
Differential Revision: https://code.wildfiregames.com/D4567
This was SVN commit r26690.
2022-03-20 21:59:49 +00:00
wowgetoffyourcellphone 8d9396e07e [art] Fix a space in the file name of this rock template, then fix the refs in the maps that use it.
This was SVN commit r26689.
2022-03-20 19:36:50 +00:00
vladislavbelov a57581471d Reduces the number of uniform changes in decals rendering and the number of render queries in models.
This was SVN commit r26688.
2022-03-20 16:08:19 +00:00
vladislavbelov d214745f8f Reduces the number of uniform changes in decals rendering.
This was SVN commit r26687.
2022-03-20 14:58:03 +00:00
Stan fd1eb35e07 [art] replace fig tree by the better visible date palm (or by berries)
Patch by: @marder
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4560
This was SVN commit r26686.
2022-03-20 14:51:51 +00:00
Stan d8f6995dba [art] switch the berries on savanan biome
Patch by: @marder
Accepted by: wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4558
This was SVN commit r26685.
2022-03-20 14:50:22 +00:00
Stan 9387020ace [art] remove a decal from the small desert mines
Patch by: @marder
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4557
This was SVN commit r26684.
2022-03-20 14:36:23 +00:00
Stan feb32fba1a [art] Recenter the Maurya ram mesh, it was centered with the wooden beam unlike the other ones.
Noticed by: @wowgetoffyourcellphone
This was SVN commit r26683.
2022-03-20 13:54:27 +00:00
Freagarach 74275a12f3 Fix some style issues noticed by translators.
This was SVN commit r26682.
2022-03-20 08:08:27 +00:00
wowgetoffyourcellphone e69a729b64 [art] The final new default cursor?
This was SVN commit r26681.
2022-03-20 03:24:21 +00:00
wowgetoffyourcellphone 1c95269354 [art Alpha 26] Update the footprint sizes and selectable shapes for mechanical units (Siege and Ships)
Closes #6459

This was SVN commit r26680.
2022-03-20 00:34:19 +00:00
wowgetoffyourcellphone af4317c92f [art] Remove this unused actor.
This was SVN commit r26679.
2022-03-20 00:30:41 +00:00
Stan 897b37040c [gameplay] Increase the cost of mercenary cavalry from 80 to 90 metal.
Patch by: @marder
Accepted by: @ValihrAnt
Differential Revision: https://code.wildfiregames.com/D4515
This was SVN commit r26678.
2022-03-19 17:00:56 +00:00
Stan 83bdd88f4a [Gameplay] Fix Ministers being able to capture fields, palisades and walls.
Patch by: @Langbart
Reported by: Playerof0AD
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4565
This was SVN commit r26677.
2022-03-19 16:56:44 +00:00
Stan 69d30d4725 Add missing Territory root tooltip information for the Han Ministry.
Patch by: @Langbart
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4566
This was SVN commit r26676.
2022-03-19 16:51:02 +00:00
Stan a77279ad3e [art] make the olive tree a source of wood, as it is hard to see that it is a food supply
Thread:
https://wildfiregames.com/forum/topic/73939-fruit-trees-are-too-difficult-to-tell-apart-from-other-trees/
Accepted by: @wowgetoffyourcellphone
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4561
This was SVN commit r26675.
2022-03-19 16:38:00 +00:00
Stan bb542f3aff Capitalize population in game setup
World pop was added with edb956424e, words (no preposition & articles)
for the title heading in the game setup are all capitalized except
population.

Patch By: @Langbart
Accepted by: @wowgetoffyourcellphone, @marder
Differential Revision: https://code.wildfiregames.com/D4564
This was SVN commit r26674.
2022-03-19 16:26:23 +00:00
Stan 18e4091d65 Alpha 26 Name: Zhuangzi
This is an ancient Chinese text from the late Warring States period.

Poll:
https://wildfiregames.com/forum/topic/53736-alpha-26-name-suggestions/

This was SVN commit r26673.
2022-03-19 16:19:31 +00:00
wowgetoffyourcellphone 9365464717 [A26]
Style fix on the Ministry template. Add civ to the Han palisade
template.

This was SVN commit r26672.
2022-03-19 08:38:13 +00:00
wowgetoffyourcellphone 8f2f111c35 [art - Alpha 26]
Shrink up the Arab oval shield model slightly, as it was overlapping
with the unit's weapons, etc.

This was SVN commit r26671.
2022-03-19 07:40:53 +00:00
wowgetoffyourcellphone 67050b8a83 [art - Alpha 26] Han Chinese
Move the Han head textures to the proper folder and delete the bad
folder. Adjust the head actors to the correct texture folder.

Improve the han_fem_c.png face texture and the Han female citizen
portrait.

Improve the Han fisherman actor to use better textures.

This was SVN commit r26670.
2022-03-19 07:39:38 +00:00
wowgetoffyourcellphone 12007ee14b [art Alpha 26]
Greatly reduce the size of these quiver textures. Part of an ongoing
effort to get texture sizes under control.

This was SVN commit r26669.
2022-03-19 06:41:10 +00:00
Freagarach 42b6784f07 Nerf fire cav (differently).
Give back their stacking fire, but reduce their damage, increase their
spread and repeat time.
Based on the discussion at
https://wildfiregames.com/forum/topic/72452-tasklist-for-closing-out-a26/,
this should decrease their efficiency versus units.

Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4516
Reverts 422fbbee7f
Comments by: @Silier
Reviewed by: @chrstgtr, @ValihrAnt
This was SVN commit r26667.
2022-03-18 06:53:38 +00:00
vladislavbelov 2a66c783ee Make configurable mouse edge distance for view scroll.
Differential Revision: https://code.wildfiregames.com/D4552
This was SVN commit r26665.
2022-03-17 18:25:54 +00:00
vladislavbelov 2ed2e9de0c Invalidates CDeviceCommandContext texture bind cache properly.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4553
This was SVN commit r26664.
2022-03-17 18:17:11 +00:00
wraitii ce3a47e49a Fix passibilty overlay in atlas
Broken in bb49fbe793.

Patch by: nwtour
Fixes #6374

Differential Revision: https://code.wildfiregames.com/D4338
This was SVN commit r26663.
2022-03-17 15:17:49 +00:00
vladislavbelov 37b30901b3 Removes C++ code for conditional defines removed in f29d059617.
Differential Revision: https://code.wildfiregames.com/D4551
This was SVN commit r26661.
2022-03-15 22:13:22 +00:00
Freagarach 7f279c695d Remove fortress and tower entity limits.
The distance requirement is enough:
These entity limits for fortresses and towers unnecessarily restrict
player freedom, especially on giant-size maps. See also comments by
various people on the forums (e.g.
https://wildfiregames.com/forum/topic/37687-lets-fight-gameplay-balance-mod/page/2/?tab=comments#comment-422251).

Patch by: @Nescio
Rebased by: @marder
Differential revision: https://code.wildfiregames.com/D3778
Reviewed by: @borg-, @chrstgtr
Comment from: @wowgetoffyourcellphone

This was SVN commit r26660.
2022-03-15 07:08:05 +00:00
Freagarach 7a42776b83 Increase the acceleration.
Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4512
Agreed: @chrstgtr, @Effervescent, @LetswaveaBook, @PhiliptheSwaggerless,
@Stockfish, @ValihrAnt, @wowgetoffyourcellphone
Disagreed: @bb, @Freagarach

This was SVN commit r26659.
2022-03-15 07:04:42 +00:00
Freagarach 6db68dbe8e Don't show captured units in summary.
Since siege isn't capturable anymore since d583048690.

Reported by: fmmaks at
https://wildfiregames.com/forum/topic/73490-cant-capture-siege-engines-alpha-25/#comment-484544.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4538
Fixes #6455

This was SVN commit r26658.
2022-03-15 06:53:40 +00:00
Freagarach 4af4fa84e3 Fix using numeric cheats with a non-numeric value.
Requested by @Silier at 93b22c5f86.
This notifies players when using a non-numeric value and guards the
simulation against such cases.

Previous behaviour was that a cheat was executed with its default value.
Now the cheat is not used.

Differential revision: https://code.wildfiregames.com/D4485
Comments by: @bb, @Silier
This was SVN commit r26657.
2022-03-15 06:46:34 +00:00
Freagarach 02de932816 Remove redundant function in HasDealtWithTech in trigger helper.
The function was redundant for a long time, but made an error in
73f741d266.

Reported by: @marder
Differential revision: https://code.wildfiregames.com/D4541
Tested by: @marder
Fixes #6458

This was SVN commit r26656.
2022-03-15 06:38:46 +00:00
Freagarach 959d50b81d Add icon and tooltip for han pop bonus.
Similar to the pers and maur ones.

This was SVN commit r26655.
2022-03-15 05:39:29 +00:00
vladislavbelov ea6af3f148 Updates a model color uniform in RenderModifier only if it was changed.
This was SVN commit r26653.
2022-03-14 22:56:38 +00:00
vladislavbelov b4253d48cb Moves CShaderProgram to backend and handling via CDeviceCommandContext.
Differential Revision: https://code.wildfiregames.com/D4548
This was SVN commit r26652.
2022-03-14 22:16:14 +00:00
bb 1b0891c566 Handle OutOfWorld for formations
Comments By: Silier
Reviewed By: Freagarach
Differential Revision: D4535
fixes #6448
fixes d9d4deb6ce

This was SVN commit r26651.
2022-03-14 19:51:22 +00:00
Angen a7b7f50cc8 Move some shaders to mod
Differential revison: D4547
Fixes: #6294

This was SVN commit r26650.
2022-03-14 17:24:47 +00:00
Angen 8cec96270b Don't create thread on failed connection
Differential revision: D4545
Fixes: #6442

This was SVN commit r26649.
2022-03-14 17:19:42 +00:00
wowgetoffyourcellphone cce1005c81 [art - Alpha 26]
Fix 2 Blemmye textures. Somehow during the moving and renaming process
the textures got screwed up.

This was SVN commit r26646.
2022-03-14 06:02:21 +00:00
wowgetoffyourcellphone 36c7fff532 [Han Chinese - Alpha 26]
Renamed the Han civ bonus filename to match the Persian and Mauryan
files of the same effect. Very minor change.

This was SVN commit r26644.
2022-03-14 03:54:50 +00:00
Stan 91a1fddf9d Fix arctic biome bushes spawning too close to the CC.
Patch by: @marder
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4543
This was SVN commit r26643.
2022-03-14 00:15:43 +00:00
Angen 74ce45b93e Fix Macedonian bonus
Differential revision: D4544
Patch by: @ValihrAnt
Missed rebase

This was SVN commit r26642.
2022-03-13 19:14:44 +00:00
Angen 020a123ea1 [gameplay] Adjust Kushite Pyramids to be more used
Differential revision: D4280
Patch by: @ValihrAnt
Reviewed by: @chrstgtr
Accepted by: @marder
Comments by: @wowgetoffyourcellphone @LetswaveaBook @wraitii @Freagarach
This was SVN commit r26641.
2022-03-13 19:08:46 +00:00
Angen 4023b04895 [gameplay] increase attack of defensive structures slightly
This increases their damage slightly from 10 to 11

Differential revision: D4510
Patch by: @marder
Reviewed by: @wowgetoffyourcellphone
Comments by: @chrstgtr
This was SVN commit r26640.
2022-03-13 18:54:06 +00:00
Stan 87b04cc3f9 Add a word of caution to the empire map.
Patch by: @Langbart
Fixes #6456
Differential Revision: https://code.wildfiregames.com/D4546
This was SVN commit r26639.
2022-03-13 18:51:13 +00:00
Angen 8f7ee59f79 Fix 0 tech cost multiplier in session tooltips
This was SVN commit r26638.
2022-03-13 13:01:19 +00:00
vladislavbelov 376fe61df9 Adds missed shader program validation after 0456b09c3c.
Reported By: Freagarach
This was SVN commit r26637.
2022-03-13 11:01:32 +00:00
wowgetoffyourcellphone 272b4c1828 [Han Chinese - Alpha 26]
Make the Imperial Court upgrade only applicable to 1 civic center.

This was SVN commit r26636.
2022-03-13 04:54:57 +00:00
wowgetoffyourcellphone ff4e30d672 [Han Chinese - Alpha 26] This retools the Imperial Court upgrade for the Civic Center.
Discussion:
https://wildfiregames.com/forum/topic/71582-fixing-chinese-han/

This removes the Champion training aspect and reduces the GarrisonHolder
from 2x to a 1.5x bonus, the same as the health and capture points
bonus. 2x garrisoning caused there to be a prohibitive number of arrows.

Replaces the champions with faster batch training speed. Unlocked heroes
still remain.

This was SVN commit r26634.
2022-03-13 04:53:40 +00:00
wowgetoffyourcellphone 2c9a6704e0 Forgot to commit the unlock tech changes for c4bdbe4dd9
This was SVN commit r26633.
2022-03-13 04:53:08 +00:00
wowgetoffyourcellphone c4bdbe4dd9 [Han Chinese - Alpha 26] Champions trainable in captured Barracks and Stables now require Unlocking Techs
Discussion:
https://wildfiregames.com/forum/topic/71582-fixing-chinese-han/

Previously, one could capture an enemy Barracks or Stable and train Han
champions there without researching the champion unlocking techs. This
rectifies this (in an admittedly hacky way) by creating duplicate Han
champion templates with suffix "_academy" and putting those in the Han
Academy with the RequiredTechnology of City Phase.

The original Han champion templates, which are what can be trained in
captured Barracks and Stables, are given the unlocking
RequiredTechnology respective to their class (as most of civs'
champions).

Both Templates have the same SelectionGroupName, so should be selectable
together with a double-click with no problem.

Please report problems in the above linked thread.

This was SVN commit r26632.
2022-03-13 04:34:03 +00:00
wowgetoffyourcellphone 4eb65144fc [Han Chinese] Minister
- Make his capture attack be 20% less than heroes, but 40% more than
champions (previously his capture attack was a whopping 20)
- Add an attack-move soundgroup
- Discussion:
https://wildfiregames.com/forum/topic/71582-fixing-chinese-han/

This was SVN commit r26631.
2022-03-13 04:25:10 +00:00
vladislavbelov e89e55539e Removes custom vertex attribute locations for GLSL. Refs ce215cace3.
This was SVN commit r26630.
2022-03-12 23:25:23 +00:00
vladislavbelov 992c18aabb Enables ARB shaders only once since we should not mix different backends.
This was SVN commit r26629.
2022-03-12 22:10:47 +00:00
vladislavbelov 0456b09c3c Moves shader dependent XML parsing from shader manager to shader program.
This was SVN commit r26628.
2022-03-12 22:02:21 +00:00
Stan 325176fa55 [gameplay] Macedonian bonus - Instant storehouse technology research time.
Patch by: @ValihrAnt
Accepted by: @chrstgtr
Differential Revision: https://code.wildfiregames.com/D4234
This was SVN commit r26627.
2022-03-12 21:52:23 +00:00
Stan d9ccc5c499 [gameplay] Nerf Han hero Han Xin
Patch by: @ValihrAnt
Accepted by: @marder, @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4525
This was SVN commit r26626.
2022-03-12 21:22:16 +00:00
Stan 50234ba533 Slighty offset the stone mine on the tutorial map to prevent overlap.
Patch by: @Langbart
Accepted by: @marder
Thread:
https://wildfiregames.com/forum/topic/73619-tutorial-map-woman-overlapping-stone-mine

Differential Revision: https://code.wildfiregames.com/D4540
This was SVN commit r26625.
2022-03-12 19:29:18 +00:00
vladislavbelov 518a1421ab Clears the color attachment of the main framebuffer only if needed.
Differential Revision: https://code.wildfiregames.com/D4539
This was SVN commit r26623.
2022-03-11 22:26:49 +00:00
Stan 61ef7fc1d1 Adjusted walking speed and animation speed for a number of animals:
- camel, cow, sanga cattle, zebu: decreased animation speed
- deer and gazelle: decreased animation speed and walking speed.

Patch by @pszemsza
Fixes #5680
Differential Revision: https://code.wildfiregames.com/D3891
This was SVN commit r26622.
2022-03-11 13:51:43 +00:00
wowgetoffyourcellphone 4f028b0771 [art] Resize the minimap icons from 32x32 to 16x16
This was SVN commit r26621.
2022-03-11 08:18:25 +00:00
Freagarach dff79a388b Fix obstructed entities being able to drop off resources.
Introduced in 7ba4b1ffc8 by not checking the range anymore.
Reported by @FFFF at
https://wildfiregames.com/forum/topic/72985-stuck-units-delivering-resourses/.

Differential revision: https://code.wildfiregames.com/D4531
Tested by: @Langbart
Fixes #6446

This was SVN commit r26619.
2022-03-11 06:39:25 +00:00
Freagarach 41033d951e Fix stances of healers.
They fled whilst healing and not when idle. That is the other way around
than expected.
Introduced in healing introduction (c56f96040e); #999 specifically made
them flee, but it left quite undefined behaviour.
Reported by @BreakfastBurrito_007 on the forums somewhere.

Differential revision: https://code.wildfiregames.com/D4532
This was SVN commit r26618.
2022-03-11 06:37:03 +00:00
Stan 9c22f9f123 Fix the loading of subfiles for LODS. It currently failed because el_actor and el_quality levels have different ids depending on the loaded file. e.g for an actor with qualitylevels el_actor will be 18 and el_qualitylevels will be 0 while for a standard actor el_actor will be 0 and el_qualitylevels will be -1, hence failing for all the files since the code assumed wrong. XeroActor.Load() takes care of all the other cases, e.g. trying to load a variant which means the only valid check is for qualitylevels.
Fixes 76acc4e146

This was SVN commit r26616.
2022-03-10 21:32:36 +00:00
vladislavbelov 5390143b66 Fixes rendering reflections even they are disabled, broken in 9ce51f4357. Fixes #6454
Reported By: Langbart
This was SVN commit r26615.
2022-03-10 16:36:16 +00:00
vladislavbelov 1ce999a52d Creates water backend textures and framebuffers only if needed.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4536
This was SVN commit r26613.
2022-03-09 21:40:24 +00:00
wowgetoffyourcellphone ca3c3714a7 [art] Han Chinese
New portrait for Wei Qing, by kul

This was SVN commit r26612.
2022-03-09 17:50:14 +00:00
vladislavbelov cb1f0807c5 Removes FALLTHROUGH in VertexArray after 12c304e494. Fixes #6453
This was SVN commit r26611.
2022-03-09 07:07:02 +00:00
vladislavbelov 12c304e494 Removes duplication of backend format in VertexArray usages, optimizes vertex color attribute of quad overlay.
This was SVN commit r26609.
2022-03-08 23:28:31 +00:00
wowgetoffyourcellphone 6a09087225 [art] Han Chinese
- Liu Bang portrait by @kul

This was SVN commit r26608.
2022-03-08 09:21:07 +00:00
wowgetoffyourcellphone 059fbf25d1 [Fix - Alpha 26] Remove minimap icons from Stone and Metal mines for this release, as some maps have more than the max number of 128.
Refs diff: ​https://code.wildfiregames.com/D4513
Refs changeset: 9e6e6e7535

This was SVN commit r26607.
2022-03-08 07:03:58 +00:00
vladislavbelov 41f2ab87ed Fixes macOS warnings after adding final keyword to simulation classes in 3eee3a444d.
Also fixes GLES.

Differential Revision: https://code.wildfiregames.com/D4528
This was SVN commit r26605.
2022-03-07 23:04:11 +00:00
Stan 687174e5d9 Fix crash when creating JSON file that do not exist.
Tested by: @Langbart
Refs: #6450
Differential Revision: https://code.wildfiregames.com/D4529
This was SVN commit r26604.
2022-03-07 15:46:28 +00:00
wowgetoffyourcellphone 3417669e97 [art] Improve the look of the loading screen parchment. From a cc0 source.
This was SVN commit r26602.
2022-03-07 07:28:48 +00:00
wowgetoffyourcellphone 2d598c34f3 [Fix] Han Minister attack soundgroup
This was SVN commit r26601.
2022-03-07 06:56:21 +00:00
wowgetoffyourcellphone 9e6e6e7535 [Minimap] Finish off the minimap feature with the rest of the icons
Refs diff: https://code.wildfiregames.com/D4513
Refs #26592

This was SVN commit r26600.
2022-03-07 06:49:08 +00:00
wowgetoffyourcellphone 839d38386c [gameplay - Alpha 26] Han Chinese
- Remove the bolt shooter tech from the Han arsenal, since they no
longer have a bolt shooter

This was SVN commit r26598.
2022-03-07 05:04:22 +00:00
wowgetoffyourcellphone c62cc86477 [art] Improve the Ptolemy merc cav actors.
This was SVN commit r26597.
2022-03-07 05:03:05 +00:00
wowgetoffyourcellphone 1fd263520c [art] Create a new material player_trans_ao_norm_spec.xml
This was SVN commit r26596.
2022-03-07 05:02:07 +00:00
wowgetoffyourcellphone 475e1a02ae [art] Allow the Spartan Syssition model to use Spartan hoplite shields instead of the ugly low res bronze disks used previously.
This was SVN commit r26595.
2022-03-07 04:59:51 +00:00
vladislavbelov 647fccd410 Replaces native GL types by backend format in vertex attributes in CShaderProgram.
This was SVN commit r26594.
2022-03-07 02:21:05 +00:00
wowgetoffyourcellphone 36faf3bb4f This was SVN commit r26593. 2022-03-07 01:59:41 +00:00
vladislavbelov ce18f297d5 Adds icons to minimap.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4513
This was SVN commit r26592.
2022-03-07 01:22:06 +00:00
wowgetoffyourcellphone ddf88a2640 [gameplay - Alpha 26] Han Chinese
- Remove GarrisonHolder from the Han Dock, as it messed up the trade
route waypoint feature.
- Maybe investigate a way to get around this.

This was SVN commit r26591.
2022-03-06 23:25:46 +00:00
wowgetoffyourcellphone ff3b6d5ac4 [Jenkins Log]
- Fixing Thespian Melanochitones and Theban Sacred Band errors
introduced in 8c8d765c06
- Fixing some shield errors introduced in f2346b6796

This was SVN commit r26589.
2022-03-06 22:32:41 +00:00
vladislavbelov 3399791677 Adds renderer backend vertex formats and normalizes texture formats.
This was SVN commit r26588.
2022-03-06 22:14:57 +00:00
bb 15ed402a12 [A26 Gameplay] Tweak the formation turning threshold
Reviewed By: marder
Differential Revision: D4517
This was SVN commit r26587.
2022-03-06 21:32:19 +00:00
bb 6a9a17606c further optimizations for map Unknown: Passes
Patch By: elexis
Transferred By: marder
aids 50fefd0605
Differential Revision: D4526
This was SVN commit r26586.
2022-03-06 21:30:19 +00:00
vladislavbelov db7894ff6b Removes redundant binding slot retrieving from CShaderProgram.
This was SVN commit r26585.
2022-03-06 21:17:24 +00:00
bb 8eecc39e71 Let the Gamesetup.cpp Autostart (starting from cl) use the gamesettings via the autostart gui page.
Comments and testing By: Langbart
Fixes #6433
Differential Revision: D4492
Includes/Obsoletes D4287

This was SVN commit r26584.
2022-03-06 21:12:16 +00:00
bb 2af020bab1 Generalize fromInitAttributes loop
Add deepCompare function to utilities to easy and reliably compare js
variables.

Comments By: Langbart, Stan, asterix
Differential Revision: D4521
This was SVN commit r26583.
2022-03-06 21:01:36 +00:00
vladislavbelov bc6ab4ac49 Removes redundant CShaderProgram streams.
This was SVN commit r26582.
2022-03-06 20:53:39 +00:00
wowgetoffyourcellphone 18c450a268 [art] Fix resolution of portrait (from 250^2 to 256^2)
This was SVN commit r26581.
2022-03-06 20:23:38 +00:00
wowgetoffyourcellphone 77978b8348 [art] New portraits of Han Xin and Cleopatra.
First art commit from user kul. Congrats!

Thread:
https://wildfiregames.com/forum/topic/27520-task-improve-hero-portraits/?do=findComment&comment=479591

This was SVN commit r26580.
2022-03-06 18:07:51 +00:00
vladislavbelov 63f749da2d Removes unused functions from CShaderProgram.
This was SVN commit r26579.
2022-03-06 16:40:04 +00:00
Stan 50fefd0605 Fix unknown map: opponent being unreachable
Patch by: @elexis
Tweaks by: @Langbart, @marder
Fixes: #6422
Differential Revision: https://code.wildfiregames.com/D4457
This was SVN commit r26578.
2022-03-06 15:22:35 +00:00
Stan 3299bc7efb Fix unpassable and unnatural forests on African Plains
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4502
This was SVN commit r26577.
2022-03-06 15:10:16 +00:00
Stan aad2453e09 Texture update for polar sea
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4450
This was SVN commit r26576.
2022-03-06 15:05:06 +00:00
Stan 352dd1873d Texture update/ general overhaul for Gulf of Bothnia and its biomes
Reviewed by: @smiley
Differential Revision: https://code.wildfiregames.com/D4086
This was SVN commit r26575.
2022-03-06 14:51:25 +00:00
Angen 9fcb007bb3 [Petra] Fix han civilisation
This was SVN commit r26574.
2022-03-06 13:54:03 +00:00
Stan 71a5274c52 Add 24 new music tracks.
Patch by: @Samulis, Omri Lahav
Refs: #6445

This was SVN commit r26573.
2022-03-06 11:25:57 +00:00
bb b5d5628667 Make sure PlayerCiv values are initialized
fixes daada92a82
Reviewed By: Silier
Differential Revision: D4522
This was SVN commit r26572.
2022-03-06 09:39:57 +00:00
wowgetoffyourcellphone 0668167fda [art] Seven new technology portraits.
This was SVN commit r26571.
2022-03-06 07:54:00 +00:00
wowgetoffyourcellphone 217aa91496 [art] Better decals for some building actors; added 2 new "tents" for Atlas.
This was SVN commit r26570.
2022-03-06 07:52:34 +00:00
wowgetoffyourcellphone 8c8d765c06 [art/templates] Move Sacred Band and Thespian Black Cloaks to the Theban folder; rename the templates to suit
This was SVN commit r26569.
2022-03-06 07:50:19 +00:00
wowgetoffyourcellphone 5dbb7729d6 [art/art cleanup] Some texture updates and deletions.
This was SVN commit r26568.
2022-03-06 07:47:57 +00:00
wowgetoffyourcellphone 4811b24483 [art cleanup] Reduce the resolution and file size of these Kushite statue textures.
This was SVN commit r26567.
2022-03-06 07:44:08 +00:00
wowgetoffyourcellphone f2346b6796 [art cleanup] Remove 190 unused shield textures and actors
- Attempt to fix all instances where there caused a problem. Still on
the lookout for anymore gremlins.
- Will hunt down and remove unused meshes in a later commit.

This was SVN commit r26566.
2022-03-06 07:32:38 +00:00
wowgetoffyourcellphone cbf0b49b85 [art] Cleanup these Scutum Boss textures by reducing their file dimensions and file size. (they were comically oversized)
This was SVN commit r26565.
2022-03-06 07:25:59 +00:00
wowgetoffyourcellphone 0bcf289798 [art] Darken the sand decals slightly.
This was SVN commit r26564.
2022-03-06 07:24:39 +00:00
wowgetoffyourcellphone b45bc531c4 [art] Use newer shield models for the sides of the Roman warships
This was SVN commit r26563.
2022-03-06 07:20:05 +00:00
wowgetoffyourcellphone 69daefeb2b [art] Move the prop points for the Roman tents to fit the newer Roman Scutum models.
This was SVN commit r26562.
2022-03-06 07:17:32 +00:00
wowgetoffyourcellphone fc5a165d81 [art] Add specular to the Mausoleum statues
This was SVN commit r26561.
2022-03-06 07:15:50 +00:00
wowgetoffyourcellphone 5867d96ab4 [art] Add a Bronze Quadriga to the top of the Roman Triumphal Arch
This was SVN commit r26560.
2022-03-06 07:13:05 +00:00
wowgetoffyourcellphone ee8bec703d [art] Fix the Spart temple decal.
This was SVN commit r26559.
2022-03-06 07:10:54 +00:00
Stan cddb52cd3f Fix menu music no longer playing.
This was SVN commit r26557.
2022-03-05 22:23:53 +00:00
wowgetoffyourcellphone dd499437ca [art] 4 improved unit portraits.
This was SVN commit r26556.
2022-03-05 21:56:52 +00:00
Stan 82ee4fdce2 [gameplay] Reduce pikemen pierce armor by 2
Patch by: ValihrAnt
Accepted by: @wowgetoffyourcellphone, @chrstgtr
Differential Revision: https://code.wildfiregames.com/D4524
This was SVN commit r26555.
2022-03-05 21:56:04 +00:00
wowgetoffyourcellphone db31e46030 [art] Move Han weapon textures to the right subfolder.
This was SVN commit r26554.
2022-03-05 21:37:04 +00:00
wowgetoffyourcellphone c55cd0d7f8 [art] A dozen new technology portraits.
This was SVN commit r26553.
2022-03-05 20:46:17 +00:00
wowgetoffyourcellphone ebac6b01fa [art] Some hero portrait background textures
This was SVN commit r26552.
2022-03-05 20:05:53 +00:00
wowgetoffyourcellphone d32c68eb2c Add Chinese specificName for Town and City phase techs.
Discussion:
https://wildfiregames.com/forum/topic/38729-addition-of-han-chinese-to-0ad/?do=findComment&comment=482980

Participants: @Carltonus @OliverLew @AIEND

This was SVN commit r26551.
2022-03-05 19:47:01 +00:00
wowgetoffyourcellphone d566f891d9 [art] Stopped dead Baobabs from swaying in the wind.
refs: #6423

This was SVN commit r26550.
2022-03-05 19:39:42 +00:00
wowgetoffyourcellphone ca47c244c5 [art] 2 new skyboxes; 1 updated
"Desert", "Sunrise", and "Stratus_2" skyboxes from cc0 sources.

This was SVN commit r26549.
2022-03-05 19:24:46 +00:00
wowgetoffyourcellphone 6e863d141b [gameplay - Alpha 26] Han Chinese
The Han Minister can now defend himself. Exact values open for debate.

This was SVN commit r26548.
2022-03-05 19:14:58 +00:00
Stan 38351207ba Fix Han civil service technologies
Patch by: @marder
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4523
This was SVN commit r26547.
2022-03-05 19:02:08 +00:00
Stan 9ce9273c35 Add quotes to the logged filenames.
Differential Revision: https://code.wildfiregames.com/D2212
This was SVN commit r26546.
2022-03-05 18:30:38 +00:00
Stan 376720e55e Fix white appearing in camel mipmaps.
Noticed by: @marder
This was SVN commit r26545.
2022-03-05 18:12:11 +00:00
Stan b9d3d00c50 Show system_info.txt, console.txt, json file, userreport_hw.txt paths in the terminal when it's written to the disk.
Discussed with: @vladislavbelov
Idea by: @elexis
Differential Revsion: https://code.wildfiregames.com/D2212

This was SVN commit r26544.
2022-03-05 17:28:00 +00:00
Stan f3fbc86529 Fix an error introduced in fa5671438a. _string was expected but message was there instead
Refs: #6197
Suggestion by: @bb
This was SVN commit r26543.
2022-03-04 14:33:06 +00:00
Stan f2f54cb23d Only add default music tracks if civ.json doesn't override them.
Comments by: @bb, @Freagarach
Differential Revision: https://code.wildfiregames.com/D4500
This was SVN commit r26542.
2022-03-04 14:09:14 +00:00
Stan ba825ac514 Fix Han practice_range triggering errors.
This was SVN commit r26541.
2022-03-04 14:04:54 +00:00
wowgetoffyourcellphone a586d94230 Use some of @Stan's new 'Polar' geology assets on the Alpine Valleys skirmish map.
This was SVN commit r26539.
2022-03-04 06:28:26 +00:00
vladislavbelov 3eee3a444d Adds final keyword to simulation component classes.
Differential Revision: https://code.wildfiregames.com/D4520
This was SVN commit r26537.
2022-03-03 22:42:26 +00:00
vladislavbelov d494bbd583 Replaces M_PIf by M_PI in Atlas, fixes compilation with gcc 11.2.0 and glibc 2.35.
There was added a workaround in glibc to fix tests.

Refs:
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=103735
https://sourceware.org/bugzilla/show_bug.cgi?id=28713

This was SVN commit r26536.
2022-03-03 18:10:05 +00:00
bb bd4b7d4bb6 Generalise gamesettings pickRandomItems' loop
Comments By: wraitii, Stan, Silier
Suggested By: elexis
Differential Revision: D4231
This was SVN commit r26535.
2022-03-03 16:13:35 +00:00
Stan bc59f0c40b Use the correct resource type for polar stone mines.
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4519
This was SVN commit r26534.
2022-03-03 15:04:59 +00:00
bb be2f33b661 removeable => removable
Patch By: LudovicRousseau
Comments By: vladislav, Nescio
Differential Revision: D3663
fixes #6098

This was SVN commit r26533.
2022-03-03 14:52:13 +00:00
bb aa79122b7f introduce template_unit_siege_flamethrower.xml
Patch By: Nescio
Differential Revision: D3576
This was SVN commit r26532.
2022-03-03 14:11:47 +00:00
Stan fa5671438a Fix invalid translations in the game options.
Comments and fixes by: @bb
Fixes: #6197
Differential Revision: https://code.wildfiregames.com/D4083
This was SVN commit r26531.
2022-03-03 13:34:15 +00:00
bb fefde41317 Allied chat opens with t bug (on linux)
Comments By: vladislav, elexis
Solution Proposed By: elexis
fixes #5194
refs #3870

Differential Revision: D1386
This was SVN commit r26530.
2022-03-03 11:36:08 +00:00
Stan 2fbd9ea17d Add new polar mines.
Refs: https://code.wildfiregames.com/D4450

This was SVN commit r26529.
2022-03-03 11:04:52 +00:00
Stan ab501175f9 Improve new metal mine textures. Better normal map and specular.
This was SVN commit r26528.
2022-03-03 11:02:57 +00:00
wowgetoffyourcellphone 6281499708 Move Roman legionary shoulder pad actors to the /armor/ subfolder
This was SVN commit r26527.
2022-03-03 07:15:26 +00:00
wowgetoffyourcellphone 6b158ce34d Line endings -> native
This was SVN commit r26526.
2022-03-03 07:12:04 +00:00
vladislavbelov 3a4bbd11fd Moves all GL draw commands to CDeviceCommandContext.
Differential Revision: https://code.wildfiregames.com/D4518
This was SVN commit r26525.
2022-03-03 07:09:59 +00:00
bb 7c3aed5f36 Set the size of the overlaybox without relying on the arbitrary initSize
Comments By: vladislav
Differential Revision: D4489
This was SVN commit r26523.
2022-03-02 16:27:11 +00:00
bb 8aa00041e9 Fix BufferZone in right alignment
Comments By: vladislav
Differential Revision: D4490
This was SVN commit r26522.
2022-03-02 16:14:05 +00:00
bb f69e5c01e8 Fix template type in d9d4deb6ce
This was SVN commit r26521.
2022-03-02 15:55:16 +00:00
bb d9d4deb6ce smoother formation manouvres
Implement a threshold between "turning" the formation and "rearranging"
it.

Patch By: marder
Based on Patch By: alre
Comments By: Freagarach, Stan, Silier
Glanced good By: Freagarach
Differential Revision: D4294
Forum Topic:
https://wildfiregames.com/forum/topic/44848-proposals-for-formations/#comment-452917

This was SVN commit r26520.
2022-03-02 12:54:43 +00:00
wowgetoffyourcellphone 250b0f12c6 [gameplay - Alpha 26]
Attempt at making Crossbow teching less OP:
- Remove "Repeating Crossbows" as it was historically problematic and
was also OP for crossbows.
- Reduce the RepeatTime bonus in "Crossbow Training" from -33% to -20%.

This was SVN commit r26519.
2022-03-02 07:36:23 +00:00
wowgetoffyourcellphone df0cd5ac71 Really fix the Han Sandbox this time.
This was SVN commit r26517.
2022-03-01 18:37:33 +00:00
wowgetoffyourcellphone 299df0f049 [gameplay - Alpha 26]
Removed the ability of the Han to research 'Will to Fight' from a
captured Fortress. Reported by @faction_02 here:
https://wildfiregames.com/forum/topic/71578-feedbacks-from-a26-svn-tests/?do=findComment&comment=482636

Increased the cost and research time of 'Art of War' to match the other
two Han special Fortress techs.

On the backend moved the Han techs to the Fortress parent template.
Seemed cleaner.

This was SVN commit r26516.
2022-03-01 18:24:43 +00:00
wowgetoffyourcellphone afde89eb33 Update some "sandbox" maps.
Fixed an error to the Han sandbox reported by @Stan.

This was SVN commit r26515.
2022-03-01 18:07:05 +00:00
vladislavbelov 6de2649955 Fixes empty decals drawing when a decal is outside or on a border of a map.
Reported By: Nullus
This was SVN commit r26514.
2022-03-01 18:02:52 +00:00
Stan 32ed1f9065 Fix heads forgotten in 090ce1c82f
This was SVN commit r26513.
2022-03-01 15:39:24 +00:00
Stan 75f7cde184 Fix previous commit. Removing materials only doesn't work with the game's collada importer.
Noticed by: @marder
This was SVN commit r26512.
2022-03-01 15:34:17 +00:00
Stan 8f8752fbe4 Fix incorrect normal maps for stone_furrowed_0* meshes.
Remove duplication in some actors.
Fix naming conventions for those files.
Use the correct material.

Noticed by: @marder
This was SVN commit r26511.
2022-03-01 14:17:24 +00:00
wowgetoffyourcellphone 552f66e527 Add additional animation variants to the medium player color cape.
This was SVN commit r26509.
2022-02-28 05:51:20 +00:00
wowgetoffyourcellphone 88572c5e80 New f_armor_dress.dae mesh by @Stan with a better UV map
This allows for more accurate textures for female units with intricate
patterns on their long skirts. Boudicca is the first example, provided
here.

This was SVN commit r26508.
2022-02-28 05:50:27 +00:00
wowgetoffyourcellphone 3344324a66 [gameplay - Alpha 26] More Han refactoring
Chariot Crossbowman -> Chariot Archer
- Adjusted Actors and template

Champion Cavalry
- Took away shield and gave cataphract animations

Champion Swordsman -> Champion Spearman

Liu Bang
- Gave him a different base animation variant

This was SVN commit r26507.
2022-02-28 05:46:49 +00:00
wowgetoffyourcellphone f0d7c8ec27 Fixed supersedes line in this tech. Reported by @Stan
This was SVN commit r26505.
2022-02-27 23:50:42 +00:00
wowgetoffyourcellphone 1173163066 Added a requirementsTooltip message in case the Espionage tech is ever placed in a different building, as it is for the Han.
This was SVN commit r26504.
2022-02-27 23:45:52 +00:00
Stan a04ad0beb2 Make ClumpPlacer determine the correct fraction of failed attempts to place points
Comments by: @smiley, @elexis
Patch by: @Inari
Fixes #5092
Differential Revision: https://code.wildfiregames.com/D1414
This was SVN commit r26503.
2022-02-27 21:49:32 +00:00
vladislavbelov 1ff3b45a1e Adds more checks for vertex and index buffer creations.
This was SVN commit r26502.
2022-02-27 20:21:07 +00:00
wackyserious 10c0d813bf Improved Persian head textures
This was SVN commit r26501.
2022-02-27 13:04:56 +00:00
wackyserious dd90459888 Improved numidian head texture
-Derived from an edit of the Vercingetorix face texture

This was SVN commit r26500.
2022-02-27 07:12:36 +00:00
wackyserious 090ce1c82f Numidian head fix (eye color and skin tone)
This was SVN commit r26499.
2022-02-27 06:12:02 +00:00
vladislavbelov da4ec670c1 Moves glViewport from CRenderer to CDeviceCommandContext.
This was SVN commit r26497.
2022-02-26 23:17:48 +00:00
Stan a217718254 Fix stone mine actors on maps after 1a6c1c2131.
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4505
This was SVN commit r26496.
2022-02-26 22:52:33 +00:00
vladislavbelov 680b0215fc Adds depth bias to PipelineState and its management to CDeviceCommandContext.
Refs #2368

This was SVN commit r26495.
2022-02-26 21:49:32 +00:00
vladislavbelov bf8fe51dea Moves enabling of GL multisample to CDevice.
This was SVN commit r26494.
2022-02-26 21:10:14 +00:00
vladislavbelov 6bc2f7a783 Draws entities on minimap via triangles instead of points.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4509
This was SVN commit r26493.
2022-02-26 20:30:09 +00:00
vladislavbelov 67cafcd599 Fixes GLES and compilation warnings.
This was SVN commit r26492.
2022-02-26 20:28:39 +00:00
Stan 3651ff26d9 Fix shadow glitch on Maurya market on lowest setting.
Reported by: @marder
This was SVN commit r26491.
2022-02-26 17:36:15 +00:00
wackyserious 70dc03e20d Large round shield (no boss) mesh + complimentary variants to the new Gaul noble tunic
This was SVN commit r26489.
2022-02-26 05:00:18 +00:00
vladislavbelov 23a023507a Replaces GL_LINES, GL_QUADS, GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN by GL_TRIANGLES.
This was SVN commit r26488.
2022-02-26 00:37:27 +00:00
vladislavbelov 59a0a74951 Fixes a degenerate triangle on terrain sides of map corners.
This was SVN commit r26487.
2022-02-25 23:45:54 +00:00
vladislavbelov d5d1754991 Moves polygon mode handling to PipelineState and CDeviceCommandContext.
This was SVN commit r26486.
2022-02-25 22:05:06 +00:00
vladislavbelov a87cb6c94d Moves GL depth comparison function to SamplerDesc.
This was SVN commit r26485.
2022-02-25 20:02:03 +00:00
vladislavbelov 0d2faa1cab Adds debug context option for GL context creation.
This was SVN commit r26484.
2022-02-25 16:26:56 +00:00
wowgetoffyourcellphone 1a6c1c2131 [Art] New trees, bushes, and rocks.
New "Bush" mixin

Note, the Badlands rock actors have been renamed. Might break some maps.

This was SVN commit r26483.
2022-02-25 09:31:12 +00:00
wowgetoffyourcellphone eed2cbe740 [Gameplay - Alpha 26] More Han Refactoring
- Major thing is added the Chinese Chariot as a champion, trainable at
the Academy.

- Replaced Crossbowman with Archer as the starting ranged infantry. This
is still open for changing as there is a poll on the forum about it.

This was SVN commit r26482.
2022-02-25 08:20:42 +00:00
vladislavbelov 8a63adc40d Uses CDeviceCommandContext as an input parameter for CCanvas2D.
This was SVN commit r26480.
2022-02-25 08:14:11 +00:00
vladislavbelov d1f1d41a9f Uses triangles for drawing lines in CCanvas2D.
Differential Revision: https://code.wildfiregames.com/D4444
This was SVN commit r26479.
2022-02-25 06:59:57 +00:00
Freagarach a3b99b17b0 Give an icon to the spy.
Needed after ef1d1dbed8.
Reported by: @Stan
Solution suggested by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4503
This was SVN commit r26478.
2022-02-25 05:58:29 +00:00
Freagarach 9373e7044e Clean PlayerManager.js.
Remove obseleted function RemoveAllPlayers in 354bd8b088.
Linter stuff.
Don't initialise undefined world population value.

Differential revision: https://code.wildfiregames.com/D4494
This was SVN commit r26477.
2022-02-24 07:04:46 +00:00
Freagarach b778caf146 Move FormationName and Icon from cmpFormation to cmpIdentity.
Reduces duplication across components.
Allows to provide specific names and history for formations.

Differential revision: https://code.wildfiregames.com/D4476
Comments by: @bb, @Stan
Fixes #6400

This was SVN commit r26476.
2022-02-24 06:51:07 +00:00
Angen 422fbbee7f [gameplay-a26] Do not stack fire damage
Fire cavalry is currently unstopable. nerf it by not stacking fire
damage.

Differential revision: D4497
This was SVN commit r26474.
2022-02-23 19:47:50 +00:00
wowgetoffyourcellphone 3bd332a401 Some geology additions and improvements.
This was SVN commit r26473.
2022-02-23 07:12:14 +00:00
wowgetoffyourcellphone 8bd9271455 Fix a few minor things with the Han refactor.
This was SVN commit r26471.
2022-02-23 03:18:59 +00:00
wowgetoffyourcellphone efea43fcb5 Use the new technology portraits.
This was SVN commit r26470.
2022-02-23 02:57:42 +00:00
wowgetoffyourcellphone 9411d8c98e Han Chinese civilization restructure.
Deep discussion here:
https://wildfiregames.com/forum/topic/71582-fixing-chinese-han/
Participants: @Yakaterina @BreakfastBurrito_007 @Lionkanzen @chrstgtr

Changes:
- New Starting units (Spearman, Crossbowman, Cavalry Swordsman)
- Farms 60 wood, 30 seconds
- Practice Range disabled (may be re-enabled in a future alpha)
- Infantry and Cavalry Crossbowmen rebalance
- New technology for the Han at the Forge: "Repeating Crossbows";
"Crossbow Training" at barracks tweaked to allow crossbows to fire
faster

This was SVN commit r26469.
2022-02-23 02:37:50 +00:00
wowgetoffyourcellphone db713e6ba9 Revert default cursor. A couple people didn't like the new one.
This was SVN commit r26468.
2022-02-23 01:31:25 +00:00
wowgetoffyourcellphone aa7cb74e3c New "Yakchal" Ice House for Persians. Just an Atlas object for now.
Concept by @wowgetoffyourcellphone
Artwork by @Stan

This was SVN commit r26467.
2022-02-23 00:28:24 +00:00
wowgetoffyourcellphone 0168252cbe New and updated UI portaits (mostly technologies)
This was SVN commit r26466.
2022-02-23 00:26:14 +00:00
vladislavbelov 6a0fc31c33 Replaces GL_QUADS by GL_TRIANGLES for drawing overlays and debug frustums.
This was SVN commit r26465.
2022-02-22 18:41:31 +00:00
bb a350ec2a74 Let StartingCamera react upon change in number of players
fixes an issue in 071fddd598

Reviewed By: marder
Comments By: nwtour
Differential Revision: D4498
fixes #6435

This was SVN commit r26464.
2022-02-22 16:34:02 +00:00
Stan da41470c2d Reduce crow texture size to match that of the seagull.
Noticed by: @vladislavbelov
This was SVN commit r26463.
2022-02-21 22:43:13 +00:00
wowgetoffyourcellphone 9e6c3c00f7 Delete a couple of unused actors.
Give the Athenian barracks a slightly larger dirt decal.

This was SVN commit r26462.
2022-02-21 08:29:32 +00:00
wowgetoffyourcellphone 291f91b59d Adjust these unit actors to the new Illyrian texture file names.
This was SVN commit r26461.
2022-02-21 08:28:24 +00:00
wackyserious dd88591f73 Rename Illyrian texture assets to standard
This was SVN commit r26459.
2022-02-21 07:50:45 +00:00
Freagarach ef1d1dbed8 Make Icon non-optional.
Requested by @bb in D4476.
Differential revision: https://code.wildfiregames.com/D4484
Reviewed by: @bb
This was SVN commit r26458.
2022-02-21 07:20:26 +00:00
wowgetoffyourcellphone 5b0f75cb6d Make the red fox texture a little more red.
This was SVN commit r26456.
2022-02-21 04:16:37 +00:00
wowgetoffyourcellphone 5e0d205d0f Dunno why, but Brennus had a completely wrong helmet. Hopefully this one stays on his head.
This was SVN commit r26455.
2022-02-21 04:09:12 +00:00
wowgetoffyourcellphone 834363d3a0 Improved/more accurate Han unit portraits.
Deleted 3 unused portraits.

This was SVN commit r26454.
2022-02-21 03:50:42 +00:00
wackyserious 86c4b023ea Balanced colorful tone for the Gauls (Work in progress)
Discussion:
https://wildfiregames.com/forum/topic/25184-task-current-issues-with-celtic-units-and-guideline-for-the-next/?do=findComment&comment=480221

This was SVN commit r26453.
2022-02-21 02:47:37 +00:00
wowgetoffyourcellphone 97e9ee2ed3 A subtle embed to the Gaia emblem.
This was SVN commit r26452.
2022-02-21 01:29:58 +00:00
wowgetoffyourcellphone b7e85b04a3 New Gaia civ emblem for @Freagarach
This was SVN commit r26451.
2022-02-21 00:47:42 +00:00
Stan 8ef83e3136 Add a murder of crows to the game.
This was SVN commit r26450.
2022-02-21 00:00:28 +00:00
wowgetoffyourcellphone cd8d4cfbfd Fix the obstruction and footprint of this treasure.
This was SVN commit r26449.
2022-02-20 23:44:44 +00:00
wowgetoffyourcellphone c4d5fb067c Improved cursors.
This was SVN commit r26448.
2022-02-20 23:29:14 +00:00
Stan edaacb4181 Slightly improve the seagull model, shorter wings, new gliding animation, slight inclination on the rotation. Fix wings not reflecting in the water.
This was SVN commit r26447.
2022-02-20 23:24:23 +00:00
wowgetoffyourcellphone d63639f7b7 A more "historical" victory icon: a laurel wreath.
This was SVN commit r26446.
2022-02-20 22:14:01 +00:00
wowgetoffyourcellphone 1cd62c38af A more explicit town bell icon.
This was SVN commit r26445.
2022-02-20 22:12:19 +00:00
vladislavbelov 731b85b9a2 Adds GPU scoped labels for console, logger and profiler.
This was SVN commit r26444.
2022-02-20 21:55:29 +00:00
Stan 81013ab198 Fix the fallback material requiring spec (3c315caa98), when the high quality material does not.
Noticed by: @Silier
This was SVN commit r26443.
2022-02-20 14:18:15 +00:00
Angen 3e13896e3f [gameplay-a26] move some trainable animals to higher phases
Differential revision: D3341
Accepted by: @borg~
Comments by: @Freagarach, @Nescio, @wraitii
This was SVN commit r26442.
2022-02-20 13:13:19 +00:00
Stan 00fb58389e Fix the red border on map flare tip
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4496
This was SVN commit r26441.
2022-02-20 12:37:17 +00:00
Stan 928f5600ce Fix visible fps overlay in tips screenshots and red border on water.
Patch by: @marder
Differential Revision: https://code.wildfiregames.com/D4496
This was SVN commit r26440.
2022-02-20 12:32:10 +00:00
vladislavbelov a0b0effd50 Fixes minimap after map reloading.
Reported By: marder
This was SVN commit r26439.
2022-02-20 10:51:11 +00:00
Angen daada92a82 Fix not selectable civilisations not showing if defined by the map
Fix displaying unknow civilisation when civilisation defined by map is
not selectable but exists by switching two lists based on if selection
is locked or not.

Differential revision: D4429
Fixes: #6145
Reviewed by: @bb
This was SVN commit r26438.
2022-02-20 07:34:11 +00:00
Angen 26644da270 Fix landscape settings for unknown map
Reported by BreakfastBurrito_007 on forum:
https://wildfiregames.com/forum/topic/51306-thread-for-posting-suggestions-for-alpha-26/page/13/#comment-479133

Patch by: @marder
Differential revision: D4495
This was SVN commit r26437.
2022-02-20 07:29:42 +00:00
wowgetoffyourcellphone 96cf9c8fb3 Give arrow-firing buildings a slightly larger, easier to see projectile.
This was SVN commit r26435.
2022-02-20 06:11:57 +00:00
wowgetoffyourcellphone 21937ddc8a Warm up the Ptolemies struct texture a little bit.
Give their CC and MC a decal. Give the CC the new obelisks.

This was SVN commit r26434.
2022-02-20 06:06:24 +00:00
wowgetoffyourcellphone ba0e642bc6 Improved some variants for the Han. Gave the unused ones to the Han champion cav.
This was SVN commit r26433.
2022-02-20 03:51:40 +00:00
wowgetoffyourcellphone 4571f6865f This mesh has no 2nd uv for an ao map, so change actor to fix warning.
This was SVN commit r26432.
2022-02-20 03:04:20 +00:00
wowgetoffyourcellphone 5f3a2f6e0b Move the Han shield textures to the proper subfolder.
This was SVN commit r26431.
2022-02-20 02:55:12 +00:00
wowgetoffyourcellphone 3c315caa98 Move Han helmet meshes to the proper subfolder.
This was SVN commit r26430.
2022-02-20 02:45:28 +00:00
wowgetoffyourcellphone 48c369a879 Create some nice new "paving block" decals.
This was SVN commit r26429.
2022-02-20 02:32:11 +00:00
wowgetoffyourcellphone 0e36e4a33c Improve some prop textures (mainly shields). Darken up the shuttle block diffuse texture a bit.
This was SVN commit r26428.
2022-02-20 02:30:43 +00:00
wowgetoffyourcellphone ed244700d4 Modified the "Han Bandana" to be a generic headband for any civ. This replaces the old "headband_color" prop with something much much better.
This also creates a player_trans_norm.xml material, which was
conspicuously missing. Changed the material for the headband from a
parallax material to this new normal map material.

This was SVN commit r26427.
2022-02-20 02:28:08 +00:00
wowgetoffyourcellphone 63d90afeec Han female's rice hat stays on when chopping wood.
This was SVN commit r26426.
2022-02-20 00:30:27 +00:00
wowgetoffyourcellphone 55ca22bb91 Hotfix to remove the generic palisade from the Han female's builder queue. Makes her queue match that of the Han males'.
This was SVN commit r26425.
2022-02-19 20:54:14 +00:00
vladislavbelov aac1a64675 Moves dynamic geometry for rendering sky to static vertex buffer.
This was SVN commit r26424.
2022-02-19 20:07:55 +00:00
Stan cb336fb28b Fix some maps issues. Add the new maps to the new map campaign.
This was SVN commit r26423.
2022-02-19 18:39:11 +00:00
bb 0f07c368ed Allow more general contexts in json translatable strings
While at it fix the messages.json from ea72437739 (missing excludeMask
and make the keywords objects not arrays)
Comments By: Freagarach
Differential Revision: D4483
This was SVN commit r26422.
2022-02-19 17:21:23 +00:00
Stan e2bf494cf9 Add Han Chinese Maps
Patch by: artoo @wowgetoffyourcellphone
Refs #6412

This was SVN commit r26421.
2022-02-19 16:59:31 +00:00
Stan 4de188f55a Add Han Chinese Templates and Civ.json.
Patch by: artoo @wowgetoffyourcellphone, @Alexandermb, @Nescio, @Stan,
@wltonlopes, @Kate, @lastrodamo, @Kimball, @niektb, @Lionkanzen,
@Brightgalrs, @wackyserious, @Gen.Kenobi, @s0600204, @leper, sciondev,
@Mr.lie, J.R.I.B.-Wein, David Flores, @sanderd17, @asterix @thamlett
Fixes #6412

This was SVN commit r26420.
2022-02-19 16:58:44 +00:00
Stan ef5089be6e Add Han Chinese Techs, Auras
Patch by: artoo @wowgetoffyourcellphone, @Alexandermb, @Nescio, @Stan,
@wltonlopes, @Kate, @lastrodamo, @Kimball, @niektb, @Lionkanzen,
@Brightgalrs, @wackyserious, @Gen.Kenobi, @s0600204, @leper, sciondev,
@Mr.lie, J.R.I.B.-Wein, David Flores, @sanderd17, @asterix @thamlett
Refs #6412

This was SVN commit r26419.
2022-02-19 16:56:31 +00:00
Stan 5a0be24262 Add Han Chinese Actors
Patch by: artoo @wowgetoffyourcellphone, @Alexandermb, @Nescio, @Stan,
@wltonlopes, @Kate, @lastrodamo, @Kimball, @niektb, @Lionkanzen,
@Brightgalrs, @wackyserious, @Gen.Kenobi, @s0600204, @leper, sciondev,
@Mr.lie, J.R.I.B.-Wein, David Flores, rastko96
Refs #6412

This was SVN commit r26418.
2022-02-19 16:48:23 +00:00
Stan 051df5ecfb Add Han Chinese variants
Patch by: @artoo, @wowgetoffyourcellphone, @Stan, @AlexanderMB,
@s0600204, @wltonlopes
Refs #6412

This was SVN commit r26417.
2022-02-19 16:45:45 +00:00
Stan a2c0797f9d Add Han Chinese particles
Patch by: @artoo, @wowgetoffyourcellphone, @Stan, @Kimball, @EmjeR
Refs #6412

This was SVN commit r26416.
2022-02-19 16:43:31 +00:00
Stan 6c1e6b1673 Add Han Chinese models, animations, and skeletons.
Patch by: artoo, @wowgetoffyourcellphone, @Alexandermb, @Nescio, @Stan,
@wltonlopes, @Kate, @lastrodamo, @Kimball, @niektb, @Lionkanzen,
@Brightgalrs, @wackyserious, @Gen.Kenobi, @s0600204, @leper, sciondev,
@Mr.lie, J.R.I.B.-Wein
References by: Wolflance, Ayakashi
Refs #6412

This was SVN commit r26415.
2022-02-19 16:41:45 +00:00
Stan 1a44e2790a Add Han Chinese textures.
Patch by: artoo @wowgetoffyourcellphone, @Alexandermb, @Nescio, @Stan,
@wltonlopes, @Kate, @lastrodamo, @Kimball, @niektb, @Lionkanzen,
@Brightgalrs, @wackyserious, @Gen.Kenobi, @s0600204, @leper, sciondev,
J.R.I.B.-Wein
Refs #6412

This was SVN commit r26414.
2022-02-19 16:35:18 +00:00
Stan 9902faf5cb Add credits missed in 6496aea364.
This was SVN commit r26413.
2022-02-19 16:21:26 +00:00
Stan d77f0b28a0 Add two new asian themed tracks.
Patch by: Omri Lahav
This was SVN commit r26412.
2022-02-19 16:19:31 +00:00
vladislavbelov b0826da1bc Fixes not drawing brushes under water when refractions are enabled.
This was SVN commit r26411.
2022-02-19 15:44:32 +00:00
vladislavbelov 36833d1df2 Moves max texture size to backend device capabilities.
This was SVN commit r26409.
2022-02-18 23:17:48 +00:00
vladislavbelov 5eb21cbfbf Adds debug labels to backend framebuffers.
This was SVN commit r26408.
2022-02-18 23:00:11 +00:00
vladislavbelov b949f19875 Moves GL debug information toggle to run-time to make it easier to test after release.
This was SVN commit r26407.
2022-02-18 22:38:45 +00:00
vladislavbelov cff79b421a Moves GL vertex and index buffer management to CDeviceCommandContext.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4493
This was SVN commit r26406.
2022-02-18 17:33:12 +00:00
Freagarach 6a2a297c0e Clean LoadPlayerSettings in Player-helper.
- Removed obsolete C++-side `addPlayer`, introduced in 4fed9b8242, moved
out of Atlas in 1c0536bf08, unused after 9ee44bd9b8.
- Get the player settings from a local function (avoids passing
arguments).
- Removed setting the standard diplomacy (done in cmpPlayerManager since
132020f88e).
- Create entity when adding a player instead of creating it and
instructing the playermanager to add it.
- Changed/Removed some comments.

Differential revision: https://code.wildfiregames.com/D4482
Comments by: @Stan
This was SVN commit r26404.
2022-02-18 08:10:13 +00:00
Stan 6496aea364 Update unitTables.py for A25 and trunk
- Add support for mul_round
- Correct table
- BUGFIX: correct roster table via the mixin Civ fix
- avoid long lines for PEP8 compliance
- for mod development outside .svn repo, create symlink
- replace all TAB indents to 4 spaces for PEP8
- TAB to 4 spaces to be PEP8 compliant
- refactor complex inline logic to compute and formatting
- beautify and avoid long lines to be PEP8 compliant
- beautify and simplify JS table format code
- Using more accessible color scheme
- Better color scheme
- main analysis file
- Rename the new version back to keep consistancy
- dependency JS library
- Unit analysis result
- Rewrite specilized table logic to only show changed
- Prefer numeric flag over string flag to refactor
- Re-format HTML templates into readable source code
- Civ specific table now renders non-empty
- Update computeCivTemplate to parse A25 template dir
- Cleanup debugging flags
- Update copyright notice to 2022
- Explain how the code works for future development
- Initial README
- Refactor: put HTML IO code in a single function
- Refactor: include JavaScript as verbatim str
- Refactor: separate computation from IO
- Refactor: compute templates before HTML IO
- Refactor: compute CivTemplates before HTML IO
- Refactor: compute separate from IO code
- Fixed melee and ranged attack damage parsing
- Fixed Resistance parsing
- Implement the undefined function complain
- Rename Armour -> Resistance
- Simplify NumericStatProcess logic

Patch by: @hyiltiz
Differential Revision: https://code.wildfiregames.com/D4445
This was SVN commit r26403.
2022-02-17 22:41:53 +00:00
Stan 0c65e88cd5 New shuttle blocks by wowgetoffyourcellphone
This was SVN commit r26402.
2022-02-17 22:20:21 +00:00
Stan 05947ec96c Delete now unused helmet variants.
This was SVN commit r26401.
2022-02-17 22:18:12 +00:00
Stan 7492e71fc3 Fix some unused extra material textures in units reported in validator.py.
This was SVN commit r26400.
2022-02-17 21:55:31 +00:00
Stan 8d786d0bcb Fix some unused extra materials in trees and geology reported in validator.py.
This was SVN commit r26399.
2022-02-17 18:41:55 +00:00
Stan fbd536b855 Fix some unused extra materials in trees reported in validator.py.
This was SVN commit r26398.
2022-02-17 18:35:01 +00:00
Stan e30def27fd New Macedonian wonder. Based on a model by @m7600.
Thread:
https://wildfiregames.com/forum/topic/20820-macedonian-wonder/page/7/

This was SVN commit r26397.
2022-02-17 18:21:08 +00:00
wowgetoffyourcellphone cea9f9be8d Art Cleanup and Fixes found by Jenkins.
This was SVN commit r26396.
2022-02-17 07:27:58 +00:00
wowgetoffyourcellphone edb10156d5 - Kushite skeletal textures moved to their own subfolder.
- Actor texture refs updated to reflect the move. Actor aesthetics
improved.

This was SVN commit r26395.
2022-02-16 09:23:34 +00:00
bb 071fddd598 Remove useless persistMatchSettings and handle some which weren't handled
Fixing issues in dc18d94030

Everyone make sure to delete savegames, saved campaigns an most
importantly your matchsettings.json's (regular alpha players won't
notice since there is a version check, but if you already have your
stuff at A26/svn, you will have some issues)

Reported By: elexis
Comments By: wraitii, Freagarach
Differential Revision: D4240
This was SVN commit r26393.
2022-02-15 21:13:10 +00:00
bb 3484a3d483 Move parabolic range computation to rangemanager
Co-proposed By: Freagarach
Reviewed By: Freagarach
Test written By: Stan
Comments By: vladislavbelov, stan, wraitii, Silier
Depricates: D4356

Differential Revision: D3249
This was SVN commit r26392.
2022-02-15 20:31:55 +00:00
wackyserious 6c1c4e0cde Update celt tunic details
This was SVN commit r26391.
2022-02-15 11:03:23 +00:00
wowgetoffyourcellphone 8df9d31286 Improved Iberian structure textures. May improve it further at some point.
This was SVN commit r26390.
2022-02-15 10:28:14 +00:00
wowgetoffyourcellphone 9ae4db9425 Add ambient occlusion to the Mauryan Palace structure.
This was SVN commit r26389.
2022-02-15 09:59:56 +00:00
wowgetoffyourcellphone 069217b9e7 Roman sandbox map changed to be more of a debug demo.
This was SVN commit r26388.
2022-02-15 09:48:55 +00:00
wowgetoffyourcellphone d2ebe4464f - PERSIAN skeletal textures moved to their own subfolder.
- Actor texture refs updated to reflect the move. Actor aesthetics
improved.
- Persian Sandbox scenario changed up.

This was SVN commit r26387.
2022-02-15 09:47:56 +00:00
wowgetoffyourcellphone b160a62902 Fix a bunch of texture refs found by Jenkins.
This was SVN commit r26386.
2022-02-15 09:44:24 +00:00
wowgetoffyourcellphone c2310b56b4 - MAURYAN skeletal textures moved to their own subfolder.
- Actor texture refs updated to reflect the move.
- A couple of Atlas-only hero units.
- Maurya Sandbox scenario changed up.

This was SVN commit r26385.
2022-02-15 09:40:04 +00:00
wowgetoffyourcellphone 54e9f15bc7 - Replace some if the "old" helmet meshes and textures. These textures are used by some of the newer helmet prop actors. Perhaps we can find a better texture solution in the future for these props.
- Fix a couple helmet actors while I'm at it.

This was SVN commit r26384.
2022-02-15 07:38:04 +00:00
wowgetoffyourcellphone 259eced530 - Add horse actors for each color type so that they are more easily visualized for designers.
- Get rid of the dumb "pers_cav_knot" actor. Maybe we can make some
better Persian cavalry decor in the future.

This was SVN commit r26383.
2022-02-15 07:34:31 +00:00
Freagarach 3c73bb1b51 Display defeated/won before victory.
When the victory conditions dictate that someone loses when e.g. losing
their CC, the message that the other player(s) had won was sent before
the former player was actually defeated.
When the victory conditions dictate that someone wins when e.g.
capturing all relics, the message that they have won was sent after the
message that the rest has lost.

This changes those.

Differential revision: https://code.wildfiregames.com/D4478
Comments by: @bb, @Silier
This was SVN commit r26382.
2022-02-15 07:20:21 +00:00
Freagarach 73f732dc30 Replace chicken in the random maps folder with startingAnimal.
Which is more generic. It means we don't have `chicken = oPeacock` and
the like anymore.
It adds a default scaling function such that people replacing the
animals are puzzled by the different number of starting animals./To keep
the amount of food roughly equal to the amount standard provide by
chicken.

Patch by: @marder
Differential revision: https://code.wildfiregames.com/D4472
Comments by: @smiley, @Stan
This was SVN commit r26381.
2022-02-15 07:04:49 +00:00
bb 47e79c71d5 Make CGUIText variables camel case
Reviewed By: vladislavbelov
Differential Revision: D4491
This was SVN commit r26379.
2022-02-14 17:48:08 +00:00
Stan 3694a12152 Fix x86 Unix versions of 0 A.D. not being able to open the public.zip file.
Patch by: @nwtour
Differential Revision: https://code.wildfiregames.com/D4413
This was SVN commit r26378.
2022-02-14 11:01:02 +00:00
wowgetoffyourcellphone 930cc9b850 Scythian textures by Wackyserious.
Persians and Athenians will use these.

This was SVN commit r26377.
2022-02-14 08:17:02 +00:00
wowgetoffyourcellphone f8333e7deb Prop and Actor improvements.
- New destruction decal textures.
- Material fixes for actors.
- Bridge decals.
- Shields.

This was SVN commit r26375.
2022-02-14 08:13:42 +00:00
wowgetoffyourcellphone df0797e4a1 Continue the removal of the old helmets.
Move remaining helmet actors to the parent helmet folder.

This was SVN commit r26374.
2022-02-14 08:04:07 +00:00
wowgetoffyourcellphone 42b64f8ea2 - Delete 196 unused Helmet textures. Meshes and Actors to follow.
- Reduce resolution (and disk space) of some over-sized remaining helmet
textures.

This was SVN commit r26373.
2022-02-14 07:28:11 +00:00
vladislavbelov 6ec956553a Fixes builds after d0115185b9 by removing includes to res handle.
This was SVN commit r26372.
2022-02-14 06:29:50 +00:00
wowgetoffyourcellphone 939f800a26 - ROMAN skeletal textures moved to their own subfolder.
- Actor texture refs updated to reflect the move.
- A new Roman champion unit added for fun, "Praetorian."
- An "infantry" version of Scipio Africanus to match the other 2 Roman
heroes.
- New Roman helmet models and actors.
- A bunch of unused textures deleted.

This was SVN commit r26371.
2022-02-14 04:01:56 +00:00
Stan 59df75e78b Fixes two clang warnings.
Refs #5550 #5294

This was SVN commit r26370.
2022-02-13 23:41:47 +00:00
vladislavbelov d0115185b9 Removes unused and redundant h_mgr after 0e599a3176 and dd91a5e0ef.
This was SVN commit r26369.
2022-02-13 22:31:36 +00:00
vladislavbelov dd91a5e0ef Removes unused ogl_tex after 4de89c3db1 and 492a109b68.
This was SVN commit r26368.
2022-02-13 22:07:56 +00:00
vladislavbelov 492a109b68 Removes redundant ogl_tex quality option after 4de89c3db1.
This was SVN commit r26367.
2022-02-13 21:53:02 +00:00
vladislavbelov aaf378f041 Moves backend capabilities to CDevice.
This was SVN commit r26366.
2022-02-13 21:46:03 +00:00
vladislavbelov 4de89c3db1 Moves texture management to CDeviceCommandContext, adds quality options.
Comments By: nwtour, Stan
Tested By: nwtour, Stan
Differential Revision: https://code.wildfiregames.com/D4488
This was SVN commit r26365.
2022-02-13 19:30:28 +00:00
wowgetoffyourcellphone 451dc24a7e Carthaginian texture changes, deletions, additions.
This was SVN commit r26364.
2022-02-13 15:23:25 +00:00
wowgetoffyourcellphone f6a8c8cbbc This was SVN commit r26363. 2022-02-13 15:21:23 +00:00
wowgetoffyourcellphone 9536069201 Spartan unit actors improved.
This was SVN commit r26362.
2022-02-13 15:20:26 +00:00
wowgetoffyourcellphone 1c67883401 Unused and low res Celtic textures deleted.
About a dozen new Celtic tunic textures added to replace them.

This was SVN commit r26361.
2022-02-13 15:18:37 +00:00
wowgetoffyourcellphone c46c8068a3 Illyrian skeletal textures moved to their own subfolder.
A bunch of unused Thracian textures deleted.

This was SVN commit r26360.
2022-02-13 15:15:49 +00:00
wowgetoffyourcellphone abe81a0510 - Move Ptolemaic skeletal textures to their own sub-folder, et al.
This was SVN commit r26359.
2022-02-13 15:14:01 +00:00
wowgetoffyourcellphone d813cdb8fc Updated battalion standards.
This was SVN commit r26358.
2022-02-13 15:10:49 +00:00
wowgetoffyourcellphone 6d9c5652b2 - Move Seleucid skeletal textures to their own sub-folder.
- Renamed many textures to the new texture naming standards.
- Adjust many unit actor refs for these textures (and improve the look
of the actors while I'm at it).
- A bunch of unused texture deleted.

This was SVN commit r26357.
2022-02-13 15:08:34 +00:00
wowgetoffyourcellphone 47794a5cbd Athenian actor updates.
Commit the Scythian texture move while I'm at it (an Athenian unit uses
these textures).

This was SVN commit r26356.
2022-02-13 15:03:26 +00:00
wowgetoffyourcellphone 772cbcb915 - Move Hellenic and Macedonian skeletal textures to their own sub-folders.
- Renamed many textures to the new texture naming standards.
- Adjust many unit actor refs for these textures (and improve the look
of the actors while I'm at it).
- A bunch of unused texture deleted.

This was SVN commit r26355.
2022-02-13 15:00:48 +00:00
wowgetoffyourcellphone 21d13f82c0 More Standard textures. Some by Lion.Kanzen.
This was SVN commit r26354.
2022-02-12 22:52:25 +00:00
wowgetoffyourcellphone 634cb0fc66 Add a new Kushite standard texture by Lion.Kanzen as a variation.
Unlock the other Athen standard texture as a variation.

This was SVN commit r26353.
2022-02-12 22:07:26 +00:00
wowgetoffyourcellphone 8a75170c5d Fix texture refs noticed by Stan.
Add a new Cart linothorax texture while I'm at it.

This was SVN commit r26352.
2022-02-12 21:16:00 +00:00
wowgetoffyourcellphone 4ab472200d Standard Textures:
- Use stencils by Lion.Kanzen for Ptol and Sele
- Use the lotus pattern from the Maurya civ emblem to better match
visually
- Tweak the Macedonian star a little

This was SVN commit r26351.
2022-02-12 21:02:49 +00:00
Stan 936fb5a172 Replace checkrefs.pl by a python script. This makes it easier to run on Windows for non technical persons.
- Add support for tips
- Fix other scripts not writing to the correct output (they were writing
info messages to stderr)

Based on a patch by: @mammadori	and @cyrille
Differential Revision: https://code.wildfiregames.com/D3213
This was SVN commit r26350.
2022-02-12 15:43:42 +00:00
bb f17077272f Create a 3rd party gui alignment class for objects.
Use the class for the chat to accomodate size issues in some languages.

Chat size issue reported by: Zeldt on forums
Initial solution by: Nescio
Comments By: elexis, nwtour, Freagarach, vladislav, wraitii
Differential Revision: D2623
fixes #4252

This was SVN commit r26349.
2022-02-12 14:56:55 +00:00
wowgetoffyourcellphone 86ca2f192d Remove 24 outdated Carthaginian textures.
This was SVN commit r26348.
2022-02-12 11:27:03 +00:00
wowgetoffyourcellphone 3e6bb638a3 - Move Celtic/Briton/Gallic skeletal textures to their own sub-folders.
- Renamed many textures to the new texture naming standards.
- Adjust many unit actor refs for these textures (and improve the look
of the actors where applicable).
- A bunch of unused texture deleted.

This was SVN commit r26347.
2022-02-12 11:20:08 +00:00
wowgetoffyourcellphone a925ba22cf Reduce the repeating size of the Aegean_Anatolian_rocks_grass_01 terrain. The flora details in the texture seemed too big compared to units. Risked adding obvious tiling in order to make the texture look better sized. It's a balancing act.
This was SVN commit r26346.
2022-02-12 06:38:38 +00:00
wowgetoffyourcellphone 2897e32982 Fix the basic Iberian spearman actor.
Bug Report from Purgator_
https://wildfiregames.com/forum/topic/70665-[[SVN:26312]]-unit-texture-not-found/

This was SVN commit r26345.
2022-02-12 06:34:37 +00:00
wowgetoffyourcellphone 25d65afad6 Rename standard textures to the art filename convention.
This was SVN commit r26344.
2022-02-12 06:21:39 +00:00
wowgetoffyourcellphone 41cd3d3cf8 Increase the player color on the Standard flags a bit.
Delete unused Theban flag texture.

This was SVN commit r26343.
2022-02-11 08:46:09 +00:00
wowgetoffyourcellphone a04aa558c8 New Battalion Standards (meshes, textures, and actors) for all in-game civs.
Adjust formation template VisualActor to point to this new standard.

refs: d0549d7994
Differential: https://code.wildfiregames.com/D4467
Forum discussion:
https://wildfiregames.com/forum/topic/68008-formation-standards-total-war-style-flags-over-battalions/

This was SVN commit r26341.
2022-02-11 07:24:32 +00:00
Freagarach 63fcd8c559 Fix syntax in messages.json.
Noticed by @bb (and the linter), after ea72437739.

This was SVN commit r26340.
2022-02-11 06:14:53 +00:00
bb 9696b18a72 Happy new year bb.
See previous commit

This was SVN commit r26339.
2022-02-10 16:38:24 +00:00
bb 505bead1da Some minor improvements for the localization scripts
Comments By: Stan
Reviewed By Freagarach

Differential Revision: D4397
This was SVN commit r26338.
2022-02-10 16:18:49 +00:00
wowgetoffyourcellphone 8d7aa158ef - Move Thracian skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed some textures to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors where applicable).
- A bunch of unused texture deleted.

This was SVN commit r26337.
2022-02-10 10:12:24 +00:00
wowgetoffyourcellphone 5f80cb8f78 - Move Iberian skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed some textures to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors where applicable).
- Fix some file refs in some previously committed actors and variant
files noticed by silier and stan.
- Delete an old, unused elephant prop.

This was SVN commit r26336.
2022-02-10 07:59:01 +00:00
Freagarach 231eb37264 Fix typo in 93b22c5f86.
Noticed by @Silier.

This was SVN commit r26335.
2022-02-10 05:47:23 +00:00
Stan f55282fc96 Add a python equivalent to validate.pl.
Refs: D3213

This was SVN commit r26334.
2022-02-09 23:06:40 +00:00
Stan adcd1d105c Improve the validator.py script. Fix false positives with particles and variants. Use a logger instead.
This was SVN commit r26333.
2022-02-09 22:07:36 +00:00
Stan 0e1da6af7a Add missing spec map on the 7x9 decal reported by source/tools/xmlvalidation/validator.py
This was SVN commit r26332.
2022-02-09 21:37:09 +00:00
wowgetoffyourcellphone d8aac590d0 Some new Roman helmet textures. Actors coming.
This was SVN commit r26331.
2022-02-09 18:35:55 +00:00
wowgetoffyourcellphone 6010cc9aab Attempt to fix some animation variant files.
This was SVN commit r26330.
2022-02-09 18:33:49 +00:00
wowgetoffyourcellphone fa446685c8 - Move Carthaginian skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Delete old and (now) unused examples.
- Renamed textures to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors where applicable).
- Attempt to set all txt/xml files to EOL-native

This was SVN commit r26329.
2022-02-09 18:31:53 +00:00
Freagarach 93b22c5f86 Allow cheats to convert units to arbitrary players.
This allows the "wololo" cheat to switch units to an arbitrarily defined
player. If no player is specified, it defaults to the player entering
the cheat.
The player manager will warn when using a wrong player number.

Patch by: @Nullus
Differential revision: https://code.wildfiregames.com/D4479
Comments by: @Stan
This was SVN commit r26328.
2022-02-09 15:49:26 +00:00
Freagarach 9417a345d1 Allow selecting multiple non-owned entities when control all is on.
(Not with dragging, since that would be hard to use, UX-wise.)
It allows easier debugging; less switching between players.

Differential revision: https://code.wildfiregames.com/D4477
Comments by: @asterix, @Silier, @Stan
This was SVN commit r26327.
2022-02-09 07:02:14 +00:00
Freagarach d0549d7994 Use (civ-specific) standards to show formations.
Since we can have battalion-style formations (a70a20fd42), it is nice to
show a TW-style banner for them.
Code adapted from @Silier at
https://wildfiregames.com/forum/topic/68008-formation-standards-total-war-style-flags-over-battalions/.

Differential revision: https://code.wildfiregames.com/D4467
Comments by: @asterix, @Silier
Refs. #4545

This was SVN commit r26326.
2022-02-09 06:54:12 +00:00
Angen ed70f931ba Fix missing implicit conversion in TradeDialogBarterPanel
undefined is not boolean

Implicit conversions required since 0406c4dfde

Fixes: #6429

This was SVN commit r26325.
2022-02-08 20:45:28 +00:00
wowgetoffyourcellphone 621f5ce77b Fix Italian texture refs for these actors. Noticed by @Stan.
This was SVN commit r26324.
2022-02-08 18:40:10 +00:00
wowgetoffyourcellphone 25681c99eb Add new Punic Cavalry for Carthage and Persian Skirmish Cavalry actors for Seleucids. Will improve on these later.
This was SVN commit r26323.
2022-02-08 18:37:34 +00:00
wowgetoffyourcellphone 58a6b13cb5 Improve the look of the 3 Roman heroes.
This was SVN commit r26322.
2022-02-08 18:34:57 +00:00
wowgetoffyourcellphone 03d04385b2 Additional unit variants added.
Props additions and improvements.
Made the long cape use more variants.

This was SVN commit r26321.
2022-02-08 18:33:48 +00:00
Stan 2e02f885c1 Add garrisoned and projectile prop points to cart houses. Fix naming conventions for the meshes and the ao textures.
Refs: https://code.wildfiregames.com/D4421
Refs: #4581

This was SVN commit r26320.
2022-02-08 11:17:08 +00:00
Stan 729835d59c Restore the tooltip style for the Civ Overview page.
Patch by: @Langbart
Fixes: #6380
Differential Revision: https://code.wildfiregames.com/D4481
This was SVN commit r26319.
2022-02-08 10:11:29 +00:00
wowgetoffyourcellphone f763f20535 - Move Italian/Italiote/Samnite skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Delete old and (now) unused examples.
- Renamed textures to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors where applicable).
- Attempt to set all txt/xml files to EOL-native

This was SVN commit r26318.
2022-02-08 09:26:08 +00:00
Freagarach 3994105946 Fix checkrefs after ea72437739.
Noticed by checkrefs by @Stan.

Differential revision: https://code.wildfiregames.com/D4480
Reviewed by: @Stan
This was SVN commit r26317.
2022-02-08 05:55:01 +00:00
Stan c0d0bb850d Disable transparency for performance on some helmets. Don't use parallax, as it does nothing but artifacts on normals with no alpha channel.
EOL to native.

This was SVN commit r26316.
2022-02-07 14:11:41 +00:00
wowgetoffyourcellphone cedc674ef7 - Move Arab skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed them to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors while I'm at it).
- Fix texture refs for some spart textures noticed by @Stan.

This was SVN commit r26314.
2022-02-07 08:12:19 +00:00
wowgetoffyourcellphone ddce577e59 - Move Spartan skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed them to the new texture naming standards.
- Adjust unit actor refs for these textures (and improve the look of the
actors while I'm at it).
- Attempting to use the correct SVN move commands this time.

This was SVN commit r26313.
2022-02-07 05:42:20 +00:00
wowgetoffyourcellphone 845932ea55 Some unit props:
- Boeotian cavalry helmet with "plume" as seen in many references.
Bronze, Gold, and Silver variants. Silver crested Boeotian helmet with
laurel wreath.
- Custom pelte shield for the Spartan Phalangite.
- Special helmet for the '300' Leonidas.

This was SVN commit r26311.
2022-02-07 05:22:41 +00:00
wowgetoffyourcellphone be16ffe802 - Move Athenian skeletal textures to their own sub-folder (an on-going project for all unit textures).
- Renamed them to the new texture naming standards.
- Adjust unit actor refs for these textures.
- Accidentally used the wrong svn move option this time. Will use
correct one moving forward.
- Thanks be to @Stan for his assistance.

This was SVN commit r26310.
2022-02-07 03:02:36 +00:00
Stan 8ca4afcf20 Add garrisoned, smoke, and projectile prop points to brit houses. Fix naming conventions for the meshes.
Refs: D4221, #4581

This was SVN commit r26309.
2022-02-06 11:55:04 +00:00
Stan 119348f976 Add garrisoned and projectile prop points to ptol houses. Fix naming convention issues.
Now that they do not trigger errors anymore, restore the old houses as
variations.

This was SVN commit r26308.
2022-02-06 11:13:01 +00:00
Angen 0a72a02ea0 Make scale variables constant
b4fbbed379

This was SVN commit r26307.
2022-02-06 11:11:35 +00:00
Angen 7e5e06bae8 Fix timeout confirmation box depending on fps
Introduced in b4fbbed379
Use Date.now() to calculate passed time.
Rewrite to class.
Also actually pass timeout from json.

Differential revision: D4318
Comments by: @vladislavbelov, @Stan
This was SVN commit r26306.
2022-02-06 11:04:42 +00:00
Angen 8d71975cc0 [Gameplay-a26] Increase workshop garrison limit to 5
Differential revision: D4344
Patch by: @Langbart
Reviewed by: @wowgetoffyourcellphone
Comments by: @marder, @chrstgtr
This was SVN commit r26304.
2022-02-06 09:23:41 +00:00
vladislavbelov a17fad722a Moves framebuffer management to CDeviceCommandContext.
Tested By: Langbart, nwtour
Differential Revision: https://code.wildfiregames.com/D4475
This was SVN commit r26302.
2022-02-05 16:59:23 +00:00
Angen c317fb3ec0 Fix test_GuiInterface after 0a3fab87da
This was SVN commit r26301.
2022-02-05 12:46:39 +00:00
Angen 0a3fab87da Display rank action in tooltip
Patch by: @nwtour
Differential revision: D4340
Reviewed by: @Silier
The patch adds a description from the technology file to tooltip when
hovering over rank icon.

This was SVN commit r26300.
2022-02-05 12:12:58 +00:00
Freagarach eaff28c448 Store possible formations for a civ in XML instead of the JSON.
The JSON was purely GUI at first, but has gotten some simulation content
over time. Not all of that was necessary/correct to do.
When the formations were added (58836c624a) there was only a generic
player.xml
(https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/templates/special/;11735)
and differentiation was added only later.
The formations in the XML is more logical and allows inheritance.

Differential revision: https://code.wildfiregames.com/D4466
Idea approved by: @wowgetoffyourcellphone
This was SVN commit r26299.
2022-02-05 06:39:53 +00:00
Freagarach ea72437739 Move GenericName, History and Icon from the civ-JSON to cmpIdentity.
Since the players/civs already have cmpIdentity, use it.
This forces civs to have corresponding XML in the `special/players/`
folder.

Also moves the files from `special/player/` to `special/players/`
consistent with other folders. And moves the generic `player.xml` one
level up.

Differential revision: https://code.wildfiregames.com/D4473
Help and comments by: @Stan, @wraitii
This was SVN commit r26298.
2022-02-05 06:24:45 +00:00
vladislavbelov 37aa0456c8 Fixes missed assignment to currentTech in ParticleRenderer added in 5adbe4f1a3.
This was SVN commit r26296.
2022-02-04 16:27:35 +00:00
wowgetoffyourcellphone 5116a8e3b6 Skeletal folder Cleanup and Organizing
Reduced resolution of a bunch of unit textures to the consistent 256x256
(and some animals from 1024 to 512)
Introduce some new textures and texture improvements
Begin to introduce some civ folders (that reorganization is coming
later)
Adjust some unit actors to look nicer

This was SVN commit r26295.
2022-02-04 10:11:59 +00:00
wowgetoffyourcellphone 87d5ca5dd2 Reduce resolution of many shield textures. Also remove some unnecessary alpha channels. Disk savings of about 30 MB.
This was SVN commit r26294.
2022-02-04 09:45:02 +00:00
wowgetoffyourcellphone e3fc39469c Point a number of templates to their new <Icon> portraits.
Improve the look of the Seleucid cavalry actors to match their new
portraits.

This was SVN commit r26292.
2022-02-03 00:36:35 +00:00
wowgetoffyourcellphone 30f0c58a0e Improved Portraits. Reviewed by: Stan
Adds consistent backgrounds, colors, lighting, and better camera
orientations (less apparent foreshortening).

This was SVN commit r26291.
2022-02-02 23:42:38 +00:00
vladislavbelov 643894c16b Disables depth test for minimap effect after a1f98b016b. Fixes #6426
This was SVN commit r26290.
2022-02-02 18:43:23 +00:00
vladislavbelov ac77d1c3e0 Moves scissor test management to DeviceCommandContext.
This was SVN commit r26288.
2022-02-01 17:58:21 +00:00
vladislavbelov aeaf495da3 Renames GL::CTexture levelCount to MIPLevelCount to match Tex.
This was SVN commit r26287.
2022-02-01 16:48:24 +00:00
vladislavbelov a1f98b016b Moves depth and stencil tests to PipelineState and DeviceCommandContext.
Differential Revision: https://code.wildfiregames.com/D4471
This was SVN commit r26286.
2022-02-01 16:38:55 +00:00
vladislavbelov 709e8292b0 Moves color mask, depth mask and function management from CShaderPass to DeviceCommandContext.
Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4465
This was SVN commit r26284.
2022-01-31 20:10:06 +00:00
vladislavbelov 22db9202f1 Fixes EOL in PipelineState files after 5adbe4f1a3.
This was SVN commit r26283.
2022-01-31 11:47:58 +00:00
vladislavbelov 8c068aab07 Removes possibility to link lowlevel library dynamically.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4470
This was SVN commit r26281.
2022-01-31 06:53:30 +00:00
Stan 99118fc2b7 Add garrison flags and projectile prop points to spart houses.
Refs: https://code.wildfiregames.com/D4221, #4581
- Fix naming of files.
- Improve AO
- Disable parallax on nature.

This was SVN commit r26279.
2022-01-30 23:17:41 +00:00
Stan cfa567f24d Remove temperate_dead_forest actor from maps, as we have to no way to remove actors when placing buildings.
Patch by: @Langbart
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4464
This was SVN commit r26278.
2022-01-30 21:44:26 +00:00
Stan 3f73495653 Bring Walruss and Muskox back to the arctic biome.
Patch by: @marder
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4266
This was SVN commit r26277.
2022-01-30 21:38:05 +00:00
vladislavbelov 02c96903c5 Renames sgn function to Sign to fit the naming of other MathUtil functions.
This was SVN commit r26276.
2022-01-30 20:51:01 +00:00
wraitii 0e403632cf Allow giving different weights to different templates when pushing.
This makes it possible to make units heavier, which both push more & get
pushed less by other units.
In particular, the diff does it for siege units & elephants.

This improves movement for these units in crowd situation, since they
will now basically not move when other regular units push into them.

Supported By: asterix, marder
Refs #6127

Differential Revision: https://code.wildfiregames.com/D4452
This was SVN commit r26275.
2022-01-30 14:22:27 +00:00
wraitii 4df03ed2d2 Run the AI in the same Compartment as the simulation. Let the AI access Sim data.
This is a paradigm change for AI computation.
Historically, the AI was intended to be run in a separate thread from
the simulation. The idea was that slow AI wouldn't stop the renderer
from being smooth.

In that original design, the AI received a copy of the game world and
used that to run its logic. This meant the simulation could safely do
whatever it wanted in the meantime. This copy was done via AIProxy &
AIInterface.

This design ended up having significant flaws:
- The copying impacts the simulation negatively, particularly because
AIProxy subscribes to a lot of messages (sometimes sent exclusively to
it). This time cannot be threaded, and impacts MP games without AIs.
- Copying the data is increasingly difficult. Modifiers are a headache,
LOS is not implemented. Lots of logic is duplicated.

The intended benefits of the design also failed to realise somewhat:
- The AI was never threaded, and in fact, it is probably better to try
and thread Sim + AI from the renderer than just the AI, at which point
threading the AI specifically brings little benefit.

The new design is much simpler and straighforward, but this has some
side-effects:
- The AI can now change the simulation. This can be used for cheating,
or possibly for a tutorial AI.
- The AI runs in the same GC zone as the simulation, which may lead to
more frequent Sim GCs (but overall we might expect a reduction in
temporary objects).
- The AI state was essentially cached, so replacing some functions with
Engine.QueryInterface might be slower. The tradeoff should be balanced
by lower AIProxy computation times.

Future work:
- Threading some specific AI tasks could still be worthwhile, but should
be done in specific worker threads, allowed to run over several turns if
needed.

Technical note: the AI 'global' is in its own Realm, which means name
collisions with the same are not possible.

Other notes:
- The RL Interface uses the AI Interface and thus will gradually lose
some data there. Given that the RL Interface can now request data
however, this should be dine.

Refs #5962, #2370

Differential Revision: https://code.wildfiregames.com/D3769
This was SVN commit r26274.
2022-01-30 13:33:34 +00:00
wraitii 0779c64052 Add tests for fixed::FromFraction
Differential Revision: https://code.wildfiregames.com/D4458
This was SVN commit r26273.
2022-01-30 12:57:08 +00:00
wraitii d740b4f335 Fix bug where 'archive' XMB files could end up being written to the user mod
Users sometimes ended up with bad (wrong version) XMB files in the user
mod. This resulted in A25 loading a black screen.
There is a combination of unfortunate code paths that lead to this. The
core issue is that:
- cdd75deafb changed the XMB loading code that if there is an error in
Init from a cached XMB, it reports an error. This error happens to be
silent, because the GUI expects CXeromyces to do its own error reporting
(a pretty poor decision, all in all, but whatever). This explained why
the black screen showed no errors.
- The code flow attemps to load an 'archive' XMB first, then only a
loose cache. _But_ if the XMB that fails to load is an archive (which
generally never happens except when using incompatible mods, which is
generally less easy in A25 since we added code to stop that), then the
game will try to recreate the XMB as an 'archived' path, not a 'loose
cache' path as it would usually do.
- Because the 'archived' path already exists in the VFS, the game will
attempt to overwrite that. It so happens that in non-dev copies, this
writes to the user mod.
- Because the user-mod is always loaded, this was unexpected for users.

Fixing this is rather simple: the game should never attempt to write
'archive' XMBs in that function. Added explicit barrier, which shouldn't
matter performance-wise but fixes the issue by writing in the proper
place, and also properly recovering in case of read failure.
I will note that the game will still try to load the archived file, and
recreate it every time, but I don't think that's a particularly big
deal, in general having engine-incompatible mods in the future should be
harder because of A25 changes there.
(NB: users that have used both A24 and A25 should perhaps still be
advised to check their user mod folder, otherwise they'll end up
recreating those files forever).

Reported by: dave_k
Fixes #6320

Differential Revision: https://code.wildfiregames.com/D4275
This was SVN commit r26272.
2022-01-30 12:50:43 +00:00
wraitii e0d98cd94d Call SetTerrainDirty on CModelAbstract without going through CmpVisualActor
The UnitManager already lists all units, so we do not need to go through
the visual actor of entities to update them. This is faster and
decouples simulation & graphics code slightly.

Further, the simulation does not need to know about texture changes (see
also 410d2e883a), so remove those calls in Atlas.

Differential Revision: https://code.wildfiregames.com/D4455
This was SVN commit r26270.
2022-01-29 08:28:04 +00:00
wraitii 410d2e883a Remove leftover terrain-based movement cost code.
6581796103 removed the ability for terrain to affect movement speed. The
JPS pathfinder cannot support it, and the approach was poor anyways,
coupling rendering data with simulation data.
This lets us remove the dependency on CTerrainTextureManager everywhere.

Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D4459
This was SVN commit r26269.
2022-01-29 08:22:28 +00:00
Stan 1d7eb7492e Make Palisades all use the same portrait. Remove now unused portrait.
Patch by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D4462
This was SVN commit r26267.
2022-01-28 16:50:13 +00:00
Stan 144234cd05 Remove alpha from two spec textures.
Make trans_mask.png be RGBA instead of a two channel texture (Grayscale
+ Alpha)

This was SVN commit r26266.
2022-01-28 14:34:31 +00:00
vladislavbelov 1e07283bac Disables possibility to mix shader types with a single backend.
Differential Revision: https://code.wildfiregames.com/D4463
This was SVN commit r26264.
2022-01-28 06:34:34 +00:00
wackyserious 01c5facdd5 1.) Added actor files for the Ptolemaic Skirmisher Cavalry (Mercenary Tarantine Settler)
Discussion:
https://wildfiregames.com/forum/topic/27046-task-ptolemaic-tarantine-cavalry-mercenary-tarantine-settler/

2.) partial naming convention edit for the Ptolemies.

This was SVN commit r26262.
2022-01-28 01:32:16 +00:00
wraitii 1365585372 Unit pushing: lower static extension following 158cf8ea8d
The new values in 158cf8ea8d were too high, units would push each other
too much when building. This lower value should fix that, though further
adjustements may be necessary.

Reported by: Freagarach.
Differential Revision: https://code.wildfiregames.com/D4461
This was SVN commit r26261.
2022-01-27 17:34:37 +00:00
vladislavbelov 285e542a0a Removes redundant comment about alpha test in shaders forgotten in 5cbd46de94.
This was SVN commit r26260.
2022-01-27 17:32:07 +00:00
vladislavbelov d4d1bc039f Moves culling mode and front face state management to DeviceCommandContext.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4456
This was SVN commit r26259.
2022-01-27 17:25:37 +00:00
wackyserious 299cb3d34b Improve Persian Cavalry back lamellar/scale prop
This was SVN commit r26258.
2022-01-27 05:07:48 +00:00
wackyserious 599e2fc605 Gallic unit texture variant reduction
This was SVN commit r26256.
2022-01-27 02:12:41 +00:00
wackyserious 547fc96450 Assign newer textures to Macedonian Champion Crossbowman.
This was SVN commit r26255.
2022-01-27 01:17:13 +00:00
wraitii 83d251406c Move BuildAnimation to CSkeletalAnimMgr / CObjectEntry
There is no need to have BuildAnimation in CModel when everything is
done in CObjectEntry anyways.
This removes a pointer in every CModel object, which is nice.

Accepted By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4454
This was SVN commit r26254.
2022-01-26 14:55:19 +00:00
wackyserious fe816ecb1a Iberian Units Major Update
Discussion:
https://wildfiregames.com/forum/topic/27446-committed-iberian-unit-textures/page/7/#comment-475940

Historical accuracy comments and review by: Genava55, TKgokumelos,
UltimateAurelian, wowgetoffyourcellphone

This was SVN commit r26253.
2022-01-26 10:41:50 +00:00
Freagarach 73f741d266 Handle researching technologies in the TechnologyManager.
Moves the work done from cmpResearcher to cmpTechnologyManager.
No functional changes.

It allows fancy stuff in the future (#6364).

Differential revision: https://code.wildfiregames.com/D4438
This was SVN commit r26252.
2022-01-26 07:42:36 +00:00
wraitii 27f64b80ed Remove unused variable following 330b570ba8
Forgotten in that diff.

Reported by: vladislavbelov
This was SVN commit r26250.
2022-01-25 18:47:38 +00:00
wraitii 330b570ba8 Remove RENDERDATA_UPDATE_COLOR, which is not used, and cleanup.
RENDERDATA_UPDATE_COLOR was used to precompute lightEnv-dependent data
on the CPU. This is no longer done following engine upgrades, and in
particular d7d02a4740 which explictly always did this on the GPU.

ModelAbstract had a 'SetDirtyRec' hack for it because of decals, which
can also be removed. The 'dirty' bit of CRenderableObject is renderdata
for the specific item, never its props, so it never actually needs to be
recursive.

CheckLightEnv is also useless as a result, and removed.

Differential Revision: https://code.wildfiregames.com/D4453
This was SVN commit r26249.
2022-01-25 16:59:29 +00:00
vladislavbelov acb043f4a2 Adds a rasterization state to the renderer backend pipeline state.
This was SVN commit r26248.
2022-01-25 16:28:58 +00:00
Stan 588e6b0103 Fix anim sync by using another horse
Fixes
https://wildfiregames.com/forum/topic/67680-double-horse-tail/#comment-473779

This was SVN commit r26246.
2022-01-24 22:17:25 +00:00
wraitii 158cf8ea8d UnitMotion pushing improvements
The main change is the introduction of a 'pushing pressure' counter on
units. This counter increases when units get pushed around, and
decreases over time. In essence, units under high pressure move slower &
are harder to push around.
The major effect is that units can now get bogged down when very dense
groups start colliding. This makes movement more realistic, makes unit
movement more 'chokepointy', and generally improves the mathematical
soundness of the system (lower values are easier to handle for our 200ms
turns).

Other changes:
- The logic to detect units crossing each other's path has been
reworked. Units that run towards each other should not more obviously
avoid each other.
- New parameters: 'Spread' is a measure of how strong the pushing effect
is based on distance. With the current settings, static-pushing is
rather 'on/off', whereas moving-pushing is more gradual (and thus the
max influence distance was increased when moving).
- Default values have been tweaked for lower overlap.
- Units only looked at other units within their grid region. This led to
overlap near grid-borders. Units now look at neighboring grid elements,
which largely removes this issue. While this may be slower, the
performance of pushing was largely negligible before, so it is unlikely
to become a main cause of lag (and overlap was generally disliked by
players).
- Units no longer orient in the direction of pushing, but instead keep
facing their target. This can look slightly odd under very heavy pushing
forces, but vastly improves behaviour of very slow units such as rams
(since they spend much less time turning around). As a side-effect,
clean up angle code following acc780bcbb .

Engine changes:
- Add a debug rendering mode at compile-time to help understand what is
happening.
- Make it possible to constexpr initialise fractional fixed numbers by
using FromFraction

The 'pressure' change was inspired by alre's suggestion at
https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987

Refs #6127

Differential Revision: https://code.wildfiregames.com/D4439
This was SVN commit r26245.
2022-01-24 15:36:13 +00:00
wraitii 026a7b1699 Fix AI counting exhausted resources in its dropsite list
dropsiteSupplies kept a list of resources and did not remove exhausted
resources, leading to possibly buggy resource-management in the AI code
(and needless computations).

Differential Revision: https://code.wildfiregames.com/D4442
This was SVN commit r26244.
2022-01-24 15:20:56 +00:00
Stan 647db0e2ee Remove usages of “fancy” grass from shaders.
Discussed with: @vladislavbelov

This was SVN commit r26243.
2022-01-24 15:14:33 +00:00
Stan c41447360c Remove usages of “fancy” grass from terrains.
Discussed with: @vladislavbelov

This was SVN commit r26242.
2022-01-24 15:13:59 +00:00
Stan 351d1d2b9a Remove usages of “fancy” grass from maps.
Discussed with: @vladislavbelov

This was SVN commit r26241.
2022-01-24 15:13:10 +00:00
vladislavbelov 4ce609bb1f Uses MIPs for terrain textures previews following e4455a8e8f.
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4447
This was SVN commit r26239.
2022-01-24 07:00:55 +00:00
vladislavbelov c114bab396 Removes mem_get_ptr from the Tex::get_data comment forgotten in 63086f4e26.
This was SVN commit r26237.
2022-01-23 11:59:35 +00:00
Freagarach f787089588 Ceil the resource costs for insufficient resources.
A controversial change (refs. #3818, #4099,
https://code.wildfiregames.com/D1438), but good to have in some form.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4332
This was SVN commit r26236.
2022-01-23 07:41:45 +00:00
Freagarach 8926f5a94c Move the allowed formations from cmpIdentity to cmpUnitAI.
One needs UnitAI to be able to use a formation, so include the spec
therein (to keep information close to where it is used).
Modders can change their templates with the following script:
https://code.wildfiregames.com/P261.

Differential revision: https://code.wildfiregames.com/D4443
Comments by: @Stan
Idea accepted by: @wraitii
Fixes: #6399

This was SVN commit r26235.
2022-01-23 07:23:44 +00:00
Freagarach f8d64a5f2c Fix Catafalque page not showing the Macedonian metal trickle.
The ResourceTrickle component has been changed to a global aura instead.
It increases the trickle slightly, but catafalques are unbalanced
anyway.

Patch by: @Grapjas
Differential revision: https://code.wildfiregames.com/D4383
Refs. #6032 by fixing the Macedonian specific case, but not showing the
tooltips, as requested.

This was SVN commit r26234.
2022-01-23 07:14:45 +00:00
vladislavbelov ad5377bc0e Fixes fancy water shores drawing after 1d9a8b2b0b.
Reported By: wraitii
This was SVN commit r26231.
2022-01-20 17:31:21 +00:00
vladislavbelov 41fe3aafa4 Fixes minimap texture scissoring rect following b5d85e279f. Fixes #6382
This was SVN commit r26229.
2022-01-19 17:40:26 +00:00
vladislavbelov 5adbe4f1a3 Moves blend state management to DeviceCommandContext. Fixes #6420
Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4441
This was SVN commit r26228.
2022-01-19 17:28:47 +00:00
Stan 0b7a717c8a Fix a warning when building pyrogenesis in Debug on Windows.
This was SVN commit r26227.
2022-01-18 11:07:05 +00:00
vladislavbelov 40e75f9c89 Removes binding additional attribute for water shader added in 1d9a8b2b0b.
Reported By: Freagarach
This was SVN commit r26223.
2022-01-15 16:47:42 +00:00
vladislavbelov a4a647e9f0 Removes unused variable in ParticleRenderer after fc223e3540.
This was SVN commit r26222.
2022-01-15 16:29:26 +00:00
Freagarach f66ca01603 Deselect only part of a formation when clicking the unit icon.
As requested by @wowgetoffyourcellphone to be more in line with
afc77e20a4.

Differential revision: https://code.wildfiregames.com/D4433
Tested by: @astrix, @wowgetoffyourcellphone
This was SVN commit r26221.
2022-01-15 13:44:43 +00:00
Freagarach 0005976b2b Fix selecting multiple entities and training.
Fixes a visual bug where selecting a trainer and a non-trainer counted
as two.

Introduced in 0c4f59d0a7
Reported by Purgator_ on the forums:
https://wildfiregames.com/forum/topic/67583-[[SVN:26182]]-ui-logic-bug.
Differential revision: https://code.wildfiregames.com/D4432
Tested by: @Langbart
Fixes: #6415

This was SVN commit r26220.
2022-01-15 13:42:15 +00:00
vladislavbelov 971b734873 Moves hardcoded blend state in debug overlay and water to their techniques.
This was SVN commit r26218.
2022-01-14 18:44:40 +00:00
vladislavbelov fc223e3540 Moves hardcoded blend state in ParticleRenderer to the transparent particles technique.
This was SVN commit r26217.
2022-01-14 18:18:28 +00:00
vladislavbelov 829e37371b Moves hardcoded blend state in CCanvas2D to its technique.
This was SVN commit r26216.
2022-01-14 17:44:42 +00:00
vladislavbelov 1d9a8b2b0b Splits water surface and shore drawing functions and fixes their switch.
Differential Revision: https://code.wildfiregames.com/D4436
This was SVN commit r26215.
2022-01-14 17:34:58 +00:00
vladislavbelov 9aedcade7f Draws slider button only inside its element.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4435
This was SVN commit r26213.
2022-01-14 06:50:44 +00:00
vladislavbelov 5cbd46de94 Removes deprecated GL alpha test.
In GL3.0 alpha test mode was deprecated and removed in GL3.3. We should
use discard/kill in shaders instead.
In shaders alpha test was removed in d3a24c26ba, in FFP it was removed
with FFP in b7e6811ea6.

Differential Revision: https://code.wildfiregames.com/D4434
This was SVN commit r26211.
2022-01-13 17:50:28 +00:00
Stan fb0a311cc7 Fix a change from c6b53e1677 to a wrong alpha material.
Discussed with: @vladislavbelov

This was SVN commit r26210.
2022-01-13 15:32:28 +00:00
Stan 1ef475ed98 Add an ARB equivalent for los_interp.
Accepted by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4420
This was SVN commit r26209.
2022-01-13 15:12:28 +00:00
wraitii c1f779dff5 Fix compilation on Apple Silicon
This allows cross-compiling for x86_64 on mac ARM machines, and sets
things up for a switch later.
SDL upgrade is necessary for compilation with the GLES headers in
different SDKs.

Tested by: langbart, minohaka
Differential Revision: https://code.wildfiregames.com/D4424
This was SVN commit r26208.
2022-01-13 14:42:42 +00:00
Stan a2ab6b9b72 Allow to cap FPS up to the current max refresh rates of gaming screens: 360Hz
Patch by: @OptimusShepard
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4366
This was SVN commit r26207.
2022-01-13 14:30:23 +00:00
wraitii 712b7ebf9a Remove JS_New in favour of JS::Construct in preparation for SM91
Spidermonkey 91, the next ESR, removes JS_New in favour or
JS::Construct.
See
https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/migration-guide/docs/Migration%20Guide.md#object-construction
and
https://bugzilla.mozilla.org/show_bug.cgi?id=1491055

This change is SM78 compatible and therefore done beforehand.

Tested by: Freagarach
Refs #5986

Differential Revision: https://code.wildfiregames.com/D4427
This was SVN commit r26205.
2022-01-12 16:51:32 +00:00
Stan 6d14932d98 Convert 16-bit grayscale textures to 8 bit textures. It makes little difference for us.
Discussed with: @sera, @vladislavbelov

This was SVN commit r26204.
2022-01-12 15:21:53 +00:00
Stan 336b909c8e Convert 16-bit 16-bit/color RGB(A) textures to 8 bit textures. It makes little difference for us, and it wastes GPU memory.
Remove alpha channel for spec maps and convert an indexed color png to
rgb.

Discussed with: @sera, @vladislavbelov

This was SVN commit r26203.
2022-01-12 14:51:12 +00:00
vladislavbelov 6d28c44f0f Removes unused method from CShaderTechnique.
This was SVN commit r26201.
2022-01-11 16:02:27 +00:00
Freagarach 794fa82efb Warn when finding an entity with Reasearcher/Trainer but without ProductionQueue.
As requested by @Silier and @Stan.
Following 0c4f59d0a7.

Differential revision: https://code.wildfiregames.com/D4404
Comments by: @Silier, @smiley, @Stan
This was SVN commit r26200.
2022-01-11 06:34:07 +00:00
vladislavbelov 9757cc2539 Removes direct shader binding, uses BeginPass always following e1374252b7.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4431
This was SVN commit r26199.
2022-01-11 05:56:44 +00:00
vladislavbelov 2e38c117d2 Fixes comments of CLOSTexture and CTerritoryTexture following 57ba7c4a1c.
This was SVN commit r26197.
2022-01-10 17:58:51 +00:00
vladislavbelov 0cda752ec3 Uses CVertexBufferManager handle instead of raw VBChunk pointer management.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4430
This was SVN commit r26196.
2022-01-10 16:51:43 +00:00
vladislavbelov 795fb070af Removes asking GL of current bind framebuffer to avoid syncs.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4422
This was SVN commit r26193.
2022-01-09 07:36:56 +00:00
Freagarach 98d213a9cd Fix modifications to unspecified techCostMultipliers.
8d80a2186e removed the values for the tech cost multipliers from the
templates, since the component uses those default values, but failed to
account for modifications thereof.
Those weren't applied since the template value didn't exist.

This changes that to iterating over all resources.

Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4409
Tested by: @Langbart
Fixes: #6408

This was SVN commit r26192.
2022-01-09 06:32:30 +00:00
vladislavbelov 95318d34ff Removes redundant layer check added in f715b73f4f.
Reported By: Freagarach
This was SVN commit r26189.
2022-01-08 13:44:40 +00:00
vladislavbelov 9924450d36 Moves default GL state setup to GL device.
This was SVN commit r26187.
2022-01-07 22:21:22 +00:00
vladislavbelov 5610c71fc6 Fixes rendering big screenshot pieces onto screen, refs 52a8793450.
This was SVN commit r26186.
2022-01-07 20:15:48 +00:00
vladislavbelov f715b73f4f Uploads cube textures in SkyManager via DeviceCommandContext.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4421
This was SVN commit r26185.
2022-01-07 20:00:41 +00:00
vladislavbelov 15c40861b4 Separates terrain alphamap combining and uploading.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4419
This was SVN commit r26184.
2022-01-07 14:33:54 +00:00
vladislavbelov 9d7457da9b Removes ogl_tex usage from CRenderer.
This was SVN commit r26181.
2022-01-06 23:23:36 +00:00
vladislavbelov b061a7ead4 Optimizes FBO usages for LOSTexture and water shore foam.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4418
This was SVN commit r26180.
2022-01-06 22:44:54 +00:00
Stan dfafdcd792 Bump version of the desktop file to 1.4 the latest stable version according to @nwtour on https://code.wildfiregames.com/D3475.
Noticed by: @asterix and @dynamofox on cf56f36a3b
This was SVN commit r26179.
2022-01-06 20:28:49 +00:00
Stan cf56f36a3b Fix two typos noticed by @Nescio, and use the performance GPU on Linux too.
Patch by: @DynamoFox, @nwtour
Comments by: @bb
Differential Revision: https://code.wildfiregames.com/D3475
This was SVN commit r26178.
2022-01-06 19:40:15 +00:00
Stan de2a368924 Modify 0ad.desktop to accept a file as an argument to allow installing mods by drag & drop on the icon.
Patch by: @nwtour
Accepted by: @Freagarach
Differential Revision: https://code.wildfiregames.com/D4410
This was SVN commit r26177.
2022-01-06 19:34:20 +00:00
vladislavbelov 9bc3dd4699 Fixes terrain overlay texture upload after fd976456d7.
Reported By: nwtour
This was SVN commit r26176.
2022-01-06 14:16:32 +00:00
vladislavbelov 912202ff0c Uses core GL functions for GLSL shaders.
Tested By: nwtour, Stan
Differential Revision: https://code.wildfiregames.com/D4416
This was SVN commit r26175.
2022-01-06 11:41:04 +00:00
vladislavbelov cee0ce48eb Disables redundant mipmap generation for postprocessing.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4417
This was SVN commit r26174.
2022-01-06 11:09:42 +00:00
vladislavbelov 27c8771a3a Fixes debug drawing of a null shadow texture introduced in 36107cb7e1, appeared after abc3190c03.
Reported By: nwtour
This was SVN commit r26173.
2022-01-06 11:04:45 +00:00
vladislavbelov f07fa81661 Renames LOS framebuffer object to follow CC.
This was SVN commit r26171.
2022-01-05 15:37:59 +00:00
vladislavbelov fd976456d7 Performs texture uploads via DeviceCommandContext interface.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4415
This was SVN commit r26170.
2022-01-05 14:49:54 +00:00
Stan 07c0d95467 Write a GLSL equivalent for overlay_solid.
Fixes #6403
Patch by: z0rg
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4406
This was SVN commit r26168.
2022-01-04 21:14:41 +00:00
Stan 0a8d382657 Fix OpenGL ES 2.0 Warnings.
This was SVN commit r26167.
2022-01-04 20:54:37 +00:00
vladislavbelov 5e3426794c Moves frame rendering function to CRenderer and combines with making screenshots.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4414
This was SVN commit r26166.
2022-01-04 18:13:45 +00:00
vladislavbelov 87b5c233c5 Splits CRenderer part about scene to CSceneRenderer.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4412
This was SVN commit r26165.
2022-01-04 13:29:01 +00:00
Stan 3d2be697a2 Fix OpenGL ES build after ae32055c9b.
This was SVN commit r26163.
2022-01-04 00:21:37 +00:00
vladislavbelov 2f90becb28 Removes SkipSubmit and unused friends from Renderer.
This was SVN commit r26162.
2022-01-03 12:16:16 +00:00
vladislavbelov 3e6b0780fa Removes unused Renderer friends of removed classes, refs 8753f881ee, 6bc33fe8bd.
This was SVN commit r26161.
2022-01-03 12:00:37 +00:00
vladislavbelov 3b8f1cdc04 Moves Renderer internals class out of the global namespace.
This was SVN commit r26160.
2022-01-03 11:11:58 +00:00
vladislavbelov 6dc0abebdb Removes unused includes from Renderer.
This was SVN commit r26159.
2022-01-03 10:59:41 +00:00
vladislavbelov 4fba543488 Unifies providing SkyManager and WaterManager like other managers, refs b889826a3d.
This was SVN commit r26158.
2022-01-03 10:49:12 +00:00
Stan 7afe489214 Remove topology.cpp. The data isn't useful to us, and it prevents some players from running the game.
Fixes #6028
Differential Revision: https://code.wildfiregames.com/D4402
This was SVN commit r26157.
2022-01-03 10:29:34 +00:00
vladislavbelov 273d336364 Removes unused Atlas functionality to set clear color added in 2f53eea71a and removed in 0d6882dad2.
This was SVN commit r26156.
2022-01-03 09:39:54 +00:00
vladislavbelov e9070a2630 Removes rand function usage from Atlas and unused rand include from particles.
This was SVN commit r26153.
2022-01-02 22:35:17 +00:00
vladislavbelov e547704a54 Removes rand function usage from test_cache_adt.
This was SVN commit r26152.
2022-01-02 22:32:38 +00:00
Angen f6d2961a81 Fix bug where scenario map was not loading as revealed when set to revealed.
Introduced in dd90dbf8b5.

Differential revision: D4305
Fixes: #6356
Patch by: @Jammyjamjamman
Comments by: @Stan, @andy5995, @vladislavbelov, @Langbart, @Freagarach
Tested by: @Freagarach, @Langbart
This was SVN commit r26151.
2022-01-01 18:15:59 +00:00
vladislavbelov 8347c94e3a Moves game load progress update function from GameSetup to CGUIManager.
This was SVN commit r26150.
2022-01-01 12:23:24 +00:00
vladislavbelov 7b8c66ec9f Adds config settings for borderless fullscreen and window modes.
Tested By: bb, Langbart
Differential Revision: https://code.wildfiregames.com/D4106
This was SVN commit r26148.
2021-12-31 12:05:48 +00:00
vladislavbelov 202e248c93 Removes cinema path recording from atlas added in 2c71c22045 and not removed with ffmpeg in [[SVN:9520]], 4c395f4bf2 and 47b26e56d3.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4411
This was SVN commit r26147.
2021-12-31 10:35:56 +00:00
vladislavbelov c9ba9299a3 Ignores sampler settings for multisample GL textures.
Reported By: Stan
This was SVN commit r26144.
2021-12-30 17:31:16 +00:00
vladislavbelov abc3190c03 Removes binding native GLuint textures from public ShaderProgram API.
Differential Revision: https://code.wildfiregames.com/D4407
This was SVN commit r26143.
2021-12-30 16:37:51 +00:00
vladislavbelov e4455a8e8f Speedups terrain painting tab in Atlas by asynchronous texture loading.
Tested By: Silier, Stan
Differential Revision: https://code.wildfiregames.com/D4405
This was SVN commit r26142.
2021-12-30 16:24:07 +00:00
Stan ae32055c9b Add support for GL_KHR_debug in Debug Mode.
Based on a patch by: @linkmauve
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2488
This was SVN commit r26141.
2021-12-30 15:07:17 +00:00
Stan b74fd6d4a2 Use the high performance GPU on Windows by default.
Reviewed by: @vladislavbelov
Accepted by: @asterix
Differential Revision: https://code.wildfiregames.com/D4401
This was SVN commit r26140.
2021-12-30 13:57:40 +00:00
vladislavbelov 92cf0c784c Removes Handle from ShaderProgram to use more high-level objects.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4403
This was SVN commit r26138.
2021-12-29 07:07:08 +00:00
vladislavbelov b9e4c14083 Fixes out of bounds access in SkyManager after 0837e369cf.
This was SVN commit r26136.
2021-12-28 10:50:42 +00:00
Angen 70bd982c85 Fix OnOwnershipChanged missing in ResourceTrickle
This was SVN commit r26135.
2021-12-28 10:03:49 +00:00
Angen e552f1280e Fix certain modifiers not being cleared corectly from cache
Issue noticed by Exodarion.

After researching technology for resourcetrickle modifiers were
returning old cached value because modifiers were not cleared for
structure when it was build and changed owner from invalid_owner to the
player so old values were kept.

Cause:
global cache depends on originalvalue.
Health and other modifiers use also player-wide modifiers and result
from that is used as the key, what means global cache is never used
because originalvalue will differ in that case.
That does not look to be case for resourcetrickle and possibly for
another scenarios.
Modifiers that get cached on init and do not get changed by player-wide
modifiers in combination with ownership being changed afterwards will
bug.
Since we dont reset cache for ownership going from invalid_player, the
old global cache is kept and used.

Another solution would be to not cache on init, but thats workaround to
hide the issue.

Differential revision: D4395
This was SVN commit r26134.
2021-12-28 10:01:36 +00:00
Freagarach 2c33c28a09 Add the ability to do simple (de)serialisation cycle in the JS unit tests. (And change the PQ, Trainer and Researcher serialisation.)
To catch e.g. typos.

- Use the same structure in the ProductionQueue item (de)serialisation
as in Trainer and Researcher.
- Also iterate over the serialisable attributes on deserialize, as
proposed by @elexis (on IRC), for its symmetry.

Proposed by: @Stan
Differential revision: D4388
This was SVN commit r26133.
2021-12-28 08:23:59 +00:00
Freagarach 32fc381017 Fix PetraAI not rushing.
A typo in the starting strategy.
Reported by: @marder on
http://irclogs.wildfiregames.com/%230ad-dev/2021-11-12-QuakeNet-%230ad-dev.log
Introduced in 4e664dd712.

Differential revision: https://code.wildfiregames.com/D4391
Fixes: #6381

This was SVN commit r26132.
2021-12-28 08:16:06 +00:00
Freagarach 60f35ff9c7 Add missing ProductionQueue component to the Mauryan Palace.
Reported by @ValihrAnt at 0c4f59d0a7.
Introduced in 8d80a2186e.

Differential revision: https://code.wildfiregames.com/D4392
Tested by: @ValihrAnt
Comments by: @Stan
This was SVN commit r26131.
2021-12-28 08:12:10 +00:00
Freagarach b3a6a1e6e5 Add a more detailed description to the showstatusbar hotkey.
For it was not really clear.

Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D4362
Accepted by: @asterix
This was SVN commit r26130.
2021-12-28 08:08:13 +00:00
vladislavbelov 3591220361 Removes redundant ogl usage to process data on CPU combining terrain alpha map.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4399
This was SVN commit r26129.
2021-12-28 06:41:06 +00:00
vladislavbelov 136f4621af Fixes crash for ARB shaders because they don't provide actual locations, triggered after c2c3a3b663.
Reported By: nwtour
This was SVN commit r26127.
2021-12-27 21:27:56 +00:00
vladislavbelov 0837e369cf Moves PostProcManager and SkyManager to GL texture class continuing 57ba7c4a1c.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4398
This was SVN commit r26126.
2021-12-27 21:01:43 +00:00
Stan c4de86973d Fix Haiku detection introduced in cc65e0e8a2
Patch by: @xone47
Differential Revision: https://code.wildfiregames.com/D4396
This was SVN commit r26125.
2021-12-27 18:59:44 +00:00
bb cbb7177fc1 Fix two comments from d95550248b
This was SVN commit r26124.
2021-12-27 16:30:58 +00:00
bb 6ed690f102 Add script to remove unneeded info from .po files
Differential Revision: D4264
This was SVN commit r26123.
2021-12-27 14:31:32 +00:00
vladislavbelov 3cb60353e1 Removes unused h_mgr includes.
This was SVN commit r26122.
2021-12-27 11:47:16 +00:00
vladislavbelov 9696df3c28 Removes unused ogl/ogl_tex includes.
This was SVN commit r26121.
2021-12-27 10:11:26 +00:00
vladislavbelov 60a422b668 Moves water textures and terrain alpha composite map to GL texture class following 57ba7c4a1c.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4394
This was SVN commit r26120.
2021-12-27 08:14:47 +00:00
vladislavbelov f59f637cbb Cleanups TerrainTextureEntry a little, removes commented member from 88ab3f0f5b.
This was SVN commit r26118.
2021-12-26 20:39:13 +00:00
vladislavbelov c2c3a3b663 Moves shadow map and terrain overlay to GL texture class continuing 57ba7c4a1c.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4393
This was SVN commit r26117.
2021-12-26 09:48:48 +00:00
Stan 6c2b9e72a0 Fix naming conventions of a few map names. Rename a dupe texture, and the fcollada readme.
Refs #6327

This was SVN commit r26114.
2021-12-26 00:17:01 +00:00
bb bd8b11676e Update translation files on translator change
Comments By: Stan
Differential Revision: D4260
This was SVN commit r26113.
2021-12-25 21:22:45 +00:00
bb 5fd4fb2b34 Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field.
Broken in 0a09bde961

Comments By: elexis, Dunedan, Silier, Freagarach
Patch By: Langbart
Differential Revision: D4262
fixes #6316

This was SVN commit r26112.
2021-12-25 21:06:21 +00:00
Angen ac7dc057df Add "Invalid signature" reason to modio
When signature is invalid, it does not comunicate the reason clearly.
Fix this.
Also remove silent failure in case of signature is not valid.

Differential revision: D3478
Reviewed by: @bb
This was SVN commit r26111.
2021-12-25 19:31:51 +00:00
Angen 2dc0ccc184 [gameplay] standardize animal loot experience
This patch attempts a more systematic approach, by standardizing the
<Loot/xp> to 20% of <Health/Max>.

Differential revision: D3681
Patch by: @Nescio
Reviewed by: @borg- @wowgetoffyourcellphone
Comments by: @Palaxin
This was SVN commit r26110.
2021-12-25 19:28:31 +00:00
vladislavbelov 57ba7c4a1c Encapsulates GL texture creation in a separate class.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4389
This was SVN commit r26107.
2021-12-25 00:26:10 +00:00
Freagarach 381bbb59e8 Fix (de)serialisation in the Researcher component.
A typo in the serialisation function.
Also just serialise the properties that are assigned in cmpResearcher
and cmpTrainer.

Introduced in e4925e02d0
Reported by: @nwtour
Differential revision: https://code.wildfiregames.com/D4386
Tested by: @nwtour
This was SVN commit r26105.
2021-12-24 08:11:17 +00:00
vladislavbelov 478164962f Removes static linking of OpenGL library.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4387
This was SVN commit r26104.
2021-12-24 08:02:27 +00:00
vladislavbelov f9818b7f7a Moves default texture to SingleColorTexture following 283f524fcf.
This was SVN commit r26102.
2021-12-23 17:44:24 +00:00
Stan e7cc6117ce Fix removal of added files for macOS and Windows.
Don't display Debug: and Release: if no message was printed.

This was SVN commit r26101.
2021-12-23 15:10:16 +00:00
Stan 6b7541cec5 Add more options to archive builds.
Patch by: @wraitii, @Stan
Tested for A25.

Differential Revision:
https://code.wildfiregames.com/D4141#change-nbAmEr5oWUW3

This was SVN commit r26100.
2021-12-23 14:59:37 +00:00
vladislavbelov 6f1322881e Cleanups console a little bit.
This was SVN commit r26099.
2021-12-23 07:37:03 +00:00
Stan 53734a05a6 Add a missed include in https://code.wildfiregames.com/D721; It's included for some reason in Windows NOPCH but not linux
Reported by: @Freagarach
This was SVN commit r26097.
2021-12-22 11:02:13 +00:00
Angen 2922b693ab Fix special string used in singular for english
Some languages use singular form for another counts than 1, what makes
singular strings in english with hardcoded number causing incorrect
string to be displayed.

Adding special branch for english singular string since it looks nicer.

Differential revision: D4377
Patch by: @nwtour
This was SVN commit r26096.
2021-12-22 10:54:11 +00:00
Stan c9bea80e0d Use GLAD2 a multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator.
Comments by: @nwtour, @Langbart, @bb
Based on patch by: @echotangoecho
Tested on Windows 7 & 10, Ubuntu and macos.

Differential Revision: https://code.wildfiregames.com/D721
This was SVN commit r26093.
2021-12-21 22:03:31 +00:00
vladislavbelov a32ab00f4d Moves backbuffer swap and error check to GL device.
This was SVN commit r26092.
2021-12-21 17:02:04 +00:00
wackyserious d48bc63d92 Fix missed issues bc461838ee and minor texture edits
-Move orientation of the Scythian coat to the left to make it more
visible.

This was SVN commit r26091.
2021-12-21 09:02:31 +00:00
Angen 26842451d7 Fix sorting by hasPassword/private in gamelist
Reported by @nani:
Sorting by "has password" in lobby game list does nothing

Add sorting value.

Differential revision: D4382
Reviewed by: @Freagarach
Fixes: #6392
Introduced in: c2155e31c0

This was SVN commit r26090.
2021-12-21 08:00:37 +00:00
Freagarach 84399ba248 Fix training/researching with zero time.
(Re)introduced in 0c4f59d0a7.
Reported by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4378
Reviewed by: @Silier
Refs. #2334

This was SVN commit r26089.
2021-12-21 06:19:50 +00:00
Freagarach a8c6d7a82b Inherit comment of previous save when overwriting.
Reported by: @allalongthetower at
https://wildfiregames.com/forum/topic/64768-save-game-name-erasing/
Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D4372
Comments by: @Silier, @Stan
This was SVN commit r26088.
2021-12-21 06:07:48 +00:00
wackyserious bc461838ee 037351c75e fix
This was SVN commit r26087.
2021-12-21 01:00:38 +00:00
wackyserious 037351c75e Update Athenian Scythian archer champion unit textures
-Standardize naming convention (sample_01_01, where first 01 = type and
following, 01 = subtype)
-Add new variants
-Minor update to previous textures

This was SVN commit r26086.
2021-12-20 12:10:45 +00:00
Freagarach e4925e02d0 Fix getting units by cheat.
Introduced in 0c4f59d0a7.
Noticed by: @loveheaven at
https://wildfiregames.com/forum/topic/64877-cannot-cheat-any-longer-by-iwanttopwnthem-50/.

Differential revision: https://code.wildfiregames.com/D4374
Comments by: @Silier, @Stan
This was SVN commit r26084.
2021-12-17 15:34:49 +00:00
vladislavbelov 3b9b7cd605 Moves GL report from HWDetect to GL device.
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D4376
This was SVN commit r26081.
2021-12-16 06:36:46 +00:00
vladislavbelov 2f4fabdd96 Fixes gamesetup slider for a too short frame time (not enough Date precision).
Patch By: nwtour
Differential Revision: https://code.wildfiregames.com/D4365
This was SVN commit r26079.
2021-12-15 10:56:20 +00:00
vladislavbelov eb004e5c98 Uses forward declaration for SDL in GL device.
This was SVN commit r26078.
2021-12-15 10:50:31 +00:00
vladislavbelov 93a9072618 Removes logs of unused GL constants which duplicate video mode settings.
This was SVN commit r26077.
2021-12-15 10:49:46 +00:00
Freagarach dfd9560748 Put the formation-selection feature behind a config.
Since it needs a better UX. (Introduced in a70a20fd42.)
Users can choose to still use it.

Differential revision: https://code.wildfiregames.com/D4360
Comment by: @wowgetoffyourcellphone
This was SVN commit r26076.
2021-12-15 08:07:59 +00:00
Freagarach afc77e20a4 Ignore formation selection when clicking an unit icon.
It was deemed unintuitive to select the whole formation when clicking an
icon.

Differential revision: https://code.wildfiregames.com/D4295
Comments by: @alre, @Langbart, @marder, @wowgetoffyourcellphone
This was SVN commit r26075.
2021-12-15 08:00:49 +00:00
Freagarach f1f744702b Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively.
`ElevationBonus` is vague, as discussions proved. Therefore it is
renamed to `Origin`, which, describes better what the value stands for.
`Delay` is also quite vague, so renamed to `EffectDelay`.

Differential revision: https://code.wildfiregames.com/D2016
Comments by: @bb, @nani, @Nescio, @Silier, @Stan, @wraitii
This was SVN commit r26074.
2021-12-15 07:42:06 +00:00
Freagarach 5cbdc6c62a Use the attack sound for attack-move.
And define it (the attack_move sound) in the templates, such that
modders can change it at will.

Patch by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4364
This was SVN commit r26073.
2021-12-15 07:11:03 +00:00
vladislavbelov 89c181ded1 Encapsulates information about GL inside device.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4375
This was SVN commit r26072.
2021-12-15 06:43:41 +00:00
vladislavbelov 784f734480 Removes a hack to detect an old S3 SuperSavage card added in c1ec44d751.
This was SVN commit r26070.
2021-12-14 10:47:32 +00:00
vladislavbelov 3809457513 Replaces unclear PreferGLSL by direct renderer backend choice.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4363
This was SVN commit r26069.
2021-12-14 06:34:02 +00:00
vladislavbelov f28efbaa87 Forbids using more than 64 bones for GPU skinning.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4244
This was SVN commit r26067.
2021-12-13 19:22:27 +00:00
Stan 044346cf62 Set default big screenshot size to 4K as proposed by @wowgetoffyourcellphone in f175bc4f8d
This was SVN commit r26066.
2021-12-13 19:03:02 +00:00
vladislavbelov a3382fb3eb Removes checks for unused or always enabled GL extensions.
Differential Revision: https://code.wildfiregames.com/D4371
This was SVN commit r26065.
2021-12-13 18:36:37 +00:00
Freagarach a8c25837cb [PetraAI] - Use enum-like variables instead of magic values. -- [2]
Improved readability. Easier find-and-replace.

This commit focused on:
- Worker
- TransportPlan
- Difficulty

Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D4343
Refs. #6256
Comments by: @nani, @Silier, @Stan
This was SVN commit r26063.
2021-12-13 08:04:33 +00:00
Stan 7e0a42c87d Delete broken assets reported here https://wildfiregames.com/forum/topic/49785-building-a-64-bit-pyrogenesis-and-deps-for-windows/?do=findComment&comment=452589
This was SVN commit r26061.
2021-12-12 20:41:54 +00:00
Stan e851fc019b Remove duplicate iber_struct.dds
Fixes #6326

This was SVN commit r26060.
2021-12-12 20:04:07 +00:00
Stan 0dd3bcc8e7 Remove duplicate dds textures for desert_forestfloor_palms.dds, kart_trireme.dds, tree_cypress_a.dds, farming_wheat_harvest_b.dds, road_roman.dds, celt_caratacos.dds, rome_ijv_e.dds, hele_trireme.dds, iber_sail_b.dds, kart_sail_1.dds, kart_sail_2.dds, kart_sail_3.dds.
Refs #6326

This was SVN commit r26059.
2021-12-12 19:15:40 +00:00
Stan 846b8154c2 Remove duplicate celt_prop_1 texture.
Refs #6326

This was SVN commit r26058.
2021-12-12 18:08:17 +00:00
Stan 09c39d710f Remove duplicate textures.
Refs #6326

This was SVN commit r26057.
2021-12-12 16:56:40 +00:00
Stan b7cf30fce5 Fix Windows 11 Detection
Comments by: @vladislavbelov, @Freagarach
Differential Revision: https://code.wildfiregames.com/D4337
This was SVN commit r26056.
2021-12-12 16:08:09 +00:00
Stan 5b6bb1cd89 Fix Alt Tab on Windows for SDL > 2.0.12
Comments by: @vladislavbelov,  @Freagarach
Differential Revision: https://code.wildfiregames.com/D4359
This was SVN commit r26055.
2021-12-12 16:01:30 +00:00
Stan c80da0cd3c Remove duplicate texture hele_struct_b
- Use the correct material, as texture has no alpha, therefore no player
color
- Add missing textures where necessary
- Use null_white for hele_blacksmith_bucket_water instead of loading
useless textures.

Refs: #6326

This was SVN commit r26054.
2021-12-12 15:43:50 +00:00
Angen a43ff8b088 Fix not used SIEGE_NO_TRAINER
In 2f24006afb, the siege state for no trainer was not assigned to
variable but used in condition.
Making use of that state actually.

Differential revision: D4367
Patch by: @JCWasmx86
This was SVN commit r26053.
2021-12-12 12:19:11 +00:00
vladislavbelov 5e61febf16 Resolves concerns from e4907bdb6e. Fixes #6395
Tested By: Langbart, nwtour
Differential Revision: https://code.wildfiregames.com/D4370
This was SVN commit r26051.
2021-12-10 21:29:40 +00:00
vladislavbelov 9cb6e4c105 Cleanups Font and FontManager a little.
This was SVN commit r26050.
2021-12-10 16:59:32 +00:00
vladislavbelov dfe165d6c2 Fixes unused m_Simulation after b991ef919b.
This was SVN commit r26046.
2021-12-09 18:07:10 +00:00
vladislavbelov fe81a6eec7 Refactors WaterManager to remove duplication of the current texture index calculation. Removes unused m_WaterCurrentTex from f2cae8cb9b.
This was SVN commit r26045.
2021-12-09 18:01:28 +00:00
Freagarach 1dfa8140a9 Fix infinite loop when queuing a gather order after garrison.
There was an infinite loop:
Order.Gather -> MustKill (L497) -> PushOrderFront(Attack) (L526) ->
NotInRange (L410) -> NotAbleToMove, thus finish order (L426/427) ->
Restart from Order.Gather.

We do two things here:
- Assume we don't have vision when garrisoned, which is not a bad
assumption.
- Check the range and if we are not able to move and not in range,
finish the order.

Introduced in: d3c3072c83
Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4349
Fixes: #6377
Tested by: @Langbart
Comments by: @Silier, @Stan
This was SVN commit r26044.
2021-12-09 16:35:03 +00:00
Freagarach 695ce382ec Fix Trainer/Researcher without entities/techs.
It was explicitly allowed in 0c4f59d0a7, but not all references to
`this.template` were properly checked.

Noticed by: @nwtour
Differential revision: https://code.wildfiregames.com/D4357
Tested by: @nwtour
Comments by: @Stan
This was SVN commit r26043.
2021-12-09 16:22:52 +00:00
Freagarach a53405f697 Fix PetraAI after 5d3902498f.
In 5d3902498f there was a wrong substitution.
`AttackManager` -> `AttackPlan` for the attack types.

Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D4369
Reviewed by: @Silier
Tested by: @nwtour
This was SVN commit r26041.
2021-12-09 05:47:29 +00:00
vladislavbelov fe511e88d9 Adds FreeType support to the engine.
Tested By: Langbart, Imarok, Stan, s0600204, wraitii
Differential Revision: https://code.wildfiregames.com/D4108
This was SVN commit r26040.
2021-12-08 22:14:43 +00:00
vladislavbelov 04476bf29f Normalizes AO textures according to b53c454e3e via P259.
Differential Revision: https://code.wildfiregames.com/D4361
This was SVN commit r26039.
2021-12-08 18:35:23 +00:00
vladislavbelov b53c454e3e Removes AO multiplier as a duplicate way to adjust AO, makes it closer to PBR.
Differential Revision: https://code.wildfiregames.com/D4361
This was SVN commit r26038.
2021-12-08 18:28:42 +00:00
wackyserious 22a21e4bd9 Update: Celtic Unit Actor File
-Sword sheath position switch
-Make heroes look more historically accurate
-New hero textures (Caradoc and Boudicca)

Reviewed by: Genava55, wowgetoffyourcellphone and other community
members

This was SVN commit r26037.
2021-12-08 08:26:31 +00:00
vladislavbelov 90f27d4909 Adds console toggle hotkeys to the console welcome message.
Patch By: nwtour
Differential Revision: https://code.wildfiregames.com/D4347
This was SVN commit r26035.
2021-12-07 20:09:46 +00:00
Freagarach 5ceeac3dd5 Use correct tooltip stye for the civ icon.
Introduced in 18a97cc82a.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4341
Fixes: #6378
Comment by: @vladislavbelov
This was SVN commit r26033.
2021-12-06 07:22:12 +00:00
vladislavbelov e4907bdb6e Forces GL 2.1 core context creation in VideoMode.
This was SVN commit r26031.
2021-12-04 22:01:20 +00:00
vladislavbelov 670f5f9a40 Adds more flexible dependencies to options.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4354
This was SVN commit r26030.
2021-12-04 20:09:53 +00:00
Freagarach 5d3902498f [PetraAI] - Use enum-like variables instead of magic values. -- [1]
Improved readability. Easier find-and-replace.

This commit is focused on:
- BaseManager
- AttackPlan
- GarrisonManager

Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D4334
Refs. #6256
Comments by: @Silier, @Stan
This was SVN commit r26029.
2021-12-04 08:47:05 +00:00
vladislavbelov 5a7aa37cd1 Fixes without PCH build after af567560b8.
Reported By: Freagarach
This was SVN commit r26026.
2021-11-30 18:03:39 +00:00
vladislavbelov a591e5aa69 Removes unused/not implemented hooks from AppHooks. Refs f947fa6afe.
This was SVN commit r26024.
2021-11-29 18:21:49 +00:00
vladislavbelov af567560b8 Drops custom utf16 string implementation (from cdd3317ded), uses C++11 one.
Patch By: sera
Differential Revision: https://code.wildfiregames.com/D4223
This was SVN commit r26023.
2021-11-29 12:10:41 +00:00
vladislavbelov e1374252b7 Removes direct access to shaders, leaves only techniques.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4353
This was SVN commit r26020.
2021-11-27 15:01:14 +00:00
vladislavbelov 4c26a2d11f Adds disabled sprites to slider.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4355
This was SVN commit r26019.
2021-11-27 13:37:05 +00:00
vladislavbelov c0e0d620eb Draws fancy water and its shore waves only for GLSL shaders.
This was SVN commit r26017.
2021-11-26 21:47:04 +00:00
Freagarach fcd10be509 Fix Researchers' GUI without a tech cost multiplier.
This was SVN commit r26016.
2021-11-26 20:53:14 +00:00
Freagarach 8d80a2186e Some fixes after the ProductionQueue split.
0c4f59d0a7 / 8475c16c31 introduced a serialisation error (#6391).
Also the templates and the code could be improved.

Differential revision: https://code.wildfiregames.com/D4352
Comments by: @Silier, @Stan
Fixes: #6391

This was SVN commit r26015.
2021-11-26 17:12:26 +00:00
vladislavbelov 809e3ed0bd Removes rand function usage from tests to avoid non-uniform distributions.
This was SVN commit r26012.
2021-11-25 17:57:59 +00:00
vladislavbelov 6efa293fd1 Reduces number of allocations during GPU profiler processing for Intel queries.
This was SVN commit r26011.
2021-11-25 17:33:17 +00:00
vladislavbelov 265a2246f0 Removes unused fnv_lc_hash, also file paths case sensitive so we can't use the function.
This was SVN commit r26010.
2021-11-25 16:58:04 +00:00
vladislavbelov 25ce179cbc Adds collision test for fnv_hash, removes unused include forgotten in b4a33851e6.
This was SVN commit r26007.
2021-11-21 11:59:02 +00:00
Freagarach ab01a2d2fc Fix replay folders with special characters.
Implemented in e7ab22286e, broken in cb346e207b.

Patch by: @Langbart
Help by: @elexis
Differential revision: https://code.wildfiregames.com/D4345
Fixes: #6373
Reviewed by: @vladislavbelov
Tested by: @Freagarach
This was SVN commit r26005.
2021-11-19 11:34:26 +00:00
Freagarach a16ecf0f62 Missing tileclass in archipelago / fix fish on land.
This would cause fishes to be spawned on land under a specific set of
conditions. Cases where the concerned land is not painted clPlayer for
example (which fish also avoids).
Added by @marder: spacing of the forest and wood amount was corrected as
the above ^ pushed the wood away from the player.

Original patch by: @smiley
Additional changes by: @marder
Differential revision: https://code.wildfiregames.com/D1729
Comments by: @elexis
Tested by: @Freagarach
Fixes: #5797
Refs. #3746

This was SVN commit r26003.
2021-11-17 07:20:18 +00:00
vladislavbelov 9b3dcd2610 Slightly improves minimap flares, makes animation more smooth via alpha fade in/out.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4351
This was SVN commit r26001.
2021-11-16 16:58:32 +00:00
Freagarach 0c4f59d0a7 Split tasks from ProductionQueue.
The task of the production queue should first and foremost be that; a
queue for production items.
Hence, the specifics of training/researching are delegated to specific
components.

As a side effect, this improves the test coverage and fixes:
- Resource not refunding when hitting the entity limit. Introduced in
b8758c8941.
- Autoqueue changing when unable to spawn. Introduced in 956b3f96db.

Modders can change their templates using
https://code.wildfiregames.com/P256.

Differential revision: https://code.wildfiregames.com/D4333
Fixes: #6363
Comments by: @Silier
Refs. #6364

This was SVN commit r26000.
2021-11-16 07:08:39 +00:00
vladislavbelov b5d85e279f Removes border pixels drawing of the minimap texture with scissors after b991ef919b. Fixes #6382
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4350
This was SVN commit r25997.
2021-11-14 16:51:39 +00:00
vladislavbelov d1a7aa2858 Adds alpha and custom options to render debug modes.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4346
This was SVN commit r25996.
2021-11-14 08:33:59 +00:00
Angen 59a13f97be Show the correct message when exiting the multiplayer match as a client
Forgotten change in: 3ab25cbd95
Reported by: @bb
Differential revision: D4330
Patch by: @Schweini
This was SVN commit r25995.
2021-11-13 12:26:48 +00:00
vladislavbelov b991ef919b Moves MiniMap texture rendering to a separate framebuffer to update it less frequently.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4331
This was SVN commit r25993.
2021-11-12 19:15:48 +00:00
vladislavbelov 36eb92f9a4 Adds render debug modes.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4311
This was SVN commit r25992.
2021-11-12 11:22:18 +00:00
Angen dc361048aa Fix a1010b83d3 and 8f8996e338
Fix wrong renaming done in a1010b83d3
Fix missed structure change in 453fe486de

Reported by: SciGuy42 on forum
https://wildfiregames.com/forum/topic/62269-onrange-triggers-in-a25/
Tested by: SciGuy42
Differential revision: D4335
This was SVN commit r25989.
2021-11-06 11:07:28 +00:00
bb c1cd28c878 Also do a postMove update when the average speed over last turn isn't zero
Reviewed By: Freagarach
Differential Revision: D4302
refs acc780bcbb

This was SVN commit r25985.
2021-10-31 17:21:04 +00:00
Freagarach f0c708be41 Ceil the required XP in the GUI.
344d1cc837 introduced a tech that percentually increased the required XP
for archers, showing a decimal value.
This rounds that up, for 150/150 without being promoted looks bad as
well.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4322
Reviewed by: @Angen
This was SVN commit r25984.
2021-10-31 07:00:39 +00:00
vladislavbelov 4bae03c6c8 Enables GL_TEXTURE_2D always since we don't support FPP anymore.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4327
This was SVN commit r25982.
2021-10-30 14:34:20 +00:00
Angen 5924575705 Fix pathname not matching name incompatible mod detection
Differential revision: D4324
Broken in 498f0d420b

This was SVN commit r25979.
2021-10-28 20:33:01 +00:00
Freagarach 3ab25cbd95 Add an extra button to skip the summary page when quitting.
Allows devs (and players) to skip the summary page when they don't need
them.

Patch by: @Schweini
Differential revision: https://code.wildfiregames.com/D3958
Reviewed by: @Langbart
Fixes: #4300
Comments by: @nwtour, @Stan
This was SVN commit r25978.
2021-10-28 06:31:16 +00:00
Freagarach 137ec9f3d4 Fix typo in tutorial.
Triple click should have been an <Alt>+DoubleClick.
While at it, removed the unneeded brackets at the hotkey translations.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4314
Fixes: #5409

This was SVN commit r25977.
2021-10-28 06:21:14 +00:00
Freagarach 083ab0f4b0 Some layout changes to the replay menu.
Cursor should not blink in read-only.
The path was too similar to the list and thus easy to miss, it has been
changed to a 'golden' colour.
A tooltip was added to the path.
The border colour of input fields was changed from white to gold.
The buttons at the bottom of the page are spread evenly.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4296
Refs: #6350

This was SVN commit r25976.
2021-10-28 06:14:17 +00:00
Angen 3adac574b7 Prevent division by 0 for experience bar
Required experience can be set to 0 initially and because entity is
upgrated after simulation starts, there was division by 0 in atlas for
such entities causing experience bar going to infinity.

Differential revision: D4317
Fixes: #6362
Patch by: @Langbart
Reviewed by: @Angen
This was SVN commit r25974.
2021-10-27 19:00:35 +00:00
vladislavbelov f543574d61 Removes lines drawing by direct GL calls from MiniMap.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4321
This was SVN commit r25973.
2021-10-27 06:42:54 +00:00
Freagarach a00c2674b5 Fix AI attacking some bridges.
Our bridges are nothing more than actors, so using one is correct.
We also delete the template files to prevent others from making the same
mistake (if someone encountered and fixed the bug in a mod they have
modified templates anyway).

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4297
Reviewed by: @bb
Comments by: @Angen
Fixes #6352

This was SVN commit r25972.
2021-10-26 16:34:44 +00:00
Angen b4fbbed379 There have been quite a bit of number of questions how to change scale of the gui, because this option is hidden from the user.
Use dropdown with values. Implement confirmation box with countdown to
revert scale change because buttons can get unable to click.

Differential revision: D3037
Comments by: @vladislavbelov, @Stan, @wraitii, @pieq, @sera
Tested by: @Langbart
This was SVN commit r25966.
2021-10-17 10:58:51 +00:00
bb 9c2a09067f Center generic/specific name if just one is given and hide the other
Patch By: LangBart
Comments By: Freagarach
Differential Revision: D4290
fixes #6341

This was SVN commit r25964.
2021-10-12 20:25:09 +00:00
vladislavbelov 31a6ffdd3a Removes mentions of legacy and unused GL calls, unifies AsFloatArray.
This was SVN commit r25961.
2021-10-11 12:39:01 +00:00
vladislavbelov 9ee448b377 Removes direct GL calls from Atlas bandbox drawing.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4300
This was SVN commit r25960.
2021-10-11 11:30:50 +00:00
Freagarach 75aa2091b7 Allow to push items to the front of the ProductionQueue.
Refs. #6104
Differential revision: https://code.wildfiregames.com/D4241
Comments by: @bb, @Langbart, @Stan
This was SVN commit r25958.
2021-10-10 19:07:42 +00:00
Angen b1a01005b8 [Petra] Remove global constant from queueplanBuilding.js
If someone would try to copy petra and use it as base of own ai, one
would not be able to run both ais at the same time and had to fix that
global constant anyway.

Differential revision: D4301
Reviewed by: @Freagarach
This was SVN commit r25957.
2021-10-10 19:02:21 +00:00
Freagarach 0c1297de3a Add two missing hotkeys to the intro.txt.
Also change the text a bit and add the formation selection feature to
the tips.

Refs. afd1eaee0d and a70a20fd42.

Differential revision: https://code.wildfiregames.com/D4284
Reviewed by: @bb
This was SVN commit r25956.
2021-10-10 18:39:20 +00:00
Angen 76228f107c Fix mention of 'farm' instead of 'field' in tutorial
It was reported that the word farm in the Introductory Tutorial is
incorrect and it should be replaced with Field.
Game refers to them as 'Field' so change is correct.

Differential revision: D4299
Patch by: @Langbart
Fixes: #6345

This was SVN commit r25955.
2021-10-10 12:49:17 +00:00
Angen aba5369140 Fix missing sell buttons
Introduced by b12e282277.

Reported on forum:
https://wildfiregames.com/forum/topic/56568-petra-having-problems-with-fishing-on-maps-with-water-available/?do=findComment&comment=454690

Differential revision: D4298
This was SVN commit r25954.
2021-10-10 09:32:09 +00:00
bb acc780bcbb Add accelerations in unit movement.
This helps preventing arrow dodging.

Differential Revision: D3200
Reviewed By: Freagarach
Comments By: wraitii, vladislav, Palaxin, Stan
refs: #5106

This was SVN commit r25953.
2021-10-09 21:31:11 +00:00
bb 4640a1fd36 Use only the Diplomacy Color of non-defeated players
Patch By: LangBart
Differential Revision: D4288
This was SVN commit r25951.
2021-10-06 20:33:12 +00:00
Freagarach 56f5cb9e62 Use transform for changing a formation template.
As noted on the forums by @Ceres
(https://wildfiregames.com/forum/topic/44848-proposals-for-formations/?do=findComment&comment=453840)
formations change orientation when changing their template.
This uses the transform helper to change the template of the formation,
which apparently also fixes the rotation issue.

With the notion that a different design of transform is preferential
(P46).

Differential revision: https://code.wildfiregames.com/D4272
Comments by: @Angen, @bb, @Ceres, @wraitii
Tested by: @Ceres
This was SVN commit r25949.
2021-10-03 06:26:28 +00:00
Freagarach 7670a1835b Fix (de)selection functions.
Deselecting a part of a formation didn't deselect the whole formation,
since the logic was done quite weirdly.
This clarifies and fixes that.

Reported by: @Langbart on D4282.
Differential revision: https://code.wildfiregames.com/D4285
Comments by: @Angen, @Langbart
Tested by: @Langbart
This was SVN commit r25948.
2021-10-03 06:09:01 +00:00
Freagarach 65cd29696d Don't stop gathering after starting by autocontinue when in a formation.
FinishOrder called SetWaitingOnController, although the order
(constructing) had pushed another order (gather).
This is done now by telling we finished the order only when really idle.

This seems to boil down to the question: If we issued an order to a
formation, and its members have wandered off (imagine attacking an
entity and our members have finished the initial target but attack
nearby ones) do we want the whole formation to continue attacking or
execute the next order.

Also fixes reforming whilst attacking when an attack order was issued by
the player.

Reported by: @Langbart at https://code.wildfiregames.com/D2175#182343
Differential revision: https://code.wildfiregames.com/D4282
Tested by: @Langbart
This was SVN commit r25947.
2021-10-03 05:59:54 +00:00
Freagarach 9f556c8b5a Check for visibility on finding treasures in UnitAI.
Fixes an infinite loop when the next treasure is outside LOS.

Differential revision: https://code.wildfiregames.com/D4286
Comments by: @Angen, @bb
Fixes: #6329

This was SVN commit r25946.
2021-10-03 05:43:56 +00:00
Freagarach 4597cecd50 Rename misnamed lastGatheredType in ResourceGatherer.
Since it stores not the last gathered, but the last tasked type.
As discussed on IRC
(http://irclogs.wildfiregames.com/%230ad-dev/2021-09-16-QuakeNet-%230ad-dev.log).

Differential revision: https://code.wildfiregames.com/D4277
Reviewed by: @bb
Comments by: @Angen, @Stan, @wraitii
This was SVN commit r25942.
2021-09-24 06:33:53 +00:00
Freagarach be8a2258ed Fix negative number of gatherers upon ownership changes.
Differential revision: https://code.wildfiregames.com/D4274
Reviewed by: @bb
Comments by: @Langbart, @Stan, @wraitii
Fixes: #6328

This was SVN commit r25941.
2021-09-24 06:27:18 +00:00
Freagarach 0541aa04ff Let fish and fruit regenerate slightly.
This adds minor regeneration to fish (when not gathered) and fruit
(always) as a nice extra for casual players.
The values are chosen to be low, as to not affect competitive play much.

Patch by: @Nescio
Differential revision: https://code.wildfiregames.com/D3868
Comments by: @chrstgtr, @marder, @Stan, @wraitii
This was SVN commit r25940.
2021-09-24 06:22:09 +00:00
Freagarach a70a20fd42 Select formations as a whole by default.
One can override this behaviour by using a hotkey when (de)selecting
entities.
The aim of this system is to reduce micromanagement a bit.

Differential revision: https://code.wildfiregames.com/D2175
Comments by: @Angen, @azayrahmad, @Langbart, @marder, @Stan,
@submariner, @wowgetoffyourcellphone, @wraitii
Refs. #4545

This was SVN commit r25939.
2021-09-24 06:11:10 +00:00
s0600204 7382a4885b Use pkg-config more extensively in build
We now make use of `pkg-config` on Linux, BSD, and macOS systems to find
the headers and libs for the following dependencies, where we weren't
previously:

* `enet`
* `fmt` (on macOS only)
* `gloox`'s dependencies on macOS:
    * `gnutls`
    * `gmp`
    * `nettle`
* `libcurl`
* `libogg`
* `libsodium`
* `miniupnpc` (on macOS only)
* `openAL`
* `openGL`
* `vorbis`
* `zlib`

Please see revision (https://code.wildfiregames.com/D3611) for details.

NOTE: All those building on macOS will need to rebuild their libraries
(`build-osx-libs.sh --force-rebuild`)


Tested by: Langbart (macOS), Freagarach (Ubuntu 18.04), Jenkins CI
(Debian Buster)
Comments by: Stan, wraitii, Freagarach
Differential Revision: https://code.wildfiregames.com/D3611
This was SVN commit r25938.
2021-09-23 16:10:25 +00:00
vladislavbelov 0e599a3176 Moves cursor to VideoMode to draw it via SDL.
It removes the software implementation intentionally. Because it
duplicates SDL functionality. But it might be added in future on demand.

Tested By: bb, Langbart
Differential Revision: https://code.wildfiregames.com/D4278
This was SVN commit r25936.
2021-09-21 22:44:46 +00:00
Freagarach b4f0464591 Fix some typos in the hotkey specs.
Fixes the concern raised at 09ad8bfbe5.

Differential revision: https://code.wildfiregames.com/D4268
Reviewed by: @bb
This was SVN commit r25935.
2021-09-21 05:44:07 +00:00
s0600204 31b70309b3 Debundle Valgrind and make it optional
If a *nix user wishes to build `pyrogenesis` with support for Valgrind
(such as
it is), then can do so by passing `--with-valgrind` to
`update-workspaces.sh`.
(They will need Valgrind installed and locateable via `pkg-config`.)


Reviewed By: sera, Stan
Fixes: #2904
Differential Revision: https://code.wildfiregames.com/D3646
This was SVN commit r25933.
2021-09-20 22:18:28 +00:00
vladislavbelov ce08f57f51 Removes ogl_tex_find function, which duplicates cache-like logic in TextureManager.
This was SVN commit r25932.
2021-09-20 16:39:51 +00:00
vladislavbelov 3e198f1463 Removes duplication of terrain alpha map creation in Renderer.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4269
This was SVN commit r25931.
2021-09-20 12:55:39 +00:00
bb b27f9901cc Add tooltip to playerFilter in lobby
Missed in 8459160038

This was SVN commit r25929.
2021-09-19 12:40:37 +00:00
wraitii b12e282277 Fix black buttons as observer on a GAIA market.
Reported by: langbart
Reviewed By: bb
Fixes #6219

Differential Revision: https://code.wildfiregames.com/D4164
This was SVN commit r25927.
2021-09-17 17:01:50 +00:00
wraitii dfeb29b82c Fix duplicate insertion error when detecting incompatible mods.
Since f1acd22455, mods are checked for compatibility. However, they can
incorrectly be checked & added to inompatible mods several time, leading
to a potential crash.

The new code can also be simplified slightly.

Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D4276
This was SVN commit r25926.
2021-09-17 16:59:03 +00:00
bb ca4ee134fc Add tooltip to modmod explaining about loading order
Patch By: Ceres
Reviewed By: marder
Comments By: Stan
Differential Revision: D4252
This was SVN commit r25925.
2021-09-17 14:41:09 +00:00
Freagarach d59bb01a3c [PetraAI] - Disable some useless techs.
Don't try to research some techs which are useless when we have no ally.
Ideally we don't put these techs in the config as well, but check the
usefulness and/or dependencies.

Differential revision: https://code.wildfiregames.com/D4218
Reviewed by: @Angen
Comments by: @Stan
This was SVN commit r25923.
2021-09-15 16:10:40 +00:00
Freagarach 21be3944f4 Increase the spacing in the top panel and synchronize the colour in the tooltip for gatherers.
With the addition of the new resource icons for stone and metal, the
text was too close to the icon so the distance between the text and the
icon is increased.
Also, synchronises the colour of the number of gatherers in the top
panel with the colour in the tooltip explanation.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4032
Comments by: @Stan, @wraitii
This was SVN commit r25922.
2021-09-15 06:27:11 +00:00
Angen 2d1ed7ecd5 [AI] Remove code duplication from map component
Differential revision: D4235
This was SVN commit r25921.
2021-09-13 18:07:14 +00:00
Stan 64c53753de Improve desert_small's texture look using the new textures. Rename them to match the conventions
Fixes #6324

This was SVN commit r25918.
2021-09-12 22:38:32 +00:00
Freagarach 645e053fd2 Remove executable bit on some source files.
Reported by: Ralph Sennhauser
Fixes: #6325

This was SVN commit r25917.
2021-09-12 18:41:51 +00:00
Angen 2c87f6110e Fix translation of "%(unit)s can't be controlled'
Message is translated correctly.
Issue was sprintf replaced %(unit)s before message was going to be
translated so string was never found in dictionary.
Introduced in b97d251322

Differential revision: D4254
Patch by: @Ceres
Based on code by: @nwtour
Reviewer: @Angen

This was SVN commit r25916.
2021-09-11 09:23:56 +00:00
Angen 666097f96c Fix typo in validatemods introduced in 71121b8a89
Correct form is 'required' not 'require' causing to skip the check.

Differential revison: D4255
Patch by: @Langbart
This was SVN commit r25915.
2021-09-11 09:17:24 +00:00
Freagarach f2f412a6d2 Fix attacking miraged entities.
After 738b200dda, where the mirage should be queried in the
Start/StopAttacking functions.

Reported by: @bb
Differential revision: https://code.wildfiregames.com/D4267
Reviewed by: @bb
This was SVN commit r25914.
2021-09-11 04:47:25 +00:00
Freagarach e56d46548b Fix renaming fields losing the ability to be gathered.
Introduced in c888844b3a.
The problem was trying to set the amount to Infinity by substracting
Infinity from it.

Differential revision: https://code.wildfiregames.com/D4263
Tested by: @Langbart
Fixes: #6317

This was SVN commit r25912.
2021-09-10 06:22:43 +00:00
Freagarach e9f1b0799a Two fixes in PetraAI after the basesManager introduction.
Introduced in 4e664dd712.
The basesManager assumed at least one base (as was the case earlier).
`this` was used in a passed function, which therefore was undefined.

Differential revision: https://code.wildfiregames.com/D4253
Tested by: @marder
Comments by: @Langbart, @Stan
This was SVN commit r25911.
2021-09-10 06:19:45 +00:00
Freagarach 84aa4f8aeb More generalised testing in the PositionHelper.js.
Noted by: @vladislavbelov on D2940
Differential revision: https://code.wildfiregames.com/D3060
Reviewed by: @bb
This was SVN commit r25910.
2021-09-10 06:13:38 +00:00
Stan b6012ec606 Fix false positive; undefined variable in NetworkClient.cpp
refs #6321 for further cleanups.
Discussed with: @wraitii
Differential Revision: https://code.wildfiregames.com/D4258
This was SVN commit r25908.
2021-09-09 18:00:17 +00:00
Stan 6272ba2344 Remove Custom implementation of wrename on windows. 52baaa4bbd removed the other occurences.
Reviewed by: @wraitii
Differential Revision: https://code.wildfiregames.com/D4225
This was SVN commit r25907.
2021-09-09 17:53:17 +00:00
Stan d599a86b3e Disable the false positive "mod by 0" warning on Windows.
Differential Revision: https://code.wildfiregames.com/D4259
This was SVN commit r25906.
2021-09-09 17:49:07 +00:00
vladislavbelov 96708cc6a5 Adds header for forward declarations of CStr.
This was SVN commit r25905.
2021-09-09 17:39:08 +00:00
vladislavbelov a5c82a4ef6 Removes unused forward declarations of class and struct.
This was SVN commit r25903.
2021-09-08 19:43:01 +00:00
Freagarach 9552a9720c Add pushFront logic to the entity collection of the AI.
Not done in afd1eaee0d.
Also remove references to `queued` and `pushFront` in the `setStance`
functions, since they (currently) have no meaning.

Reported by: @bb
Differential revision: https://code.wildfiregames.com/D4261
Reviewed by: @bb
This was SVN commit r25902.
2021-09-08 06:05:22 +00:00
vladislavbelov b90066a69b Moves macro-defined methods of CStr to templates.
Differential Revision: https://code.wildfiregames.com/D4251
This was SVN commit r25900.
2021-09-07 21:01:34 +00:00
Freagarach 2fc07741e3 Fix two inaccuracies in the tutorial text.
Grapes -> berries. ae5ef6d898
South-West lake -> South.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4257
Reviewed by: @marder
Fixes: #6314

This was SVN commit r25899.
2021-09-07 14:49:53 +00:00
Stan 3fdbe3e8dc Make translation pulling parallel to reduce update time.
This was SVN commit r25897.
2021-09-05 17:39:51 +00:00
bb 480228f964 Add quadratic scaling function in rmgen library and use it for decorations.
Patch By: FeldeFeld
Reviewed By: Stan, smiley
Differential Revision: D4212
This was SVN commit r25894.
2021-09-04 09:48:06 +00:00
Freagarach bd24a30567 Move camera to holder when moving to grouped units.
Instead of doing nothing.

Differential revision: https://code.wildfiregames.com/D4242
Reviewed by: @bb
Fixes: #5863
Comment by: @Langbart
This was SVN commit r25893.
2021-09-04 05:25:42 +00:00
vladislavbelov e62dac7ad4 Removes unused macro from CStr, reduces macro dependency.
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D4245
This was SVN commit r25891.
2021-09-03 21:06:22 +00:00
vladislavbelov 3b417062bb Reduces the number of possible allocations for models with multiple UV sets during loading.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4247
This was SVN commit r25890.
2021-09-03 20:11:52 +00:00
Angen 18d9cadf7d Update map size in description panel
Since dc18d94030
Fixes: #6312

This was SVN commit r25889.
2021-09-03 18:31:31 +00:00
Freagarach 7f59f46988 Remove redundant z-value from MiniMap.xml.
Introduced in 6b903e4a92.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4248
This was SVN commit r25888.
2021-09-03 17:07:31 +00:00
vladislavbelov eaddc92816 Removes unused g_GameRestarted forgotten in 7ce4552f5e.
This was SVN commit r25885.
2021-09-01 19:48:09 +00:00
vladislavbelov 55f9d78e7e Moves tex tests to the related folder, was forgotten to move in 63086f4e26.
This was SVN commit r25884.
2021-09-01 19:27:34 +00:00
Angen ba7bde9f31 Remove passability magic numbers from terrain-analysis
Put passability values to prototype variables.
Code looks more readable.

Differential revision: D4236
Refs: #6256
Comments by: @Freagarach, @Stan
This was SVN commit r25883.
2021-09-01 16:30:31 +00:00
Freagarach 6b903e4a92 Display the number of idle workers in that respective button.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4217
This was SVN commit r25882.
2021-09-01 16:28:28 +00:00
Angen 0c2c071aac Fix mod calling function from public
public mod does not have to be activated, moving compatibilityColor to
mod

Differential revision: D4237
Refs: #6294
Comments by: @bb
This was SVN commit r25881.
2021-09-01 16:24:12 +00:00
Angen 9b865f9b02 Update message for not supported commands
Tell user about help command, when requested command is not supported

Differential revision: D4229
Reviewed by: @Langbart, @Freagarach
Comments by: @bb
This was SVN commit r25880.
2021-08-30 18:35:56 +00:00
Freagarach 500ee2cf19 Actually implement the hotkey for the Call to Arms feature.
Refs. 4b1270f841.

Differential revision: https://code.wildfiregames.com/D4243
Reviewed by: @JCWasmx86
This was SVN commit r25879.
2021-08-30 14:58:28 +00:00
bb 380df3cf73 Enlarge "Watch Replay" button in summary screen for long translations
Patch By: Langbart
Reviewed By: marder
Differential Revision: D4168
refs #6024

This was SVN commit r25877.
2021-08-29 20:38:10 +00:00
Freagarach 4e664dd712 [PetraAI] - Manage bases in a separate BasesManager.
The HQ should only care about high-level stuff, hence something like
managing/looping individual bases is now done in a `BasesManager`,
similar to the `AttackManager`.

Differential revision: https://code.wildfiregames.com/D4192
Comments by: @Angen
Fixes: #6185

This was SVN commit r25876.
2021-08-29 06:47:05 +00:00
Freagarach 2c4427b488 A bit more refactoring in the ProductionQueue's item logic.
Remove some duplication.
Split tech and entity data.

Differential revision: https://code.wildfiregames.com/D4227
This was SVN commit r25875.
2021-08-29 05:38:23 +00:00
bb 8459160038 Lobby player search input
Based on patch By: ffffffff
Comments By: vladislavbelov
Reviewed By: Angen
Differential Revision: D285
This was SVN commit r25873.
2021-08-28 10:55:39 +00:00
bb 5b41b982f9 Give all tabs hotkeyTooltips
Removes the manual hotkey tooltips from summary and gamesetup in favor
of the general one.

Based on patch By: ffffffff
Reviewed By: Freagarach
Comments By: elexis, Stan
Differential Revision: D1264
This was SVN commit r25872.
2021-08-28 10:36:14 +00:00
bb 080cae147e Remove generated test files, stub_impl_hack on cleanup
At some point make clean should take care of this.

Proposed By: elexis in D256
Approach suggested by: leper
Reviewed By: Freagarach
Differential Revision: D4219
This was SVN commit r25871.
2021-08-28 10:21:03 +00:00
bb 7180e72d52 Reset the dust color at red sea and egypt 3v3 maps
Reported By: elexis
Reviewed By: Stan
Differential Revision: D4228
This was SVN commit r25870.
2021-08-28 10:16:20 +00:00
Freagarach dd90dbf8b5 Allow to enable Cartography at the start of a match.
Adds a checkbox to the game setup to allow players to have Cartography
autoresearched from the start of the match.
Refs.
https://wildfiregames.com/forum/topic/27265-theres-any-mod-so-you-can-see-what-your-allies-see-from-the-start.

Patch by: @Jammyjamjamman
Differential revision: https://code.wildfiregames.com/D4191
Reviewed by: @Angen
Comments by: @andy5995, @Langbart
This was SVN commit r25869.
2021-08-28 06:15:36 +00:00
Freagarach 4b1270f841 Implement "Call to the Arms"-button.
This allows a player to task entities to drop off their resources and
subsequently attack-move to a specified location with one button.

Patch by: @JCWasmx86
Icon by: @Stan
Differential revision: https://code.wildfiregames.com/D4149
Fixes: #1364
Comments by: @Langbart
Based on a patch by: @Freagarach (https://code.wildfiregames.com/D1868)
This was SVN commit r25868.
2021-08-28 05:52:37 +00:00
Angen 81ad9f746b Do not require restart when chaning Background pause option
Background pause does require a game restart to take effect.
Adding function to update it on runtime since only place where it is
used is in main.cpp.

Differential revision: D4181
Fixes: #6236
Tested by: @Langbart
This was SVN commit r25866.
2021-08-27 18:54:20 +00:00
Angen 9ff8b0758c [scripts]Update translation checks to check pluralised strings
Currently script checks only singular translations
Add branch to check plural strings as well

Differential revision: D4199
Refs: #4250
Comments by: @Stan
This was SVN commit r25865.
2021-08-27 18:48:41 +00:00
Angen 0eb9bc0762 [PetraAI] inline in DefenseManager
Differential revision: D4200
Reviewed by: @Freagarach
This was SVN commit r25864.
2021-08-27 18:43:50 +00:00
Angen f95835308a Fix wrong number in tooltip for phase requirements
Introduced in 29ab4b5af3
Reported
https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/13/?tab=comments#comment-444019

Differential revision: D4202
Reviewed by: @Freagarach, @asterix
This was SVN commit r25863.
2021-08-27 18:40:47 +00:00
Angen 701ecb095e [AI] Simplify getMetadata in sharedscript
Metadata are stored in an object {} making check for key in the object
irrelevant, since not existing key will result in returning undefined
value.
On top of that, merging metadata existance if condition into returning
statement.

Differential revision: D4195
Reviewed by: @Freagarach
This was SVN commit r25862.
2021-08-27 18:35:20 +00:00
Stan 4a9bac2811 Bump version to alpha 26.
Last alpha 25 commit was [[SVN:25860]]

Accepted by: @Freagarach, @asterix
Comments by: @wraitii
Differential Revision: https://code.wildfiregames.com/D4215
This was SVN commit r25861.
2021-08-27 16:32:34 +00:00
Stan af4896b4c5 Set matchID at the start of a new match. Fix ratings being broken.
Refs: dc18d94030

Patch by: @user1
Discussed with: @bb
Reviewed by: @wraitii
This was SVN commit r25859.
2021-08-25 11:05:53 +00:00
Stan 84c2dc3f15 Add seagulls on top of fish to make them easier to spot.
This was SVN commit r25857.
2021-08-22 17:11:55 +00:00
Stan 54b832b6a6 Make big grass 25% smaller to improve visibility a bit on some maps. Ideally Random maps like wildlake would not put some next to the CCs.
This was SVN commit r25856.
2021-08-22 17:10:56 +00:00
Stan 26bfd92dbd Fix nopch build. broken in 52baaa4bbd.
This was SVN commit r25855.
2021-08-22 13:20:41 +00:00
Angen 52baaa4bbd Fix updating existing mods
Replace wrename, that fails when mod exists already with RenameFile by
@Stan
Check if mod was actually installed when downloading it
error if mod cannot be coppied into modTemp

Differential revision: D4222
This was SVN commit r25854.
2021-08-22 11:35:34 +00:00
Angen 83bb6f3ed5 Fix downloanded mods not showing in list until restart
since 498f0d420b
While at it, remove not used variable after 6400a4a0c5
also fix non visual replay broken in 6400a4a0c5

Differential revision: D4220
Tested by: @Stan, @Langbart
Fixes: #6288

This was SVN commit r25853.
2021-08-22 09:54:16 +00:00
Freagarach 2cf908a974 Fix game setup lobby player stats stanza.
Patch by: @nani
Differential revision: https://code.wildfiregames.com/D4213
Reviewed by: @Angen
This was SVN commit r25851.
2021-08-19 17:01:19 +00:00
Angen 6400a4a0c5 Update Available mods when installing them
Differential revision: D4211
Since 498f0d420b available mods where cached and not updated when new
where installed.
Fixing above.

This was SVN commit r25850.
2021-08-17 17:32:10 +00:00
Angen 8f5b5670ff Fix gui objects failing on undefined in modmod
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look
for it, guiobjects require exact data type so casting does not work when
it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.

This was SVN commit r25849.
2021-08-17 17:29:54 +00:00
7754 changed files with 75079 additions and 54219 deletions
+51 -37
View File
@@ -26,6 +26,11 @@
; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.)
windowed = false
; Switches between real fullscreen and borderless window on a full display size.
borderless.fullscreen = true
; Hides a window border in the windowed mode.
borderless.window = false
; Show detailed tooltips (Unit stats)
showdetailedtooltips = false
@@ -63,7 +68,7 @@ forceglmajorversion = 3
forceglminorversion = 3
; Big screenshot tiles
screenshot.tiles = 4
screenshot.tiles = 8
screenshot.tilewidth = 480
screenshot.tileheight = 270
@@ -94,7 +99,6 @@ shadowscutoffdistance = 300.0
; If true shadows cover the whole map instead of the camera frustum.
shadowscovermap = false
texturequality = 5 ; Texture resolution and quality (0 - Lowest, 1 Very Low, 2 - Low, 3 - Medium, 4 - High, 5 - Very High, 6 - Ultra)
vsync = false
particles = true
fog = true
@@ -105,29 +109,40 @@ showsky = true
; for a debugging of a system without GL_KHR_debug.
gl.checkerrorafterswap = false
; Disable hardware cursors
nohwcursor = false
; Different ways to draw a cursor, possible values are "sdl" and "system".
; The "system" one doesn't support a visual change of the cursor.
cursorbackend = "sdl"
; Specify the render path. This can be one of:
; default Automatically select one of the below, depending on system capabilities
; fixed Only use OpenGL fixed function pipeline
; shader Use vertex/fragment shaders for transform and lighting where possible
; Using 'fixed' instead of 'default' may work around some graphics-related problems,
; but will reduce performance and features when a modern graphics card is available.
; Backends for all graphics rendering:
; glarb - GL with legacy assembler-like shaders, might used only for buggy drivers.
; gl - GL with GLSL shaders, should be used by default.
; dummy - backend that does nothing, allows to check performance without backend drivers.
rendererbackend = "gl"
; Enables additional debug information in renderer backend.
renderer.backend.debugcontext = "false"
renderer.backend.debugmessages = "false"
renderer.backend.debuglabels = "false"
renderer.backend.debugscopedlabels = "false"
; Should not be edited. It's used only for preventing of running fixed pipeline.
renderpath = default
;;;;; EXPERIMENTAL ;;;;;
; Prefer GLSL shaders over ARB shaders. Allows fancier graphical effects.
preferglsl = false
; (0 - low, 1 - medium, 2 - high), higher quality means worse performance.
textures.quality = 2
; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk
; (1, 2, 4, 8 and 16)
textures.maxanisotropy = 2
;;;;; EXPERIMENTAL ;;;;;
; Experimental probably-non-working GPU skinning support; requires GLSL; use at own risk
gpuskinning = false
; Use smooth LOS interpolation
smoothlos = false
smoothlos = true
; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath.
postproc = false
postproc = true
; Use anti-aliasing techniques.
antialiasing = "disabled"
@@ -143,19 +158,10 @@ max_actor_quality=200
variant_diversity = "full"
; Quality level of shader effects (set to 10 to display all effects)
materialmgr.quality = 2.0
materialmgr.quality = 10.0
; Maximum distance to display parallax effect. Set to 0 to disable parallax.
materialmgr.PARALLAX_DIST.max = 150
; Maximum distance to display high quality parallax effect.
materialmgr.PARALLAX_HQ_DIST.max = 75
; Maximum distance to display very high quality parallax effect. Set to 30 to enable.
materialmgr.PARALLAX_VHQ_DIST.max = 0
;;;;;;;;;;;;;;;;;;;;;;;;
; Replace alpha-blending with alpha-testing, for performance experiments
forcealphatest = false
; Color of the sky (in "r g b" format)
skycolor = "0 0 0"
@@ -283,8 +289,8 @@ idleworker = Period, NumDecimal ; Select next idle worker
idlewarrior = Slash, NumDivide ; Select next idle warrior
idleunit = BackSlash ; Select next idle unit
offscreen = Alt ; Include offscreen units in selection
singleselection = "" ; Modifier to select units individually, opposed to per formation.
[hotkey.selection.group.add]
0 = "Shift+0", "Shift+Num0"
1 = "Shift+1", "Shift+Num1"
2 = "Shift+2", "Shift+Num2"
3 = "Shift+3", "Shift+Num3"
@@ -294,8 +300,8 @@ offscreen = Alt ; Include offscreen units in selection
7 = "Shift+7", "Shift+Num7"
8 = "Shift+8", "Shift+Num8"
9 = "Shift+9", "Shift+Num9"
10 = "Shift+0", "Shift+Num0"
[hotkey.selection.group.save]
0 = "Ctrl+0", "Ctrl+Num0"
1 = "Ctrl+1", "Ctrl+Num1"
2 = "Ctrl+2", "Ctrl+Num2"
3 = "Ctrl+3", "Ctrl+Num3"
@@ -305,8 +311,8 @@ offscreen = Alt ; Include offscreen units in selection
7 = "Ctrl+7", "Ctrl+Num7"
8 = "Ctrl+8", "Ctrl+Num8"
9 = "Ctrl+9", "Ctrl+Num9"
10 = "Ctrl+0", "Ctrl+Num0"
[hotkey.selection.group.select]
0 = 0, Num0
1 = 1, Num1
2 = 2, Num2
3 = 3, Num3
@@ -316,6 +322,7 @@ offscreen = Alt ; Include offscreen units in selection
7 = 7, Num7
8 = 8, Num8
9 = 9, Num9
10 = 0, Num0
[hotkey.gamesetup]
mapbrowser.open = "M"
@@ -353,6 +360,7 @@ snaptoedges = Ctrl ; Modifier to align new structures with nearby exis
toggledefaultformation = "" ; Switch between null default formation and the last default formation used (defaults to "box")
flare = K ; Modifier to send a flare to your allies
flareactivate = "" ; Modifier to activate the mode to send a flare to your allies
calltoarms = "" ; Modifier to call the selected units to the arms.
; Overlays
showstatusbars = Tab ; Toggle display of status bars
devcommands.toggle = "Alt+D" ; Toggle developer commands panel
@@ -414,6 +422,7 @@ settingsslide = true ; Enable/Disable settings panel slide
progressdescription = false ; Whether to display the progress percent or a textual description
[gui.session]
dragdelta = 4 ; Number of pixels the mouse can move before the action is considered a drag
camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one?
timeelapsedcounter = false ; Show the game duration in the top right corner
ceasefirecounter = false ; Show the remaining ceasefire time in the top right corner
@@ -433,8 +442,13 @@ disjointcontrolgroups = "true" ; Whether control groups are disjoint sets or
defaultformation = "special/formations/box" ; For walking orders, automatically put units into this formation if they don't have one already.
formationwalkonly = "true" ; Formations are disabled when giving gather/attack/... orders.
howtoshownames = 0 ; Whether the specific names are show as default, as opposed to the generic names. And whether the secondary names are shown. (0 - show both; specific names primary, 1 - show both; generic names primary, 2 - show only specific names, 3 - show only generic names)
selectformationasone = "true" ; Whether to select formations as a whole by default.
[gui.session.minimap]
; Icons that are displayed for some entities on a minimap.
icons.enabled = "true"
icons.opacity = 1.0
icons.sizescale = 1.0
blinkduration = 1.7 ; The blink duration while pinging
pingduration = 50.0 ; The duration for which an entity will be pinged after an attack notification
@@ -466,7 +480,7 @@ extended = true ; Whether to display the chat history
[lobby]
history = 0 ; Number of past messages to display on join
room = "arena25" ; Default MUC room to join
room = "arena26" ; Default MUC room to join
server = "lobby.wildfiregames.com" ; Address of lobby server
tls = true ; Whether to use TLS encryption when connecting to the server.
verify_certificate = false ; Whether to reject connecting to the lobby if the TLS certificate is invalid (TODO: wait for Gloox GnuTLS trust implementation to be fixed)
@@ -474,8 +488,8 @@ terms_url = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/
terms_of_service = "0" ; Version (hash) of the Terms of Service that the user has accepted
terms_of_use = "0" ; Version (hash) of the Terms of Use that the user has accepted
privacy_policy = "0" ; Version (hash) of the Privacy Policy that the user has accepted
xpartamupp = "wfgbot25" ; Name of the server-side XMPP-account that manage games
echelon = "echelon25" ; Name of the server-side XMPP-account that manages ratings
xpartamupp = "wfgbot26" ; Name of the server-side XMPP-account that manage games
echelon = "echelon26" ; Name of the server-side XMPP-account that manages ratings
buddies = "," ; Comma separated list of playernames that the current user has marked as buddies
rememberpassword = true ; Whether to store the encrypted password in the user config
@@ -494,7 +508,8 @@ delay = 200 ; Duration in milliseconds that is waited b
enabledmods = "mod public"
[modio]
public_key = "RWTVElEmCfAMGk/jtMc2I9/ElBvoJituKdbDWqqj6D69qz2cKexU4gv+" ; Public key corresponding to the private key valid mods are signed with
public_key = "RWQa4XiSn+BLxIYXNrXyz68wwTGWyZ7+kxDtZuLHBXkCtt+lLB8VnpdM" ; Public key corresponding to the private key valid mods are signed with
disclaimer = "0" ; Version (hash) of the Disclaimer that the user has accepted
[modio.v1]
@@ -506,7 +521,7 @@ name_id = "0ad"
duplicateplayernames = false ; Rename joining player to "User (2)" if "User" is already connected, otherwise prohibit join.
lateobservers = everyone ; Allow observers to join the game after it started. Possible values: everyone, buddies, disabled.
observerlimit = 8 ; Prevent further observer joins in running games if this limit is reached
observermaxlag = 10 ; Make clients wait for observers if they lag more than X turns behind. -1 means "never wait for observers".
observermaxlag = -1 ; Make clients wait for observers if they lag more than X turns behind. -1 means "never wait for observers".
autocatchup = true ; Auto-accelerate the sim rate if lagging behind (as an observer).
[overlay]
@@ -516,9 +531,7 @@ netwarnings = "true" ; Show warnings if the network connection is b
[profiler2]
autoenable = false ; Enable HTTP server output at startup (default off for security/performance)
gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available
gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available
gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available
gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available.
[rlinterface]
address = "127.0.0.1:6000"
@@ -549,6 +562,7 @@ terms = "0" ; Version (hash) of the UserReporter Terms tha
[view] ; Camera control settings
scroll.speed = 120.0
scroll.speed.modifier = 1.05 ; Multiplier for changing scroll speed
scroll.mouse.detectdistance = 3
rotate.x.speed = 1.2
rotate.x.min = 28.0
rotate.x.max = 60.0
@@ -1,7 +1,9 @@
100
101
256 256
a
606
20
15
12
32 0 256 0 0 0 0 5
33 250 154 3 11 1 11 4
34 121 18 5 4 0 11 5
Binary file not shown.
@@ -0,0 +1,23 @@
/**
* This file is called from the visual & non-visual paths when autostarting.
* To avoid relying on the GUI, this script has access to a special 'LoadScript' function.
* See implementation in the public mod for more details.
*/
function autostartClient(initData)
{
throw new Error("Autostart is not implemented in the 'mod' mod");
}
function autostartHost(initData, networked = false)
{
throw new Error("Autostart is not implemented in the 'mod' mod");
}
/**
* @returns false if the loop should carry on.
*/
function onTick()
{
return true;
}
@@ -15,6 +15,25 @@ function messageBox(mbWidth, mbHeight, mbMessage, mbTitle, mbButtonCaptions, mbB
});
}
function timedConfirmation(width, height, message, timeParameter, timeout, title, buttonCaptions, btnCode, callbackArgs)
{
Engine.PushGuiPage(
"page_timedconfirmation.xml",
{
"width": width,
"height": height,
"message": message,
"timeParameter": timeParameter,
"timeout": timeout,
"title": title,
"buttonCaptions": buttonCaptions
},
button => {
if (btnCode !== undefined && btnCode[button])
btnCode[button](callbackArgs ? callbackArgs[button] : undefined);
});
}
function openURL(url)
{
Engine.OpenURL(url);
@@ -21,3 +21,12 @@ function setStringTags(text, tags)
return result;
}
/**
* Adds grey font if is not compatible.
*/
function compatibilityColor(text, isCompatible)
{
return isCompatible ? text : coloredText(text, "96 96 96");
}
+20 -20
View File
@@ -122,7 +122,7 @@ function translatePluralWithContext(context, singularMessage, pluralMessage, num
/**
* The input object should contain either of the following properties:
*
* • A message property that contains a message to translate.
* • A _string property that contains a message to translate.
*
* • A list property that contains a list of messages to translate as a
* comma-separated list of translated.
@@ -137,8 +137,8 @@ function translateMessageObject(object)
if (object.context)
trans = msg => translateWithContext(object.context, msg);
if (object.message)
object = trans(object.message);
if (object._string)
object = trans(object._string);
else if (object.list)
object = object.list.map(trans).join(translateWithContext("enumeration", ", "));
@@ -152,19 +152,19 @@ function translateMessageObject(object)
* it accepts an object in the form of
*
* {
* translatedString1: "my first message",
* unTranslatedString1: "some English string",
* ignoredObject: {
* translatedString2: "my second message",
* unTranslatedString2: "some English string"
* "translatedString1": "my first message",
* "unTranslatedString1": "some English string",
* "ignoredObject": {
* "translatedString2": "my second message",
* "unTranslatedString2": "some English string"
* },
* translatedObject1: {
* message: "my third singular message",
* context: "message context",
* "translatedObject1": {
* "_string": "my third singular message",
* "context": "message context",
* },
* translatedObject2: {
* list: ["list", "of", "strings"],
* context: "message context",
* "list": ["list", "of", "strings"],
* "context": "message context",
* },
* }
*
@@ -174,14 +174,14 @@ function translateMessageObject(object)
*
* The result will be (f.e. in Dutch)
* {
* translatedString1: "mijn eerste bericht",
* unTranslatedString1: "some English string",
* ignoredObject: {
* translatedString2: "mijn tweede bericht",
* unTranslatedString2: "some English string"
* "translatedString1": "mijn eerste bericht",
* "unTranslatedString1": "some English string",
* "ignoredObject": {
* "translatedString2": "mijn tweede bericht",
* "unTranslatedString2": "some English string"
* },
* translatedObject1: "mijn derde bericht",
* translatedObject2: "lijst, van, teksten",
* "translatedObject1": "mijn derde bericht",
* "translatedObject2": "lijst, van, teksten",
* }
*
* So you see that the keys array can also contain lower-level keys,
@@ -127,7 +127,7 @@
<image texture = "global/modern/dialog-deco-bottom.png"
real_texture_placement = "0 0 64 32"
texture_size = "0 0 64 32"
size = "100%-31 100%-22 100%+33 100%+10"
size = "100%-33 100%-22 100%+31 100%+10"
/>
<!-- title frame -->
@@ -684,12 +684,26 @@
size="50%-10 50%-10 50%+11 50%+11"
/>
</sprite>
<sprite name="ModernSliderButtonDisabled">
<effect grayscale=""/>
<image texture="global/modern/tick-on.png"
real_texture_placement="0 0 27 27"
size="50%-10 50%-10 50%+11 50%+11"
/>
</sprite>
<sprite name="ModernSliderLine">
<image texture="global/modern/gold-separator.png"
real_texture_placement="0 0 806 1"
size="0 50%-1 100% 50%+1"
/>
</sprite>
<sprite name="ModernSliderLineDisabled">
<effect grayscale=""/>
<image texture="global/modern/gold-separator.png"
real_texture_placement="0 0 806 1"
size="0 50%-1 100% 50%+1"
/>
</sprite>
<sprite name="ModernArrowDownRed">
<effect add_color="123 53 53"/>
@@ -137,7 +137,7 @@
/>
<style name="ModernInput"
sprite="ModernDarkBox"
sprite_overlay="ModernDarkBoxWhiteBorder"
sprite_overlay="ModernDarkBoxGoldBorder"
sprite_selectarea="color:150 0 0"
textcolor="white"
textcolor_selected="white"
@@ -152,7 +152,9 @@
/>
<style name="ModernSlider"
sprite="ModernSliderButton"
sprite_disabled="ModernSliderButtonDisabled"
sprite_bar="ModernSliderLine"
sprite_bar_disabled="ModernSliderLineDisabled"
button_width="20"
tooltip_style="tooltipInstant"
sound_pressed="audio/interface/ui/ui_button_click.ogg"
@@ -0,0 +1,35 @@
function distributeButtonsHorizontally(button, captions)
{
const y1 = "100%-46";
const y2 = "100%-18";
switch (captions.length)
{
case 1:
button[0].size = "18 " + y1 + " 100%-18 " + y2;
break;
case 2:
button[0].size = "18 " + y1 + " 50%-5 " + y2;
button[1].size = "50%+5 " + y1 + " 100%-18 " + y2;
break;
case 3:
button[0].size = "18 " + y1 + " 33%-5 " + y2;
button[1].size = "33%+5 " + y1 + " 66%-5 " + y2;
button[2].size = "66%+5 " + y1 + " 100%-18 " + y2;
break;
}
}
function setButtonCaptionsAndVisibitily(button, captions, cancelHotkey, name)
{
captions.forEach((caption, i) => {
button[i] = Engine.GetGUIObjectByName(name + (i + 1));
button[i].caption = caption;
button[i].hidden = false;
button[i].onPress = () => {
Engine.PopGuiPage(i);
};
if (i == 0)
cancelHotkey.onPress = button[i].onPress;
});
}
+17 -4
View File
@@ -242,7 +242,7 @@
</optional>
<optional>
<attribute name="flare_animation_speed">
<data type="nonNegativeInteger"/>
<data type="decimal"/>
</attribute>
</optional>
<optional>
@@ -252,7 +252,17 @@
</optional>
<optional>
<attribute name="flare_lifetime_seconds">
<data type="nonNegativeInteger"/>
<data type="decimal"/>
</attribute>
</optional>
<optional>
<attribute name="flare_start_fade_seconds">
<data type="decimal"/>
</attribute>
</optional>
<optional>
<attribute name="flare_stop_fade_seconds">
<data type="decimal"/>
</attribute>
</optional>
<optional>
@@ -385,13 +395,13 @@
<attribute name="sprite_asc"/>
</optional>
<optional>
<attribute name="sprite_heading"/>
<attribute name="sprite_background"/>
</optional>
<optional>
<attribute name="sprite_bar"/>
</optional>
<optional>
<attribute name="sprite_background"/>
<attribute name="sprite_bar_disabled"/>
</optional>
<optional>
<attribute name="sprite_desc"/>
@@ -399,6 +409,9 @@
<optional>
<attribute name="sprite_disabled"/>
</optional>
<optional>
<attribute name="sprite_heading"/>
</optional>
<optional>
<attribute name="sprite_list"/>
</optional>
+3 -3
View File
@@ -6,7 +6,7 @@
* A mod is defined by a mod.json file, for example
* {
* "name": "0ad",
* "version": "0.0.24",
* "version": "0.0.26",
* "label": "0 A.D. - Empires Ascendant",
* "url": "https://wildfiregames.com/",
* "description": "A free, open-source, historical RTS game.",
@@ -19,7 +19,7 @@
* "label": "Mod 2",
* "version": "1.1",
* "description": "",
* "dependencies": ["0ad<=0.0.24", "rote"]
* "dependencies": ["0ad<=0.0.26", "rote"]
* }
*
* A mod is identified by the directory name.
@@ -144,7 +144,7 @@ function initGUIFilters()
function initGUIButtons(data)
{
// Either get back to the previous page or quit if there is no previous page
let hasPreviousPage = !data || data.cancelbutton;
let hasPreviousPage = !data || data.cancelbutton || false;
Engine.GetGUIObjectByName("cancelButton").hidden = !hasPreviousPage;
Engine.GetGUIObjectByName("quitButton").hidden = hasPreviousPage;
// Turn 'save' off, it will be enabled on any change.
@@ -112,6 +112,7 @@
<object style="ModernLabelText" type="text" size="0 5 100% 25">
<translatableAttribute id="caption">Enabled Mods</translatableAttribute>
<translatableAttribute id="tooltip">Enabled mods are loaded from top to bottom. Mods loaded later might overwrite settings of mods loaded earlier. It is advisable to have more complex mods loaded last. Use the arrows on the right to change the loading order.</translatableAttribute>
</object>
<object name="modsEnabledList"
@@ -5,7 +5,7 @@ const g_ModProperties = {
"type": "string",
"validate": validateName
},
// example: "0.0.24"
// example: "0.0.26"
"version": {
"required": true,
"type": "string",
@@ -19,7 +19,7 @@ const g_ModProperties = {
},
// example: "0 A.D. - Empires Ascendant"
"label": {
"require": true,
"required": true,
"type": "string",
"validate": validateLabel
},
+2 -32
View File
@@ -24,37 +24,7 @@ function init(data)
let captions = data.buttonCaptions || [translate("OK")];
// Set button captions and visibility
let mbButton = [];
captions.forEach((caption, i) => {
mbButton[i] = Engine.GetGUIObjectByName("mbButton" + (i + 1));
mbButton[i].caption = caption;
mbButton[i].hidden = false;
mbButton[i].onPress = () => {
Engine.PopGuiPage(i);
};
// Convention: Cancel is the first button
if (i == 0)
mbCancelHotkey.onPress = mbButton[i].onPress;
});
// Distribute buttons horizontally
let y1 = "100%-46";
let y2 = "100%-18";
switch (captions.length)
{
case 1:
mbButton[0].size = "18 " + y1 + " 100%-18 " + y2;
break;
case 2:
mbButton[0].size = "18 " + y1 + " 50%-5 " + y2;
mbButton[1].size = "50%+5 " + y1 + " 100%-18 " + y2;
break;
case 3:
mbButton[0].size = "18 " + y1 + " 33%-5 " + y2;
mbButton[1].size = "33%+5 " + y1 + " 66%-5 " + y2;
mbButton[2].size = "66%+5 " + y1 + " 100%-18 " + y2;
break;
}
setButtonCaptionsAndVisibitily(mbButton, captions, mbCancelHotkey, "mbButton");
distributeButtonsHorizontally(mbButton, captions);
}
@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<page>
<include>common/modern/setup.xml</include>
<include>common/modern/styles.xml</include>
<include>common/modern/sprites.xml</include>
<include>timedconfirmation/timedconfirmation.xml</include>
</page>
@@ -0,0 +1,74 @@
/**
* @class TimedConfirmation
* This class displays confirmation box, which will be closed after defined time in miliseconds.
*/
class TimedConfirmation
{
/**
* @param {Object} data
* @param {Number} data.width - The width of the confirmation box
* @param {Number} data.height - The height of the confirmation box
* @param {String} data.message - The message to be displayed with parameter for time which will be displayed in seconds
* @param {String} data.timeParameter - The string used in 'message' for time, e.g 'time' with %(time)s in message
* @param {Number} data.timeout - The time in miliseconds after which confirmation box closes itself
* @param {String} data.title - The string displayed in header
* @param {String|undefined} data.buttonCaptions - The captions used for buttons (if not defined, defaults to 'OK')
* @param {String|undefined} data.font - The used font
*/
constructor(data)
{
this.messageObject = Engine.GetGUIObjectByName("tmcText");
this.panel = Engine.GetGUIObjectByName("tmcMain");
this.panel.onTick = this.onTick.bind(this);
this.setup(data);
}
setup(data)
{
Engine.GetGUIObjectByName("tmcTitleBar").caption = data.title;
this.timeout = +data.timeout + Date.now();
this.message = data.message;
this.timeParameter = data.timeParameter;
if (data.font)
this.messageObject.font = data.font;
this.updateDisplayedTimer(data.timeout);
const cancelHotkey = Engine.GetGUIObjectByName("tmcCancelHotkey");
cancelHotkey.onPress = Engine.PopGuiPage;
const lRDiff = data.width / 2;
const uDDiff = data.height / 2;
this.panel.size = "50%-" + lRDiff + " 50%-" + uDDiff + " 50%+" + lRDiff + " 50%+" + uDDiff;
const captions = data.buttonCaptions || [translate("OK")];
const button = [];
setButtonCaptionsAndVisibitily(button, captions, cancelHotkey, "tmcButton");
distributeButtonsHorizontally(button, captions);
}
onTick()
{
const remaining = this.timeout - Date.now();
if (remaining < 1)
Engine.GetGUIObjectByName("tmcButton1").onPress();
this.updateDisplayedTimer(remaining);
}
updateDisplayedTimer(time)
{
this.messageObject.caption = sprintf(
this.message,
{ [this.timeParameter]: Math.ceil(time / 1000) }
);
}
}
function init(data)
{
new TimedConfirmation(data);
}
@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="utf-8"?>
<objects>
<script directory="gui/common/"/>
<script directory="gui/timedconfirmation/"/>
<!-- Fade out the background because it's non-interactable -->
<object sprite="ModernFade" type="image"/>
<object name="tmcCancelHotkey" hotkey="cancel" />
<object name="tmcMain"
style="ModernDialog"
type="image"
>
<object name="tmcTitleBar"
style="ModernLabelText"
type="text"
size="50%-128 -18 50%+128 14"
/>
<object name="tmcTimerDisplay"
type="text"
style="ModernLabelText"
size="18 28 100%-18 38"
/>
<object name="tmcText"
type="text"
style="ModernLabelText"
size="18 40 100%-18 100%-64"
/>
<!-- The size of the following buttons is set dynamically in timedconfirmation.js -->
<object name="tmcButton1"
style="ModernButtonRed"
type="button"
hidden="true"
/>
<object name="tmcButton2"
style="ModernButtonRed"
type="button"
hidden="true"
/>
<object name="tmcButton3"
style="ModernButtonRed"
type="button"
hidden="true"
/>
</object>
</objects>
+9 -5
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2020 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
@@ -209,10 +209,10 @@ function RunDetection(settings)
var gfx_mem = settings.gfx_mem;
// Values from glGetString
var GL_VENDOR = settings.GL_VENDOR;
var GL_RENDERER = settings.GL_RENDERER;
var GL_VERSION = settings.GL_VERSION;
var GL_EXTENSIONS = settings.GL_EXTENSIONS.split(" ");
var GL_VENDOR = settings.renderer_backend.GL_VENDOR;
var GL_RENDERER = settings.renderer_backend.GL_RENDERER;
var GL_VERSION = settings.renderer_backend.GL_VERSION;
var GL_EXTENSIONS = settings.renderer_backend.GL_EXTENSIONS.split(" ");
// Enable GLSL on OpenGL 3+, which should be able to properly
// manage GLSL shaders, needed for effects like windy trees
@@ -340,6 +340,10 @@ function RunDetection(settings)
global.RunHardwareDetection = function(settings)
{
// Currently we don't have limitations for other backends than GL and GL ARB.
if (settings.renderer_backend.name != 'gl' && settings.renderer_backend.name != 'glarb')
return;
//print(JSON.stringify(settings, null, 1)+"\n");
var output = RunDetection(settings);
+3 -3
View File
@@ -15,9 +15,9 @@ print("<th>Output");
print("<th>Warnings");
hwdetectTestData.sort(function(a, b) {
if (a.GL_RENDERER < b.GL_RENDERER)
if (a.renderer_backend.GL_RENDERER < b.renderer_backend.GL_RENDERER)
return -1;
if (b.GL_RENDERER < a.GL_RENDERER)
if (b.renderer_backend.GL_RENDERER < a.renderer_backend.GL_RENDERER)
return +1;
return 0;
});
@@ -35,7 +35,7 @@ for (var settings of hwdetectTestData)
print("<tr>");
print("<td>" + os);
print("<td>" + settings.GL_RENDERER);
print("<td>" + settings.renderer_backend.GL_RENDERER);
print("<td>" + disabled.join(" "));
print("<td>" + output.warnings.concat(output.dialog_warnings).join("\n"));
}
@@ -18,7 +18,7 @@ DP3 colorGray.rgb, colorTex, grayscale;
MOV colorGray.a, colorTex.a;
TEMP color;
LRP color, grayscaleFactor, colorGray, colorTex;
LRP color, grayscaleFactor.r, colorGray, colorTex;
MUL color, color, colorMul;
ADD color, color, colorAdd;
@@ -1,14 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/canvas2d"/>
</technique>
<technique>
<require shaders="arb"/>
<pass shader="arb/canvas2d">
<depth test="FALSE" mask="false"/>
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/canvas2d"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/canvas2d">
<depth test="FALSE" mask="false"/>
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
</effect>
@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/cas">
<depth test="FALSE" mask="false"/>
</pass>
</technique>
</effect>
@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/fxaa">
<depth test="FALSE" mask="false"/>
</pass>
</technique>
</effect>
@@ -2,10 +2,8 @@
<program type="glsl">
<vertex file="glsl/canvas2d.vs">
<stream name="pos"/>
<stream name="uv0"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
<stream name="pos" attribute="a_vertex"/>
<stream name="uv0" attribute="a_uv0"/>
</vertex>
<fragment file="glsl/canvas2d.fs"/>
@@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/simple.vs">
<stream name="pos" attribute="a_vertex"/>
<stream name="uv0" attribute="a_uv0"/>
</vertex>
<fragment file="glsl/cas.fs"/>
</program>
@@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/simple.vs">
<stream name="pos" attribute="a_vertex"/>
<stream name="uv0" attribute="a_uv0"/>
</vertex>
<fragment file="glsl/fxaa.fs"/>
</program>
+9 -28
View File
@@ -37,7 +37,7 @@
</zeroOrMore>
</element>
</group>
<group>
<attribute name="type">
<value>glsl</value>
@@ -46,33 +46,7 @@
<element name="vertex">
<attribute name="file"><text/></attribute>
<zeroOrMore>
<choice>
<element name="attrib">
<ref name="conditional"/>
<attribute name="name"><text/></attribute>
<attribute name="semantics">
<choice>
<value>gl_Vertex</value>
<value>gl_Normal</value>
<value>gl_Color</value>
<value>gl_SecondaryColor</value>
<value>gl_FogCoord</value>
<value>gl_MultiTexCoord0</value>
<value>gl_MultiTexCoord1</value>
<value>gl_MultiTexCoord2</value>
<value>gl_MultiTexCoord3</value>
<value>gl_MultiTexCoord4</value>
<value>gl_MultiTexCoord5</value>
<value>gl_MultiTexCoord6</value>
<value>gl_MultiTexCoord7</value>
<value>CustomAttribute0</value>
<value>CustomAttribute1</value>
<value>CustomAttribute2</value>
</choice>
</attribute>
</element>
<ref name="streamContent"/>
</choice>
<ref name="streamContent"/>
</zeroOrMore>
</element>
@@ -120,8 +94,15 @@
<value>uv1</value>
<value>uv2</value>
<value>uv3</value>
<value>uv4</value>
<value>uv5</value>
<value>uv6</value>
<value>uv7</value>
</choice>
</attribute>
<optional>
<attribute name="attribute"><text/></attribute>
</optional>
</element>
</define>
@@ -11,8 +11,10 @@
</group>
<group>
<variant name="texture">
<textures><texture file="gaia/tree_cypress_b.png" name="baseTex"/></textures>
<textures>
<texture file="gaia/tree_cypress_b.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>alphatest.xml</material>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<float/>
<group>
<variant name="crow" frequency="1">
<animations>
<animation file="other/crow_flight.dae" frequency="1" name="Idle" speed="150"/>
<animation file="other/crow_flight.dae" frequency="1" name="Idle" speed="200"/>
<animation file="other/crow_glide.dae" frequency="2" name="Idle" speed="30"/>
<animation file="other/crow_glide.dae" frequency="2" name="Idle" speed="75"/>
</animations>
<textures>
<texture file="skeletal/animal_crow.png" name="baseTex"/>
</textures>
<mesh>skeletal/crow.dae</mesh>
</variant>
</group>
<material>default.xml</material>
</actor>
@@ -0,0 +1,63 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<float/>
<group>
<variant frequency="100" name="Murder of Crows">
<animations>
<animation file="others/bird_circle_idle_01.dae" name="Idle" speed="100"/>
</animations>
<mesh>skeletal/bird_circle.dae</mesh>
<textures>
<texture file="null_white.dds" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Variant 01">
<props>
<prop actor="fauna/crow.xml" attachpoint="fish_01"/>
<prop actor="fauna/crow.xml" attachpoint="fish_09"/>
<prop actor="fauna/crow.xml" attachpoint="fish_19"/>
</props>
</variant>
<variant frequency="100" name="Variant 02">
<props>
<prop actor="fauna/crow.xml" attachpoint="fish_02"/>
<prop actor="fauna/crow.xml" attachpoint="fish_10"/>
<prop actor="fauna/crow.xml" attachpoint="fish_20"/>
</props>
</variant>
<variant frequency="100" name="Variant 03">
<props>
<prop actor="fauna/crow.xml" attachpoint="fish_05"/>
<prop actor="fauna/crow.xml" attachpoint="fish_20"/>
</props>
</variant>
<variant frequency="100" name="Variant 04">
<props>
<prop actor="fauna/crow.xml" attachpoint="fish_01"/>
<prop actor="fauna/crow.xml" attachpoint="fish_02"/>
<prop actor="fauna/crow.xml" attachpoint="fish_03"/>
<prop actor="fauna/crow.xml" attachpoint="fish_04"/>
<prop actor="fauna/crow.xml" attachpoint="fish_05"/>
<prop actor="fauna/crow.xml" attachpoint="fish_06"/>
<prop actor="fauna/crow.xml" attachpoint="fish_07"/>
<prop actor="fauna/crow.xml" attachpoint="fish_08"/>
<prop actor="fauna/crow.xml" attachpoint="fish_09"/>
<prop actor="fauna/crow.xml" attachpoint="fish_10"/>
<prop actor="fauna/crow.xml" attachpoint="fish_11"/>
<prop actor="fauna/crow.xml" attachpoint="fish_12"/>
<prop actor="fauna/crow.xml" attachpoint="fish_13"/>
<prop actor="fauna/crow.xml" attachpoint="fish_14"/>
<prop actor="fauna/crow.xml" attachpoint="fish_15"/>
<prop actor="fauna/crow.xml" attachpoint="fish_16"/>
<prop actor="fauna/crow.xml" attachpoint="fish_17"/>
<prop actor="fauna/crow.xml" attachpoint="fish_18"/>
<prop actor="fauna/crow.xml" attachpoint="fish_19"/>
<prop actor="fauna/crow.xml" attachpoint="fish_20"/>
</props>
</variant>
</group>
<material>default.xml</material>
</actor>
@@ -7,7 +7,7 @@
<animation file="quadraped/deer_idle_01.dae" name="idle" speed="20"/>
<animation file="quadraped/deer_idle_02.dae" name="idle" speed="20"/>
<animation file="quadraped/deer_idle_03.dae" name="idle" speed="20"/>
<animation file="quadraped/deer_walk_01.dae" name="walk" speed="35"/>
<animation file="quadraped/deer_walk_01.dae" name="walk" speed="25"/>
<animation file="quadraped/deer_run_01.dae" name="run" speed="15"/>
<animation file="quadraped/deer_attack_01.dae" name="attack_melee" speed="20"/>
</animations>
@@ -8,12 +8,13 @@
<animation file="other/fish_generic_idle_b.dae" name="Idle" speed="50"/>
<animation file="other/fish_generic_idle_c.dae" name="Idle" speed="35"/>
</animations>
<props>
<prop actor="fauna/seagull_circle.xml" attachpoint="root"/>
</props>
<mesh>skeletal/fish_generic.dae</mesh>
</variant>
</group>
<group>
<variant frequency="100" name="generic texture">
<textures><texture file="skeletal/animal_fish_generic.png" name="baseTex"/></textures>
<textures>
<texture file="skeletal/animal_fish_generic.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_spec.xml</material>
@@ -7,7 +7,7 @@
<animation file="quadraped/deer_idle_01.dae" name="idle" speed="20"/>
<animation file="quadraped/deer_idle_02.dae" name="idle" speed="20"/>
<animation file="quadraped/deer_idle_03.dae" name="idle" speed="20"/>
<animation file="quadraped/deer_walk_01.dae" name="walk" speed="35"/>
<animation file="quadraped/deer_walk_01.dae" name="walk" speed="25"/>
<animation file="quadraped/deer_run_01.dae" name="run" speed="15"/>
<animation file="quadraped/deer_attack_01.dae" name="attack_melee" speed="20"/>
</animations>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/bay_01.xml" frequency="1" name="bay_01"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/bay_02.xml" frequency="1" name="bay_02"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/beige.xml" frequency="1" name="beige"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/black.xml" frequency="1" name="black"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/brown.xml" frequency="1" name="brown"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_lusitano.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/brown_spotted_01.xml" frequency="1" name="Brown-Spotted-01"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/cherrybay.xml" frequency="1" name="cherrybay"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_persian.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/chestnut_01.xml" frequency="1" name="chestnut-01"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_persian.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/chestnut_02.xml" frequency="1" name="chestnut-02"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_persian.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/cream_spotted_01.xml" frequency="1" name="cream_spotted_01"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_persian.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/cream_spotted_02.xml" frequency="1" name="cream_spotted_02"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_persian.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/dark_chestnut.xml" frequency="1" name="dark_chestnut"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_persian.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/fading_black.xml" frequency="1" name="fading_black"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/gray.xml" frequency="1" name="gray"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/halflinger.xml" frequency="1" name="halflinger"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_lusitano.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/lusitano_01.xml" frequency="1" name="lusitano-01"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_lusitano.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/lusitano_02.xml" frequency="1" name="lusitano-02"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_lusitano.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/palomino_01.xml" frequency="1" name="palomino_01"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_lusitano.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/palomino_02.xml" frequency="1" name="palomino_02"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_lusitano.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/pure_black.xml" frequency="1" name="pure_black"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_lusitano.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/pure_white.xml" frequency="1" name="pure_white"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/skewbald.xml" frequency="1" name="skewbald"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/tan.xml" frequency="1" name="tan"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse_celtic.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/white.xml" frequency="1" name="white"/>
</group>
<group>
<variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -19,12 +19,12 @@
<group>
<variant frequency="1" name="brown">
<textures>
<texture file="skeletal/mastiff_new.png" name="baseTex"/>
<texture file="skeletal/brit/mastiff_b_01.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="taupe">
<textures>
<texture file="skeletal/mastiff_new2.png" name="baseTex"/>
<texture file="skeletal/brit/mastiff_b_02.png" name="baseTex"/>
</textures>
</variant>
</group>
@@ -1,21 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" file="quadraped/base_pony_fauna.xml" name="Pony">
<mesh>skeletal/pony.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/fauna/pony_brown.xml" frequency="1" name="horse-04"/>
<variant file="quadraped/horse/fauna/pony_beige.xml" frequency="1" name="horse-01"/>
<variant file="quadraped/horse/fauna/pony_bay_01.xml" frequency="1" name="horse-02"/>
<variant file="quadraped/horse/fauna/pony_bay_02.xml" frequency="1" name="horse-03"/>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" file="quadraped/base_pony_fauna.xml" name="Pony">
<mesh>skeletal/pony.dae</mesh>
</variant>
</group>
<group>
<variant file="quadraped/horse/fauna/pony_brown.xml" frequency="1" name="horse-04"/>
<variant file="quadraped/horse/fauna/pony_beige.xml" frequency="1" name="horse-01"/>
<variant file="quadraped/horse/fauna/pony_bay_01.xml" frequency="1" name="horse-02"/>
<variant file="quadraped/horse/fauna/pony_bay_02.xml" frequency="1" name="horse-03"/>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>no_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<float/>
<group>
<variant name="Seagull" frequency="1">
<animations>
<animation file="other/seagull_flight_01.dae" name="Idle" speed="150"/>
<animation file="other/seagull_flight_02.dae" name="Idle" speed="100"/>
</animations>
<textures>
<texture file="skeletal/animal_seagull.png" name="baseTex"/>
</textures>
<mesh>skeletal/seagull.dae</mesh>
</variant>
</group>
<material>default.xml</material>
</actor>
@@ -0,0 +1,39 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<float/>
<group>
<variant frequency="100" name="fish mesh">
<animations>
<animation file="others/bird_circle_idle_01.dae" name="Idle" speed="100"/>
</animations>
<mesh>skeletal/bird_circle.dae</mesh>
<textures>
<texture file="null_white.dds" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Variant A">
<props>
<prop actor="fauna/seagull.xml" attachpoint="fish_01"/>
<prop actor="fauna/seagull.xml" attachpoint="fish_09"/>
<prop actor="fauna/seagull.xml" attachpoint="fish_19"/>
</props>
</variant>
<variant frequency="100" name="Variant B">
<props>
<prop actor="fauna/seagull.xml" attachpoint="fish_02"/>
<prop actor="fauna/seagull.xml" attachpoint="fish_10"/>
<prop actor="fauna/seagull.xml" attachpoint="fish_20"/>
</props>
</variant>
<variant frequency="100" name="Variant C">
<props>
<prop actor="fauna/seagull.xml" attachpoint="fish_05"/>
<prop actor="fauna/seagull.xml" attachpoint="fish_20"/>
</props>
</variant>
</group>
<material>default.xml</material>
</actor>
@@ -28,11 +28,8 @@
<prop actor="fauna/tuna.xml" attachpoint="fish_18"/>
<prop actor="fauna/tuna.xml" attachpoint="fish_19"/>
<prop actor="fauna/tuna.xml" attachpoint="fish_20"/>
<prop actor="fauna/seagull_circle.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant frequency="100" name="generic texture">
<textures>
<texture file="null_white.dds" name="baseTex"/>
</textures>
@@ -0,0 +1,55 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="bush_1">
<mesh>gaia/medit_bush_01.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_02.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bush_2">
<mesh>gaia/medit_bush_02.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_01.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bush_3">
<mesh>gaia/medit_bush_02.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_02.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bush_4">
<mesh>gaia/medit_bush_01.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_01.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bush_5">
<mesh>gaia/medit_bush_03.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_02.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bush_6">
<mesh>gaia/medit_bush_03.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_01.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bush_7">
<mesh>gaia/medit_bush_04.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_02.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bush_8">
<mesh>gaia/medit_bush_04.dae</mesh>
<textures>
<texture file="gaia/temperate_bush_01.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Rice Sprout">
<mesh>gaia/rice_sprout.dae</mesh>
<textures>
<texture file="gaia/rice_sprout.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Rice Sprout">
<mesh>gaia/rice_sprout_paddy.dae</mesh>
<textures>
<texture file="gaia/rice_sprout.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -25,18 +25,12 @@
<variant frequency="1" name="Variant-04">
<mesh>gaia/trees/trunks/acacia_04.dae</mesh>
</variant>
<variant frequency="1" name="Variant-05">
<mesh>gaia/trees/trunks/acacia_05.dae</mesh>
</variant>
<variant frequency="10" name="Variant-06">
<mesh>gaia/trees/trunks/acacia_06.dae</mesh>
</variant>
<variant frequency="1" name="Variant-07">
<mesh>gaia/trees/trunks/acacia_07.dae</mesh>
</variant>
<variant frequency="2" name="Variant-08">
<mesh>gaia/trees/trunks/acacia_08.dae</mesh>
</variant>
<variant frequency="1" name="Variant-09">
<mesh>gaia/trees/trunks/acacia_09.dae</mesh>
</variant>
@@ -0,0 +1,23 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Acacia">
<props>
<prop actor="flora/trees/acacia_large_top.xml" attachpoint="root"/>
</props>
<textures>
<texture file="gaia/acacia.png" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="Variant-05">
<mesh>gaia/trees/trunks/acacia_05.dae</mesh>
</variant>
<variant frequency="1" name="Variant-08">
<mesh>gaia/trees/trunks/acacia_08.dae</mesh>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Acacia Top">
<textures>
<texture file="gaia/acacia.png" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<!-- Need to keep the variant names in sync with the parent. -->
<variant frequency="1" name="Variant-05">
<mesh>gaia/trees/leaves/acacia_05.dae</mesh>
</variant>
<variant frequency="1" name="Variant-08">
<mesh>gaia/trees/leaves/acacia_08.dae</mesh>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -22,18 +22,12 @@
<variant frequency="1" name="Variant-04">
<mesh>gaia/trees/leaves/acacia_04.dae</mesh>
</variant>
<variant frequency="1" name="Variant-05">
<mesh>gaia/trees/leaves/acacia_05.dae</mesh>
</variant>
<variant frequency="10" name="Variant-06">
<mesh>gaia/trees/leaves/acacia_06.dae</mesh>
</variant>
<variant frequency="1" name="Variant-07">
<mesh>gaia/trees/leaves/acacia_07.dae</mesh>
</variant>
<variant frequency="2" name="Variant-08">
<mesh>gaia/trees/leaves/acacia_08.dae</mesh>
</variant>
<variant frequency="1" name="Variant-09">
<mesh>gaia/trees/leaves/acacia_09.dae</mesh>
</variant>
@@ -0,0 +1,43 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="apple_tree_a">
<mesh>gaia/tree_apple_trunk_a.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_a.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="1" name="apple_tree_b">
<mesh>gaia/tree_apple_trunk_b.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_b.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="1" name="apple_tree_c">
<mesh>gaia/tree_apple_trunk_a.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_c.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="1" name="apple_tree_d">
<mesh>gaia/tree_apple_trunk_b.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_d.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="trunk_texture_a">
<textures>
<texture file="gaia/trunk_deciduous_a.dds" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="trunk_texture_b">
<textures>
<texture file="gaia/trunk_deciduous_b.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -1,44 +1,43 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="apple_tree_a">
<variant frequency="1" name="Blooming Apple Tree 01">
<mesh>gaia/tree_apple_trunk_a.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_a.xml" attachpoint="root"/>
<prop actor="flora/trees/apple_top_bloom_01.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="1" name="apple_tree_b">
<variant frequency="1" name="Blooming Apple Tree 02">
<mesh>gaia/tree_apple_trunk_b.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_b.xml" attachpoint="root"/>
<prop actor="flora/trees/apple_top_bloom_02.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="1" name="apple_tree_c">
<variant frequency="1" name="Blooming Apple Tree 03">
<mesh>gaia/tree_apple_trunk_a.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_c.xml" attachpoint="root"/>
<prop actor="flora/trees/apple_top_bloom_03.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="1" name="apple_tree_d">
<variant frequency="1" name="Blooming Apple Tree 04">
<mesh>gaia/tree_apple_trunk_b.dae</mesh>
<props>
<prop actor="flora/trees/apple_top_d.xml" attachpoint="root"/>
<prop actor="flora/trees/apple_top_bloom_04.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="trunk_texture_a">
<textures><texture file="gaia/trunk_deciduous_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/trunk_deciduous_a.dds" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="trunk_texture_b">
<textures><texture file="gaia/trunk_deciduous_b.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/trunk_deciduous_b.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -7,14 +7,15 @@
</variant>
</group>
<group>
<variant name="a-bloom">
<textures><texture file="gaia/tree_apple_bloom.dds" name="baseTex"/></textures>
</variant>
<variant name="a-ripe">
<textures><texture file="gaia/tree_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/tree_apple_a.dds" name="baseTex"/>
</textures>
</variant>
<variant name="a-ripe2">
<textures><texture file="gaia/orchard_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/orchard_apple_a.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
@@ -7,14 +7,15 @@
</variant>
</group>
<group>
<variant name="b-bloom">
<textures><texture file="gaia/tree_apple_bloom.dds" name="baseTex"/></textures>
</variant>
<variant name="b-ripe">
<textures><texture file="gaia/tree_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/tree_apple_a.dds" name="baseTex"/>
</textures>
</variant>
<variant name="b-ripe2">
<textures><texture file="gaia/orchard_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/orchard_apple_a.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Blooming Apple Tree Top">
<mesh>gaia/tree_apple_top_a.dae</mesh>
<textures>
<texture file="gaia/tree_apple_bloom.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Blooming Apple Tree Top">
<mesh>gaia/tree_apple_top_b.dae</mesh>
<textures>
<texture file="gaia/tree_apple_bloom.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Blooming Apple Tree Top">
<mesh>gaia/tree_apple_top_b.dae</mesh>
<textures>
<texture file="gaia/tree_apple_bloom.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Blooming Apple Tree Top">
<mesh>gaia/tree_apple_top_d.dae</mesh>
<textures>
<texture file="gaia/tree_apple_bloom.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -7,14 +7,15 @@
</variant>
</group>
<group>
<variant name="c-bloom">
<textures><texture file="gaia/tree_apple_bloom.dds" name="baseTex"/></textures>
</variant>
<variant name="c-ripe">
<textures><texture file="gaia/tree_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/tree_apple_a.dds" name="baseTex"/>
</textures>
</variant>
<variant name="c-ripe2">
<textures><texture file="gaia/orchard_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/orchard_apple_a.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
@@ -7,14 +7,15 @@
</variant>
</group>
<group>
<variant name="d-bloom">
<textures><texture file="gaia/tree_apple_bloom.dds" name="baseTex"/></textures>
</variant>
<variant name="d-ripe">
<textures><texture file="gaia/tree_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/tree_apple_a.dds" name="baseTex"/>
</textures>
</variant>
<variant name="d-ripe2">
<textures><texture file="gaia/orchard_apple_a.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/orchard_apple_a.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
@@ -0,0 +1,25 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="5" name="bamboo-a">
<mesh>gaia/trees/bamboo_a.dae</mesh>
<textures>
<texture file="gaia/bamboo.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="2" name="bamboo-b">
<mesh>gaia/trees/bamboo_b.dae</mesh>
<textures>
<texture file="gaia/bamboo.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="bamboo-c">
<mesh>gaia/trees/bamboo_c.dae</mesh>
<textures>
<texture file="gaia/bamboo.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="base">
<textures>
<texture file="gaia/tree_baobab_dead.png" name="baseTex"/>
<texture file="gaia/tree_baobab_dead_norm.png" name="normTex"/>
<texture file="gaia/tree_baobab_dead_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="1">
<mesh>gaia/baobab_1_branches.dae</mesh>
</variant>
<variant frequency="1" name="2">
<mesh>gaia/baobab_2_branches.dae</mesh>
</variant>
<variant frequency="1" name="3">
<mesh>gaia/baobab_3_branches.dae</mesh>
</variant>
<variant frequency="1" name="d1">
<mesh>gaia/baobab_1_branches_dead.dae</mesh>
</variant>
</group>
<material>basic_trans_norm_spec.xml</material>
</actor>
@@ -4,7 +4,7 @@
<group>
<variant name="base">
<props>
<prop actor="flora/trees/baobab_new_branches.xml" attachpoint="root"/>
<prop actor="flora/trees/baobab_new_branches_dead.xml" attachpoint="root"/>
</props>
<textures>
<texture file="gaia/tree_baobab_trunk.png" name="baseTex"/>
@@ -21,5 +21,5 @@
<mesh>gaia/baobab_3_trunk.dae</mesh>
</variant>
</group>
<material>basic_trans_wind_norm_spec.xml</material>
<material>basic_trans_norm_spec.xml</material>
</actor>
@@ -36,5 +36,5 @@
<mesh>gaia/cedar_atlas_3.dae</mesh>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -28,5 +28,5 @@
<mesh>gaia/cedar_atlas_3.dae</mesh>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -18,5 +18,5 @@
<mesh>gaia/cedar_atlas_sapling_1.dae</mesh>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -36,5 +36,5 @@
<mesh>gaia/cedar_atlas_young_3.dae</mesh>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="base">
<mesh>gaia/tree_apple_trunk_b.dae</mesh>
<props>
<prop actor="flora/trees/cherry_small_top_a.xml" attachpoint="root"/>
</props>
<textures>
<texture file="gaia/trunk_deciduous_b.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>gaia/tree_apple_top_d.dae</mesh>
<textures>
<texture file="gaia/tree_apple_bloom.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,62 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="trunk-mesh-a">
<mesh>gaia/tree_carob_a.dae</mesh>
<props>
<prop actor="flora/trees/cherryblossom_top.xml" attachpoint="tree"/>
</props>
</variant>
<variant frequency="1" name="trunk-mesh-b">
<mesh>gaia/tree_carob_b.dae</mesh>
<props>
<prop actor="flora/trees/cherryblossom_top.xml" attachpoint="tree"/>
</props>
</variant>
<variant frequency="1" name="trunk-mesh-c">
<mesh>gaia/tree_carob_c.dae</mesh>
<props>
<prop actor="flora/trees/cherryblossom_top.xml" attachpoint="tree"/>
</props>
</variant>
<variant frequency="1" name="trunk-mesh-d">
<mesh>gaia/tree_carob_d.dae</mesh>
<props>
<prop actor="flora/trees/cherryblossom_top.xml" attachpoint="tree"/>
</props>
</variant>
<variant frequency="1" name="trunk-mesh-e">
<mesh>gaia/tree_carob_e.dae</mesh>
<props>
<prop actor="flora/trees/cherryblossom_top.xml" attachpoint="tree"/>
</props>
</variant>
<variant frequency="1" name="trunk-mesh-f">
<mesh>gaia/tree_carob_f.dae</mesh>
<props>
<prop actor="flora/trees/cherryblossom_top.xml" attachpoint="tree"/>
</props>
</variant>
</group>
<group>
<variant name="trunk-texture">
<textures>
<texture file="gaia/trunk_deciduous_b.dds" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="Falling Leaves">
<props>
<prop actor="particle/falling_leaf_cherryblossom.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="3" name="No Falling Leaves">
<props>
<prop attachpoint="root"/>
</props>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,52 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="canopy-mesh-a">
<mesh>gaia/tree_carob_top_a.dae</mesh>
</variant>
<variant frequency="1" name="canopy-mesh-b">
<mesh>gaia/tree_carob_top_b.dae</mesh>
</variant>
<variant frequency="1" name="canopy-mesh-c">
<mesh>gaia/tree_carob_top_c.dae</mesh>
</variant>
<variant frequency="1" name="canopy-mesh-d">
<mesh>gaia/tree_carob_top_d.dae</mesh>
</variant>
<variant frequency="1" name="canopy-mesh-e">
<mesh>gaia/tree_carob_top_e.dae</mesh>
</variant>
<variant frequency="1" name="canopy-mesh-f">
<mesh>gaia/tree_carob_top_f.dae</mesh>
</variant>
</group>
<group>
<variant frequency="2" name="leaf-texture-a">
<textures>
<texture file="gaia/tree_cherryblossom_a.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="1" name="leaf-texture-b">
<textures>
<texture file="gaia/tree_cherryblossom_b.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="3" name="leaf-texture-c">
<textures>
<texture file="gaia/tree_cherryblossom_c.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="3" name="leaf-texture-d">
<textures>
<texture file="gaia/tree_cherryblossom_d.png" name="baseTex"/>
</textures>
</variant>
<variant frequency="3" name="leaf-texture-e">
<textures>
<texture file="gaia/tree_cherryblossom_e.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
</actor>
@@ -5,11 +5,11 @@
<variant frequency="1" name="cypress branches large">
<mesh>gaia/tree_cypress_large_branches.dae</mesh>
<textures>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress_norm.png" name="normTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -5,11 +5,11 @@
<variant frequency="1" name="cypress branches med">
<mesh>gaia/tree_cypress_med_branches.dae</mesh>
<textures>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress_norm.png" name="normTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -5,11 +5,11 @@
<variant frequency="1" name="cypress skinny branches ">
<mesh>gaia/tree_cypress_skinny_branches.dae</mesh>
<textures>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress_norm.png" name="normTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -5,11 +5,11 @@
<variant frequency="1" name="cypress small branches ">
<mesh>gaia/tree_cypress_sm_branches.dae</mesh>
<textures>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress_norm.png" name="normTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>
@@ -5,11 +5,11 @@
<variant frequency="1" name="cypress tall branches ">
<mesh>gaia/tree_cypress_tall_branches.dae</mesh>
<textures>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress.png" name="baseTex"/>
<texture file="gaia/tree_cypress_norm.png" name="normTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
<texture file="gaia/tree_cypress_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>basic_trans_wind.xml</material>
<material>basic_trans_wind_norm_spec.xml</material>
</actor>

Some files were not shown because too many files have changed in this diff Show More