Yes, we are using tabs. Personally, I'd much rather switch to spaces and
reformat all code with clang-format, which would then be the definition of
'correct'. I got push back the last two times I tried to establish this though.
> The codecheck warnings are hidden behind the "check to see if code
> Also, your editor formats source code quite differently to the codebase, so
> there are a lot of style checker warnings. Don't you get style warnings during
> compile?
It's a matter of setting up the editor to confirm with our code formatting
standards - which I can't find a reference for. I do
> To make it work Widelands must be installed (make install) and the
> wl_map_info executable moved to the widelands-website root (next to
> manage.py).
I think we should be able to provide a path to a directory that contains all
widelands binaries. On the server this is conveniently
/usr/shar
Any idea why this is not showing a diff?
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I added a bunch of NOCOM(#codereview). You do not implement some methods (see
the codereview comments). The code I pushed still doesn't compile, but it
should give you an idea of what is missing.
Also, your editor formats source code quite differently to the codebase, so
there are a lot of styl
Cool. I am working on getting rid of the old font renderer too in
https://code.launchpad.net/~widelands-dev/widelands/text_area_richtext . Maybe
we can join forces.
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On 20.07.2014, at 22:24, Tibor Bamhor wrote:
> not in LUA, I need it for AI. I want to block fields within some radius
> around headquarters' flag - to prohibit buildings there.
>
Well, the answer is still contained though :). Have a look a lua_map.cc and
get_buildings(). The way to get the
Im working on the fh1 branch, but I will have a look into that afterwards.
On Sun, Jul 20, 2014 at 9:56 PM, SirVer wrote:
> This change would still be awesome to have in Widelands. Charly, you are
> not by any chance taking things on again soon?
> --
>
> https://code.launchpad.net/~widelands-de
I tried and it doesn't compile - see comment. I don't know why.
Diff comments:
> === modified file 'campaigns/atl01.wmf/scripting/init.lua'
> --- campaigns/atl01.wmf/scripting/init.lua2014-07-17 15:26:32 +
> +++ campaigns/atl01.wmf/scripting/init.lua2014-07-19 09:00:26 +
> @@ -324
Shevonar has proposed merging lp:~widelands-dev/widelands-website/map-upload
into lp:widelands-website.
Requested reviews:
SirVer (sirver)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands-website/map-upload/+merge/227458
This branch contains a first working draft of
Thanks! Now that I have QT Creator, the code is so much easier to navigate.
I fixed the commented stuff, now I still need to implement the delays for the
messages. So, please wait with merging until I give you a shout.
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This change would still be awesome to have in Widelands. Charly, you are not by
any chance taking things on again soon?
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lp:~widelands-dev/widelands/stora
>The inline diff tools is pretty broken - all your comments are invisible now.
I found that the corresponding not-inline comment has a link saying "Show diff
comments" which you can click on. Though that changes to the old squashed diff,
so there doesn't seem to be a way to see that latest chang
Review: Approve
if you take care of the couple of nits we discussed it looks good to me.
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The inline diff tools is pretty broken - all your comments are invisible now.
So I comment via Email instead.
> - link to somewhere on the wiki which explains manual building in more detail
> - fix indentation and creation of update.sh
Feel free to do indentation in the future right away. I revi
Note to self: assuming the recent changes are ok, the remaining points are:
- link to somewhere on the wiki which explains manual building in more detail
- fix indentation and creation of update.sh
Diff comments:
> === modified file 'compile.sh'
> --- compile.sh2014-06-18 17:11:08 +
Ahh, save comment to quick again. That is a great change and fairly complex and
I just wanted to say that you came a long way as a coder in a very short time.
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Review: Needs Fixing
I think lumberjacks should only send a message after ~10 failed attempts or so.
Otherwise they will send too often.
Rest of the comments inlined in the code in r7115.
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Review: Needs Fixing
Diff comments:
> === modified file 'compile.sh'
> --- compile.sh2014-06-18 17:11:08 +
> +++ compile.sh2014-07-19 14:18:30 +
> @@ -26,15 +26,14 @@
> # TODO user interaction and functions for installation including a check
these TODOs all seem like
On 18.07.2014, at 13:14, Tibor Bamhor wrote:
> Hi,
>
> I need to get a flag (or its coordinates) belonging to a headquarters on the
> very beginning of game.
>
> How should I do it?
In Lua?
p1 = wl.Game().players[1]
hq = p1:get_buildings("headquarters")[1]
print(hq.flag)
> Is it a headquar
Review: Needs Fixing
Diff comments:
> === modified file 'campaigns/atl01.wmf/scripting/init.lua'
> --- campaigns/atl01.wmf/scripting/init.lua2014-07-17 15:26:32 +
> +++ campaigns/atl01.wmf/scripting/init.lua2014-07-19 09:00:26 +
> @@ -324,7 +324,7 @@
>if not f.immovable
Ferdinand T. has proposed merging lp:~f-thiessen/widelands/barbarian3 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #674839 in widelands: "Some issues of barbarian tutorial 3"
https://bugs.launchpad.net/widelands/+bug/674839
Bug #1276247 in w
I deleted the lines and also took the freedom do delete an include. The game
still runs and oxen and donkeys can be produced, so I hope it is all right.
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> I added the wildboar to map_generation.lua. It seems to work, so I probably
> did the right thing :)
Looks good to me
> I noticed that some animals appear twice in the list. Is this to increase the
> probability of their appearance or simply some leavings from the one_world
> merge (that can b
I added the wildboar to map_generation.lua. It seems to work, so I probably did
the right thing :)
I noticed that some animals appear twice in the list. Is this to increase the
probability of their appearance or simply some leavings from the one_world
merge (that can be removed)?
Regarding src/l
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