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This fixes a regression introduced by055c848c1a: when an entity is ordered to move to a target within short path distance (or direct path distance), it no longer computed at least one long path, which meant it could be stuck forever if the target was not actually reachable (such as behind a wall). To fix this, compute a long path after 3 failed computations, which should result in a delay of 1-3 turns. The previous code did this after 1 failed try - the decision to make it 3 is mostly based on the idea that in most cases, being stuck means we ran into units, not that we were ordered somewhere close. Should there be complaints, it could be lowered to 2 or 1. This fixes a second issue, reported in #4473: units sometimes get stuck, particularly when trying to garrison a turret from 'inside' the walls. The issue is that the turret is not accessible via the inside as its obstruction + garrison range is blocked by the surrounding walls. However, as introduced by6e05a00929, TryGoingStraightToTargetEntity ignores all entities with the obstruction group of the target (the reason for this being that otherwise it would never succeed, since the line towards the target would likely go through the target). For walls and formations, this means ignoring possibly too many entities, and in the case of #4473, ignoring wall pieces. The unit thus mistakenly thought it could direct-path to the turret, and got stuck. To fix this, we can ignore specifically the targeted entity's obstruction tag. This can be considered a fix to6e05a00929. temple accepted an earlier version of this patch (specifically elexis' version). Fixes #4473 Based on a patch by: elexis Differential Revision: https://code.wildfiregames.com/D1424 This was SVN commit r22533.
Disable eslint curly rule, because none of its configurable enforcement reflects the curly brace convention of this repository, refs #5524.
Adds globalscripts/BicubicInterpolation.js, the corresponding license_mit.txt and points to it for other files with the same license in LICENSE.txt - reviewed by Philip and Itms. Uses that to fix an interpolation issue in gaia.js and also fixes a "fail by one" there - reviewed by elexis. Fixes #4174
Drop premake4 support, refs #3729. premake4 has been unused for a long time now, and was only left available as a safety net.
0 A.D. Introductory Information ================================= 0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy game of ancient warfare. This is currently an incomplete, under-development version of the game. We're always interested in getting more people involved, to help bring the game towards completion and to share the interesting experience of developing a project of this scope. There are several ways to contact us and find more information: Web site: http://play0ad.com/ Forums: http://www.wildfiregames.com/forum/ Trac (development info, bug tracker): http://trac.wildfiregames.com/ IRC: #0ad on irc.quakenet.org --------------------------------------- Running precompiled binaries on Windows --------------------------------------- Open the "binaries\system" folder. To launch the game: Run pyrogenesis.exe To launch the map editor: Run Atlas.bat or "pyrogenesis.exe -editor" ----------------------------------- Compiling the game from source code ----------------------------------- The instructions for compiling the game on Windows, Linux and OS X are at http://trac.wildfiregames.com/wiki/BuildInstructions ------------------ Reporting problems ------------------ Bugs should be reported on Trac. For information on reporting problems and finding logs, see http://trac.wildfiregames.com/wiki/ReportingErrors
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