Also show the GUI after the cinematics stopped playing in Atlas.
Differential Revision: https://code.wildfiregames.com/D411
This was SVN commit r19533.
Add a hint that multiplayer games with AI are currently not supported.
Differential Revision: https://code.wildfiregames.com/D105
Reviewed By: leper
Refs #3858
This was SVN commit r19491.
Mention how to handle const methods (be1a205f91, D75).
Note that parameters are passed as const references (1a66f510d0).
Also remove mention of jsval (which is deprecated).
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D374
This was SVN commit r19484.
Doesn't provide a way to add/delete nodes of paths yet.
Differential Revision: https://code.wildfiregames.com/D348
Patch By: Vladislav
This was SVN commit r19427.
The remaining graphics code should be moved or removed.
Differential Revision: https://code.wildfiregames.com/D324
Patch By: Vladislav
This was SVN commit r19414.
Expose the FindAllPlaceableTemplates function to the simulation to
remove the hardcoded directory checks as suggested by fatherbushido.
Add the new special template directory from D176 / cd6c31e76e.
Move the code from XML to JS.
Differential Revision: https://code.wildfiregames.com/D277
Reviewed By: Vladislav
This was SVN commit r19399.
The terrain grid can be renewed without proper deallocation, which
happens at least at the start of a game when MT_TerrainChanged is sent.
Reviewers: wraitii, Itms
Differential Revision: https://code.wildfiregames.com/D247
This was SVN commit r19388.
Move graphics code to smaller helper functions UpdateSessionVisibility,
UpdateSilhouettesVisibility and DrawPaths.
Remove the hotkey TODO code which should be implemented differently.
Mark voids as const.
Differential Revision: https://code.wildfiregames.com/D271
Patch By: Vladislav
This was SVN commit r19375.
Add a test for the GetNonGaiaEntities function of the RangeManager
broken by that commit that was fixed by f3e4e619bc.
Don't call one script function from another, but directly call into the
Selection helper like the others.
Don't make a loop around that RangeManager function for all players but
call the function once for all players.
The pointless virtual keywords were removed by 8827db201a.
Differential Revision: https://code.wildfiregames.com/D166
Reviewed By: leper
This was SVN commit r19344.
Use std::set's logarithmic find instead of a linear loop.
Early return and some whitespace for getParabolicRangeForm.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D260
This was SVN commit r19342.
Summary: Following discussions in https://code.wildfiregames.com/D60 the
use of u8 to store each boolean has been cleanup up. Now only one u8 is
used, thus reducing the size of the struct.
Reviewed By: leper
Differential Revision: https://code.wildfiregames.com/D101
refs #3834
This was SVN commit r19242.
We do not need iteration order, and this makes this explicit.
Reviewed By: echotangoecho
Differential Revision: https://code.wildfiregames.com/D82
This was SVN commit r19235.
Template-ize CallFunctionVoid.
Changes CallFunction parameter order to make template parameter
deduction with
variadic parameters work nicely.
Reviewed By: Itms, wraitii, Yves
Differential Revision: https://code.wildfiregames.com/D77
This was SVN commit r19183.
Summary:
To fix tickets like #3335, having a shared vision at the entity level is
needed. This patch implements that in CCmpRangeManager, interfaced with
a new JS component VisionSharing to manage the shared entities visions.
As an example of use case (in addition to garrisoning in allied
structure without the sharedLos tech), we can think of bribing enemy
units: there is a part about it in the patch, but this one is very wip
and not intended to be committed but rather for test purposes of the
feature.
So when garrisoning a unit in another player's building, the vision of
the garrisonHolder is shared (part intended for review). In addition,
for tests of the feature, when clicking on the new bribe icon in the
diplomacy window, a random unit of the chosen player is bribed and share
its vision during 15 s.
Test Plan: Garrison a unit in an allied structure without the sharedLos
tech, or test the wip bribe feature from the diplomacy window.
Reviewers: Itms
Reviewed By: Itms
Subscribers: Stan, leper, O11 Templates, wraitii, elexis, fatherbushido,
Itms, Vulcan, O1 C++ Simulation
Differential Revision: https://code.wildfiregames.com/D60
This was SVN commit r19175.
Remove the "Net" prefix from the non-networked classes.
Use variadic macros and mark the client turnmanager as NONCOPYABLE.
Differential Revision: D16
Reviewed By: leper
This was SVN commit r19165.
since they are only useful for AI debugging and counterproductive in
multiplayer mode, refs #3551.
Instead, enable AI developers to exit the game from a new AI API
command,
allowing to batch simulate matches. Refs #2755.
Differential Revision: D65
Reviewed By: leper
Consulted: mimo
This was SVN commit r19155.
Templates should be the same for all players, techs can be used to
provide
different lists of templates if that is needed.
Reviewed By: Itms
Differential Revision: https://code.wildfiregames.com/D25
This was SVN commit r19142.
Summary: Refs #4419.
Test Plan: When running tests, make sure nothing is created.
Reviewers: leper
Reviewed By: leper
Subscribers: leper, Vulcan
Differential Revision: https://code.wildfiregames.com/D1
This was SVN commit r19062.
The previous code worked in case new mutual allies were added, but, when
some were removed, it was suboptimal in terms of performance and it made
some units visible in the FoW.
Fixes#4266
This was SVN commit r18994.