I used GIMP, already. Where do you get these warnings?
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When I open the encyclopedia. utils/optimize_pngs.py will also crash with these
files.
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Review: Approve
LGTM :)
I removed the gettext function from the pure placeholder, because it does not
need translation.
@bunnybot merge
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The proposal to merge lp:~widelands-dev/widelands/appveyor_opengl into
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Description changed to:
using glew for x64 builds as well now to get appveyor running again.
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hessenfarmer has proposed merging lp:~widelands-dev/widelands/appveyor_opengl
into lp:widelands.
Commit message:
Stick to glew for the moment being as glbinding is causing a lot of problem
recently
Requested reviews:
Widelands Developers (widelands-dev)
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The proposal to merge lp:~widelands-dev/widelands/appveyor_opengl into
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using glew for Appveyor CI
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Thanks everyone for the reviews, and thanks for the fixes :)
@bunnybot merge
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Review: Approve review
looks good to me. However there might be some complaints about having the sound
as some people (we all know) do find this annoying. However I like it.
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should be fixed
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Code LGTM. Let's merge if AppVeyor comes through.
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Oops found some other buildings which need to be adopted to this scheme then
atlanteans crystal mine
empire marble mine, marble mine deep
frisians tailors shop, aqua farm, recycling center and eventually reindeer farm
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Found some more. Barbarian's mines. Going to add the changes to this branch,
since it won't be merged because the casern_test failed. I guess we need to
adapt this test as well...
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Hmm, there are many more. The question is. Shall we move the sleep time just
behind consume, or remove sleep and add the time to the animation time, were
applicable?
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The errors are gone :)
I think the Atlantean Ship Under Construction is hard to see, maybe lighten it
up a bit?
Also, the Frisian berry bushes are still missing icons.
Note that I have run the optimizer, so you will have to pull this branch before
working on it.
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It basically affects all buildings. Most buildings have a sleep before skipped
and/or consume. So we need to move them as well. But the question is, do we
want to move them or add them to the animation cycle? Or at least move some
seconds to the animation cycle?
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Barbarians mines are not affected I think.
Basically the change of order is definitely necessary for all buildings with
multiple outputs and different inputs needed for the outputs (best example
atlantean or frisian toolsmithy).
It can be adopted (which I prefer) for buildings with multiple out
Changed the icon for the ship and added menu.png for all bushes. The bushes
don't appear in the encyclopedia because nordfriese needs to entangle the lua
files first. Currently, all information including terrain affinity are in one
file.
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Okay, so basically only the buildings you listed above?
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Unless you find others for which the criteria apply, but we could change that
anytime in a new branch as well.
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Did some thinking :D
> It is not necessary for buildings with leading sleep times of less then 10
> secs as these would been masked by the code now.
> Furthermore it is not necessary for buildings with only one output as the
> effect of wasted time if undersupplied would been averaged over time.
Toni Förster has proposed merging
lp:~widelands-dev/widelands/bug-1830776-password-field-captures-input into
lp:widelands.
Commit message:
don't force focus on password field
Requested reviews:
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Related bugs:
Bug #1830776 in widelands: "Input is captured
Toni Förster has proposed merging
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lp:widelands.
Commit message:
lobby set Game column in client list to 3/8 of the width
Requested reviews:
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Related bugs:
Bug #1830778 in wide
untangle :D
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On a second thought this sounds very reasonable.
especially the unifying aspect is a position I alkready took in the forum
discussion so if you want to unify them all I would have no objection. But we
should playtest the changes before merging in this case.
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The lua files are fine as they are, I have added the missing icon paths. No
untangling needed ;)
Some of the Frisian icons are hard to read though, because the lines are pretty
thin. Maybe more contrast would help here too? The ship under construction is
also very small, maybe cut off the mast
Review: Approve
Yep, that fixed it :)
@bunnybot emrge
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Commit message changed to:
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Review: Approve
LGTM :)
@bunnybot merge
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Refusing to merge, since Travis is not green. Use @bunnybot merge force for
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Your
Inputqueues again
@bunnybot merge force
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@bunnybot merge :)
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Will look into this. :)
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Okay, I'm going to set a new branch up that contains the changes to the lua
files. Base will be this branch.
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Benedikt Straub has proposed merging lp:~widelands-dev/widelands/workarea-fixes
into lp:widelands.
Commit message:
· Draw a narrow border around workareas for better visibility
· Improve performance by only recalculating the workarea shader data when needed
· Add the hotkey W to enable/disable hi
Toni Förster has proposed merging lp:~widelands-dev/widelands/unify_sleep_time
into lp:widelands with lp:~widelands-dev/widelands/failed_skipped_10s as a
prerequisite.
Commit message:
move sleep behind return/consume/callworker
Requested reviews:
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For more details,
The proposal to merge lp:~widelands-dev/widelands/unify_sleep_time into
lp:widelands has been updated.
Description changed to:
The basic idea is, we can guarantee that a failed or skipped program will
always be continued after a grace time of 10 seconds.
All calls within a program, may it be s
some small comments see inline
Diff comments:
>
> === modified file
> 'data/tribes/buildings/productionsites/atlanteans/woodcutters_house/init.lua'
> ---
> data/tribes/buildings/productionsites/atlanteans/woodcutters_house/init.lua
> 2018-07-08 16:10:50 +
> +++
> data/tribes/buildi
Added them back in and set the commas.
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still wrong order for frisian aqua farm and claypit. Consume neeeds to be after
the callworker command otherwisw we will waste ressources unnecesseraliy
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The proposal to merge
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Okay, fixed now :)
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Review: Approve code review
thanks a lot for doing all this bloody work.
Looks good now.
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This branch fails:
test/maps/plain.wmf/scripting/test_casern.lua
How do I run the test locally?
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Refusing to merge, since Travis is not green. Use @bunnybot merge force for
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inputqueues again.
@bunnybot merge force
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I just noticed that I forgot the training sites. I started by replacing the
dummy checks with return=no_stats.
I think we should add a return=fail if not enough food/wares are present (like
we have for the aqua farm). To avoid the 30s sleep. Or can we move the sleep
behind that consume part?
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Status: Needs review => Merged
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