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- Feb 3 2017, 10:51 PM (390 w, 5 h)
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Jun 18 2024
Jun 17 2024
Yes.
Jun 15 2024
git diff instead of svn.
Yeah, I meant the strings before the commit. If they look the same there shouldn't they have the same problem in the game?
Jun 14 2024
I just opened transifex and I see strings from markForTranslation and translate in the same way (both with highlighted nbsp). So can the issue happen for other usages (inside translate or xml)?
Jun 13 2024
Seems like svn can’t handle renaming.
Jun 12 2024
@Dunedan What's the point of the change only for the tutorial map?
Jun 11 2024
Jun 10 2024
After its commit https://trac.wildfiregames.com/wiki/PortA26ToA27 should be updated accordingly.
Jun 9 2024
Jun 7 2024
Jun 6 2024
I was thinking about that but didn't decide.
So we should guarantee that RunJobs will be called at the right moment and from a proper thread.
A more narrow type is preferred indeed. But it requires additional steps (mentioned in the inline comment).
Jun 5 2024
But this should be commited afther a27 is released to let modders addopt.
Is that still relevant?
Jun 4 2024
So it's possible to use promises in the simulation code. Is it possible if they're running concurrently?
How the diff avoids using promises in the simulation code?
Jun 3 2024
I'll commit it soon.
This functions are deprecated for over a week now. I think it's time to remove thous functions XD
It's better to mention related changes explicitly.
Apr 10 2024
Yeah, because we have multiple render targets with different resolutions depending on a pass: window resolution (UI and post effects), scene resolution (scaled by postprocmanager), reflection/refraction resolution, shadow map resolution.
Feb 23 2024
The patch isn't related to the OOS reason. Building a unit preview is just a trigger for the OOS. So this change does seem like a cleanup after the previous one. But maybe we want to support building units, then we must have elexis's patch (I'd prefer to commit it anyway, maybe after some changes/tests).
Feb 18 2024
Also might be a performance loss.
Feb 17 2024
Vulkan can't access the viewport without interacting with wx.
Feb 16 2024
Feb 14 2024
Is it possible to make a test?
Feb 13 2024
@Papnaas you can abandon the patch, for that you need to choose Add Action > Revision Action > Abandon Revision.
Feb 12 2024
Jan 29 2024
unsigned int doesn't fit static assertions (see the diff build results):
1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\FSM.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetClient.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetClientTurnManager.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetSession.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetFileTransfer.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetServer.cpp) 1>source\network\fsm.h(173): error C2607: static assertion failed (compiling source file ..\..\..\source\network\NetServerTurnManager.cpp)
elexis found the problem (I'll try to make a patch): this.phenotype = pickRandom(this.GetPossiblePhenotypes()); in Identity. So the current patch is needed only if it's useful for the gameplay.
Jan 20 2024
We're trying to avoid patching third parties. Ideally a PR should be created in the third party repo and then our library might be updated.
@phosit LGTM, you might commit it.
The texture seems ok to me. Maybe I'd rename it to hud_panel (because it's reused for all panels), but it's optional.
Jan 17 2024
Jan 16 2024
Jan 15 2024
I'd like to note that #6888 contains 3 different issues (4 maybe). OOS is unrelated to the current diff.
Jan 12 2024
Combines the textures of all 3 panels into one texture sheet (per @vladislavbelov 's ancient request).
It's best when textures are reused or tightly packed. According to the preview it has much more of redundant space. Is it possible to reuse the same texture for all three panels?
Jan 8 2024
Fixes notes.
Jan 6 2024
Jan 4 2024
I thought you're talking about all shaders code :)
Jan 3 2024
I agree and I'd like to fix it. But unfortunately I don't have time for everything, first of all I'd like to get some performance for the next release.