The proposal to merge lp:~widelands-dev/widelands/speedup_saveloading into
lp:widelands has been updated.
Commit message changed to:
Tweak performance for saveloading and introduce an optional "init" function for
winconditions with costly calculations
- Affected win conditions: Artifacts, Wood
The only change that could possibly make it slower are the changes to the map
resources packet, so I have reverted that. The important speed up is for the
win conditions. All the other changes are omitting data, and the extra boolean
comparisons should be a lot faster than writing to / reading f
Well I'd say these numbers are within the margin of error. If you compare
saving and loading times, you can see the difference this branch makes, though.
@GunChleoc not sure if r9015 was necessary. I don't really see a difference.
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GunChleoc has proposed merging
lp:~widelands-dev/widelands/recalculate_seafaring_performance into lp:widelands.
Commit message:
Skip recalculate_allows_seafaring more often when setting/unsetting port spaces
via Lua
Requested reviews:
Widelands Developers (widelands-dev)
For more details, se
It didn't gain us that much anyway, so better safe than sorry this close to the
release. The big think here was removing the field lists from Lua ;)
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lp:
Sound sane :-) are you planning to add them for b21?
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Ma
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Refusing to merge, since Travis is not green. Use @bunnybot merge force for
merging anyways.
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Travis hiccup while downloading brew bottles.
@bunnybot merge force
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The proposal to merge lp:~widelands-dev/widelands/speedup_saveloading into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/speedup_saveloading/+merge/364205
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I guess we could.
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Benedikt Straub has proposed merging lp:~nordfriese/widelands/workareas into
lp:widelands.
Commit message:
Show the work areas of buildings as overlays on triangles
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1789712 in widelands: "Change buildhelp overlays"
A few nits in the comments
Diff comments:
>
> === added file 'src/graphic/gl/workarea_program.cc'
> --- src/graphic/gl/workarea_program.cc1970-01-01 00:00:00 +
> +++ src/graphic/gl/workarea_program.cc2019-03-11 16:44:08 +
> @@ -0,0 +1,139 @@
> +/*
> + * Copyright (C) 2006
I like it so far, the node markers are a little too thin, IMHO. Why not use the
old workarea12.png or workarea1.png? They are small enough.
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lp:~
I did some more measurements on my slow machine, and the change in the
resources packet didn't matter there. Let's keep it as it is, because the code
is more readable.
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Implemented your comment and updated the documentation.
I think the old markers are much too big and bright, I never really liked them.
The purpose of these markers now is only to hint at the locations of nodes;
IMHO a small, light cross is enough for that. If you want something bigger, you
can
constexpr kWorkareaTransparency = 127; <- this needs a datatype, e.g. int.
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Fair enough. But are they supposed to be a to look like a ++
Just a question; this is in no way related to your changes. I noticed that some
military buildings, like the Fortress, have a different colour on the outer
layer, what is this supposed to indicate?
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Can't build r9014.
src/graphic/gl/workarea_program.cc:63:11: error: C++ requires a type specifier
for all declarations
constexpr kWorkareaTransparency = 127;
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Fixed the typo, should compile now.
The marker is a small star (*) with six beams that point in the six cardinal
directions.
The outer circle(s) is/are the enhancement area(s). They indicate the
additional area that will be part of the workarea after an upgrade. We already
have different overl
I made two different versions of the marker. You can find them here:
https://fosuta.org/pics/1_grid_marker.png
https://fosuta.org/pics/2_grid_marker.png
Would you give them a try?
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kaputtnik has proposed merging
lp:~widelands-dev/widelands-website/post_registration_cleanup into
lp:widelands-website.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands-website/post_registration_cleanup/+merge/3
I think version 2 looks like a square with a circle in it, that looks strange.
Version 1 is good, a bit too large though IMHO. I uploaded a new image similar
to it now, how about this?
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Looks good.
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I have done some testing as well and have selected multiple buildings on a slow
machine - no problem :)
For the grid, how about having another shader that draws lines on the edges?
That would also take care of most of the work for adding a grid to the editor:
https://bugs.launchpad.net/wideland
Review: Approve
Ouch, sounds like you did not have fun.
Code looks good :)
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