Cleaned some textures using new blender 2.81 Feature Denoiser, while
also replacing material from High poly to low poly baking to Direct
Rendering.
Added some new variants and improved patterns with the help of @Lion and
@Stan.
Both @Stan and i handled the baking of the shields.
Including some animations corrections.
Renamed shields from Basic, Elite, Advanced rank to _## following a
better naming schema on the textures.
*New:
Added aprons (Aspis shield hellenic faction cloaks).
17 new variants, after this committ cleaning of the old aprons will be
done deleting old unuseable dds files and meshes.
Baked using direct render and the new alpha material.
Animated mesh for use with both Hoplite and Swordsman (Relax/Ready
variants)
Let me know if there's any issue.
Will continue adding/cleaning the rest of the aspis in the meantime.
This was SVN commit r23623.
f19a8d6b41 moved sorting classes to template and according to lines 561
and 574 in that commit, it was intended to not use sorting in case of
forced columnar formation.
Fixing oversight at lines 660 and 662 in that commit by removing this.
word so cavalry will be put to the front always.
Noticed in D2707 after @elexis mentioned behaviour change on unused
variable.
Differential Revision: https://code.wildfiregames.com/D2711
This was SVN commit r23613.
Align footprints/obstruction/visual garrison spots/statusbar height with
the visual actors in use.
Gate doors got a little wider (since their visual actors allows that),
so this might help pathing a little.
Patch By: Nescio
Differential Revision: https://code.wildfiregames.com/D2502
This was SVN commit r23609.
We don't need exact precision in that kind of calculations. Since we use
not fixed floating point numbers and use them only for visual stuff.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2713
This was SVN commit r23608.
Reduce the number of Position/Anchor entries by setting "pitch" in
template_unit instead
pitch Elephants, traders and some cows
pitch-roll catafalques
The solution is not ideal for catafalques, traders and chariots, since
they consist of different parts that want different values. Probably
needs subunits to fix.
Patch By: Nescio
Differential Revision: D2705
This was SVN commit r23607.
Replaces texture2DLod (deprecated in 1.30, but available in 1.20) by
textureLod and updates the shader version to 1.30. texture2DLod was
added in 113b1c49b9 as the part of FXAA.
Tested By: Imarok, OptimusShepard
Differential Revision: https://code.wildfiregames.com/D2699
This was SVN commit r23606.
Sort keys from g_UnitActions once and store in global variable saving
around 40 microseconds in every tick and mouse event required to
determine action of unit.
Differential Revision: https://code.wildfiregames.com/D2637
Patch by: Freagarach
Reviewed by: Angen
Comments by: elexis
This was SVN commit r23602.
Adjusted mesh of the elephants to match the new howdwah and cushion
variants
Moved howdah and renamed properly to keep the props in a single folder.
Added new turret pikeman animations while attacking melee.
Added Infant elephant animations.
Replaced Hannibal turret mesh with a new howdah with same shields.
This was SVN commit r23597.
Check for existance of requested type in event message, since 6814a983e1
stoped sending resource codes with 0 tribute and that was not even
guaranteed to get before through another options how to trigger tribute
event.
Differential Revision: https://code.wildfiregames.com/D2703
Patch by: Freagarach
Reviewed by: Angen
Comments by: elexis
This was SVN commit r23596.
Use Archer-Fem for female variants because there were two Archer-Relax
variants with different animation sets introduced in d3cc5523ae.
Fix cape attack animation for classic archer variant following
676bc42647, introduced by not updating in 61b8a32ad5.
Differential Revision: https://code.wildfiregames.com/D2701
Reviewed by: Stan
This was SVN commit r23595.
This allows Atlas not to rely on eval() to get access to the attack
component.
Add a quick test for the added method.
This fixes the animation speed matching that of the actor instead of the
template.
Remove some dead code after af2abb8cbfFixes: #5129
Reviewed by: @Angen
Comments by: @elexis
Differential Revision: https://code.wildfiregames.com/D2464
This was SVN commit r23592.
Summary: Having a mouse event and a hotkey for the same hardware key
turned out to be bad. If the mouse is above a gui element that handles
the middle mouse event and the middle mouse is released, this event will
be consumed by the gui handler of this gui element. Therefore the hotkey
handler does not know that the key was released. If we change that
behaviour typing in input fields would trigger hotkeys. So this seems
unsolvable without adding special handling for the middle mouse case,
which would be ugly.
Fixes: #5695
Differential Revision: https://code.wildfiregames.com/D2700
This was SVN commit r23589.
Remove unused variable since e16c4c4800 and call for ranged manager.
Transform comment to javadoc.
var -> let
Differential Revision: https://code.wildfiregames.com/D2631
Patch by: Freagarach
Reviewed by: Angen
This was SVN commit r23587.
Remove redundant comments.
var -> let
quote object properties
fix intendation
fix some spacing
use javadoc for function description
remove one line brackets
Differential Revision: https://code.wildfiregames.com/D2069
Patch by: Freagarach
Reviewed by: Angen
Comments by: elexis, Nescio, Stan
This was SVN commit r23584.
When a formation that is given the order to attack another formation is
already in range the formation controller of the target is passed as the
target for its members.
Use same behaviour when formation walks into another formation`s range.
Differential Revision: https://code.wildfiregames.com/D2692
Patch by: Freagarach
Reviewed by: Angen
This was SVN commit r23582.
Remove regression after 34138a7764.
Make ready status message bold as any other system messages are bold.
Differential Revision: https://code.wildfiregames.com/D2663
Reviewed by: elexis
Comments by: nani, Freagarach
This was SVN commit r23581.
This patch sets selection groups for all shared structures in the
generic parent templates of structures.
Clicking behaviour:
single click: select the clicked structure
double click: select all structures of the same selection group within
view that are owned by this player (e.g. all owned barracks across
civilisations)
triple click: select all structures of exactly the same file within view
that are owned by this player (e. g. all owned barracks of the same
civilisation)
Differential Revision: https://code.wildfiregames.com/D2675
Patch by: Nescio
Reviewed by: ValihrAnt
This was SVN commit r23580.
Remove builder component from worker elephant as it was not able to
place any foundation.
Add aura, that speeds up builder rate for all workers by 25% inside 15
range.
Differential Revision: https://code.wildfiregames.com/D2511
Patch by: Nescio
Reviewed by: Feldfeld
Comments by: elexis, Stan
This was SVN commit r23579.
Due to recent Elephant update for having the blend file of the whole
elephants and have the proper workspace for animating riders it was
updated in a recent commit. However the african forest elephant mesh
wasn't properly adapting to the new UV mapping since it wasn't properly
alligned.
Thread:
https://wildfiregames.com/forum/index.php?/topic/27906-elephant-uv-mapping/&tab=comments#comment-393918
This was SVN commit r23574.
Use `CheckFormationTargetAttackRange` instead `CheckTargetAttackRange`
for formations to not use that ugly workaround with passing `target,
target`.
Use `MoveFormationToTargetAttackRange` to achieve better looking
behaviour when moving formation to target range.
Differential Revision: https://code.wildfiregames.com/D2015
Patch by: Freagarach
Reviewed by: Angen
This was SVN commit r23571.
Merge selection group for women.
Merge selection group for healers.
Add selection group for merchant ship and fishing ship.
Add selection group for trader and slave as well.
Differential Revision: https://code.wildfiregames.com/D2677
Patch by: Nescio
Reviewed by: Freagarach
This was SVN commit r23570.
Differential Revision: https://code.wildfiregames.com/D2517
Reviewed by: Freagarach
Comments by: elexis, Stan
Fixes: #5610#5656
Introduce likelyFailure check in the movementupdate for chasing state
missing since 32e8ed51aa.
Use new order and substate for Chasing to get into the wanted range and
avoid that way issue with running - walking tracking or animation
variants.
Fixing issue when attacker would not react to the death of the target
while chasing it in stances where results for abandoning chasing are
always false and also do not rely on timer ending chasing for the rest
of stances.
This was SVN commit r23566.
Compared to other occurrences in code base, it makes sense to return
undefined rather then just empty return.
Differential Revision: https://code.wildfiregames.com/D2665
Patch by: Freagarach
This was SVN commit r23563.
Use the opportunity to rename the lib from cppformat to fmt, refs #4148.
Patch By: adrian
Rebased By: s0600204
Differential Revision: https://code.wildfiregames.com/D2613
This was SVN commit r23562.