The proposal to merge lp:~widelands-dev/widelands/mipmaps into lp:widelands has
been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/mipmaps/+merge/363780
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Continuous integration builds have changed state:
Travis build 4782. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/523935950.
Appveyor build 4534. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_mipmaps-45
@bunnybot merge
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Thanks!
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Review: Approve
Played with this branch the last days. I was unable to find or trigger any
problems, everything works as expected. Code LGTM.
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Diff comments:
> === modified file 'data/scripting/mapobjects.lua'
> --- data/scripting/mapobjects.lua 2017-02-08 18:48:32 +
> +++ data/scripting/mapobjects.lua 2019-03-02 13:59:45 +
> @@ -20,32 +22,114 @@
> end
>
>
> --- RST
> --- .. function:: add_walking_animations(table,
Code looks good to me, some diff comments with smaller suggestions.
Will test this more thoroughly the next days…
Diff comments:
> === modified file 'data/scripting/mapobjects.lua'
> --- data/scripting/mapobjects.lua 2017-02-08 18:48:32 +
> +++ data/scripting/mapobjects.lua 2019-03-0
Ah, okay.
I´m afraid several of the blend files for older models are messed up. I guess
the creators somehow post-processed the renders without documenting how to, or
these aren´t even the actual model files but some experiments that overwrote
the originals…
I uploaded mipmaps for all bushes to
For the Barbarian units without mipmaps, that is on purpose to test the new
convenience function for animations that don't have mipmaps yet.
> The warehouse and shipyard look very different when zooming in than on normal
> scale, but I assume that that´s an error in the settings with which they
Continuous integration builds have changed state:
Travis build 4545. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/499807851.
Appveyor build 4332. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_mipmaps-43
Did you forget to add the mipmaps for some of your testcases? I can find them
only for the BAR warehouse idle, BAR shipyard working and BAR recruit walk_*;
not for the builder, shipwright, ponds and bushes ..?
And I get a crash sometimes because the small blueberry has unmatching image
sizes.
T
The proposal to merge lp:~widelands-dev/widelands/mipmaps into lp:widelands has
been updated.
Status: Needs review => Work in progress
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/mipmaps/+merge/363780
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Your team Widelands Developers is requested to review th
The proposal to merge lp:~widelands-dev/widelands/mipmaps into lp:widelands has
been updated.
Description changed to:
This is the first step in a series to improve graphics quality in Widelands,
hopefully for Build 21.
1. Implement support for Mipmaps
https://en.wikipedia.org/wiki/Mipmap
2
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