OK cleanup_playerimmovables_area was duplicate code and moved to
do_conquer_area().
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Ok shall we remove master miners from frisian village as well in this case?
I can do this tonight, but if you want to do it feel free.
Diff comments:
>
> === modified file
> 'data/tribes/scripting/starting_conditions/barbarians/village.lua'
> --- data/tribes/scripting/starting_conditions/barbar
Sgrìobh hessenfarmer na leanas 27/09/2018 aig 08:26:
> Ok shall we remove master miners from frisian village as well in this case?
> I can do this tonight, but if you want to do it feel free.
Yes, please
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You
Yep. the actual fix is: player_area.radius += 2;
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Review: Approve
LGTM :)
@bunnbot merge
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This removal of ports and ships simulated actions that can be taken by a user,
so yes, the new code needs to be able to deal with that. Users can sink ships
and destroy ports. Ports can also be destroyed if the enemy conquers the
territory.
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Thanks!
Since we're in feature freeze, merging will have to wait until after Build 20.
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Appveyor builds are working, compiling from Git on Linux will not. We have to
wait for
https://code.launchpad.net/~widelands-dev/widelands/cmake_errors_WL_VERSION/+merge/355728,
merge in trunk and then test again.
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GunChleoc has proposed merging
lp:~widelands-dev/widelands/bug-1536377-fail-gracefully-on-graphics-driver-problems
into lp:widelands.
Commit message:
Show a basic SDL error message box to the user if the shading language can't be
detected or is too old.
Requested reviews:
Widelands Developer
No, the cmake warning is not causing the failure.
I've updated the whole function, should work on every os...
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@Tino I get this warning with Cmake 3.12 on macOS.
We're not silencing the warning. We just tell Cmake explicitly to use the new
behavior.
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lp:~wide
Are you sure that there is proper simulation of user-actions here? Cause I
suspect that there is just a magical removal, without calling e.g. sinking
function. Of course the code should cover cases of destruction, but how to do
that if it is not properly called? The old code was checking every t
Yes, the simulation should be correct. Calling the sink_ship function is
calling the sink_ship function, and it doesn't matter if the caller is a Lua
script or a UI button. Both will send off the same player command. If they
don't, it's a bug.
And yes, we do want Widelands not to get into an un
Continuous integration builds have changed state:
Travis build 4055. State: errored. Details:
https://travis-ci.org/widelands/widelands/builds/434035449.
Appveyor build 3851. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_15363
Please also remove the master seamstress from the frisian village start. Other
than that, changes look good to me :)
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Continuous integration builds have changed state:
Travis build 4058. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/434041227.
Appveyor build 3854. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_per_level_
@bunnybot merge
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@bunnbot merge
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OK after cleaning my confusion about the two builds I will try a 2xWIN/ 2xOSX
Smugglers game.
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The proposal to merge lp:~widelands-dev/widelands/cmake_errors_WL_VERSION into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/cmake_errors_WL_VERSION/+merge/355728
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When trying to Debug WIndows I gita Problem with system.out, as described in:
#1398536
I will try to debug this anyway
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