The proposal to merge lp:~widelands-dev/widelands/translator-credits into
lp:widelands has been updated.
Description changed to:
The point of this branch is that translators will be able to add their own name
to be displayed in the Authors list.
Once we have merged this, I can add the translat
I have already broken it in the fh1 branch then. I guess I will need to set up
the homepage software on my localhost, to come up with some code and test it.
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All tests now run without problems on my machine, so IMO this branch is good to
go now :)
Since the test that's still failing does so only on your machine and for trunk
as well, I expect that there's something about your setup that Widelands
doesn't like.
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Bug report, so we won't forget:
https://bugs.launchpad.net/widelands/+bug/1421107
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Thanks, Tibor. I will take care of the merging :)
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GunChleoc has proposed merging
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Requested reviews:
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Adapted utils
The proposal to merge lp:~widelands-dev/widelands/synchronize_translations into
lp:widelands has been updated.
Description changed to:
Adapted utils/merge_and_push_translations.sh for Transifex.
ETA: We still need to bzr add new translation files coming from Transifex.
For more details, see:
h
The proposal to merge lp:~widelands-dev/widelands/synchronize_translations into
lp:widelands has been updated.
Description changed to:
Adapted utils/merge_and_push_translations.sh for Transifex.
We need to bzr add new translation files coming from Transifex - the first
added batch will be big,
GunChleoc has proposed merging lp:~widelands-dev/widelands/terrain_doc into
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Requested reviews:
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I have added some documentation for the
GunChleoc has proposed merging
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Requested reviews:
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The concept graphics
Thanks for the review - next round :)
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OK, I'll abandon this branch then. Looking forward to the new graphics :)
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The proposal to merge lp:~widelands-dev/widelands/remove_concept_graphics into
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Status: Needs review => Rejected
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I also have a question that needs answering before the merge this:
Am I correct in assuming that "acid" and "dead" do the exact same thing? If so,
will it break compatibility with existing maps if I change all the "acid" ones
to "dead"?
If we can get rid of the distinction, I could do some addi
We have both "dead" and "acid" in the init.lua:
http://bazaar.launchpad.net/~widelands-dev/widelands/terrain_doc/view/head:/world/terrains/init.lua
Will it break maps if I change them all to "dead"?
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I decided to go for "dead", because it fits the current icon and the
translations, and also makes more sense for snow.
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LGTM.
FYI: As you already noticed, our codecheck rules aren't fully compatible with
clang_format yet. This is something that still needs fixing.
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Review: Approve
Forgot to hit Approve
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I can confirm the error.
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Post to
I don't know how the trees work exactly, so I'd rather be vague before I add
something that isn't true. Maybe somebody who is familiar with the terrain
affinty code can add some improvements?
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Good luck - we will need to find an appropriate place for the documentation
once you have gotten your head around this.
I have removed the comment about the affinities. Is this branch good to go now?
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@SirVer: Do you want another look at the code?
The important changes are in src/logic/world/terrain_description.cc, and
world/terrains/init.lua, the rest is just renaming of variables.
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OK, will merge then. Thanks :)
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I think something like:
ScoutingDirection unsign = static_cast(des.unsigned_8());
should work. The compiler will tell you if I'm wrong.
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Review: Approve
Using enum classes instead of enums does take some getting used to in these
cases. LGTM, thanks for hunting!
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You have an approve and we have a bug for the todo-list, so yes :)
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GunChleoc has proposed merging lp:~widelands-dev/widelands/authors into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1424072 in widelands: "Automatically add translator credits to authors
list"
https://bugs.launchpad.net/widelands/+b
localized_name and native_name are already documented with the first locale on
the list in i18n/locales.lua.
Maybe I am misusing the po format a bit here, but I think this will be the
easiest way to manage the credits list, because it is so long. My long-term
plan is to have the language teams'
P.S: another issue I have been thinking about is when translators might to
write their name in non-Latin scripts. We can't switch font sets within the
same MultilineTextarea though, so if that happens, we would have to do some
tricks with lists.
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I just had another idea on how we could handle this: Write a Python script that
will turn the information in the po files into a file with a Lua table. This
script would then be run when we merge and push translations. This might also
make it easier to write the code for the homepage. What do yo
The problem with the Transifex API is that it will have no way of adding the
SoureForge and LaunchPad translators. So, we would be stuck with 2 different
lists that we would need to merge.
I will look into creating a Python script. I will create it off the PO files
for now.
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No problem. This is why we're a team - it make for better code ;)
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Yes, we could do that. For GUI images, we would then still need to prefix
"data" to the image files, which sort of means that we are redefining the same
information all the time all over the code base. This is why I came up with the
image catalog for GUI images, but we could also use other means
Sgrìobh SirVer na leanas 24/02/2015 aig 06:18:
>> For GUI images, we would then still need to prefix "data" to the image
>> files, which sort of means that we are redefining the same information all
>> the time all over the code base.
>
> Why? They load their graphics through load_image, which u
GunChleoc has proposed merging lp:~widelands-dev/widelands/stringfixes into
lp:widelands.
Requested reviews:
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For more details, see:
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Renamed "unpassable" terrain to &
Thank Joe Dalton who flagged it up on Transifex :)
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Sub filesystems aren't a solution - sometimes, world or tribe images will be
used as GUI strings, e,g, in the Terrain Tool.
I will go back to using full paths, based on the "data" directory.
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Review: Resubmit
Next round. ImageCatalog is gone, sound handler is reverted to old design.
I have changed the global datadir to "./data", and it is working fine, except
for the tests which are broken, because the map loader won't find the maps now.
I tried moving the tests to data as well, but
I have an idea: how about putting all the tasks into a set, making sure that
the due time is unique:
http://www.cplusplus.com/reference/set/set/
You could then get and erase the task from front(), emplace a new task of the
same type (making sure that due time is unique) and work the current tas
Set elements are pairs of . Just use the duetime as the key and the
job type as the value, and your entries will automatically be sorted by
duetime. Pop the next job off the front and insert a new check of the same job
type into the set with the new duetime and you will have everything you need.
Shorter code sounds good :)
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I was thinking, if all you need is an equal chance of all jobs types being run,
you could list the job types in a const array and walk through it round-robin
in a fixed time interval.
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Looks like a good solution to me :)
I have added a bunch of small nits with the comments function.
Diff comments:
> === modified file 'src/ai/defaultai.cc'
> --- src/ai/defaultai.cc 2015-02-16 20:23:15 +
> +++ src/ai/defaultai.cc 2015-03-04 20:14:13 +
> @@ -50,12 +50,6 @@
>
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-998544 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #998544 in widelands: "Replay name should contain Widelands version"
https://bugs.launchpad.net/widelands/+bug/998544
game().get_gametime() should return uint32_t. We just haven't gotten around to
fixing it.
https://bugs.launchpad.net/widelands/+bug/1380058
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Thanks. LGTM :)
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Yes, please do :)
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Do something like this (I don't remember the exact enum variable names):
if (direction == Ship::Direction::kCounterClockwise) {
lua_pushstring(L, "ccw")
} elseif ...
then everything will always be referenced by a name.
I have done something similar in lua_map.cc for the BuildingDescription t
I just had a very quick look and it seems to be OK overall - I will have to
look at the code properly. One thing though: it might be better to have strings
rather than numbers in Lua for the scouting direction. Operating on the pure
numbers will make the code hard to read, and also break the cod
I forgot that in this direction, it is better to use a switch statement.
Something I learned from SirVer - the code will run faster, because it just
jumps using the variable as an address instead of making a full comparison.
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I just happened across a project that used Jenkins with Lanuchpad. Maybe worth
looking into?
https://code.launchpad.net/~nik90/ubuntu-clock-app/fix-translation-plural-forms/+merge/252838
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I have added some diff comments with my anal retentive proofreader hat on.
Diff comments:
> === modified file 'templates/notification/email_body.txt'
> --- templates/notification/email_body.txt 2009-02-20 16:46:21 +
> +++ templates/notification/email_body.txt 2015-03-15 20:23:54 +
I wasn't sure of the context, so "was added to the topic" is fine.
I have added a comment to your comment.
Diff comments:
> === modified file 'templates/notification/email_body.txt'
> --- templates/notification/email_body.txt 2009-02-20 16:46:21 +
> +++ templates/notification/email_body.
GunChleoc has proposed merging lp:~widelands-dev/widelands/string-fixes into
lp:widelands.
Requested reviews:
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For more details, see:
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Some small string fixes in map descriptions
How about "needs_few_wares" and "needs_gold_and_weapons"?
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Just imagine that you get hit by a bus tomorrow and that in 10 year's time
another developer is trying to understand your code. So yes, just a handful of
developers is important, which is why I posted my idea of how they might be
named ;)
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Yes, they show up for me. Here they are for convenience:
527 + i.blend_mode = BlendMode::UseAlpha;
528 + // RenderQueue::instance().enqueue(i);
529 +
GunChleoc (gunchleoc) wrote on 2015-03-25:
Why is this commented out?
1412+// TODO(sirver): This is a hack to make sure we are
Did some more testing - now the roads look funny. I have attached a screenshot
to the bug.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1413226 into
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Requested reviews:
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Related bugs:
Bug #1413226 in widelands: "Spaces in attack box disappear"
https://bugs.launchpad.net/widelands/+bug/1413226
For mo
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1390793 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #814500 in widelands: "The Edit box in the Editor's "Map Options" should
have a "save" and "
Setting MARGIN to 0 gives me the correct size for small roads, but the
rendering is still fuzzy.
I also killed the build directory and compiled again from scratch to rule out
compiler hiccups.
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Review: Approve
I refactored the enums, made the status function return strings, and added some
tests. Please review my code before merging.
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I managed to fix the text suite (and use it to track down some bugs I had
created :P). So, this is ready for review again.
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I added some more tweaks. I had to upload to a new branch because of
permissions:
https://code.launchpad.net/~widelands-dev/widelands/empire
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Review: Approve
LGTM :)
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GunChleoc has proposed merging lp:~widelands-dev/widelands/empire into
lp:widelands.
Requested reviews:
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Related bugs:
Bug #1424950 in widelands: "strange character relationships in the empire
campaigns"
https://bugs.launchpad.net/widelands/+b
I guess so.
https://code.launchpad.net/~widelands-dev/widelands/empire/+merge/257141
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Status: Needs review => Work in progress
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Not quite - I still have an open query on the forum regarding these strings:
https://wl.widelands.org/forum/topic/1568/?page=6#post-13419
I don't want to have to change them too often and break the translations again.
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Yo
No problem. Thanks for the review - things can't be proofread too often :)
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Can you create a bug report for this, so we can take care of it in a separate
branch? I have worked with signals before on the UI and might be able to figure
it out, so I would put it on my todo-list.
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Your
Why don't you try having a look at the code? I don't understand all the GL
stuff SirVer is doing either, but I review it anyway, because there is no-one
else to do it. Granted, this branch might be a bit too big to start doing your
first code review.
1. The seafaring checkbox is for the filter
> 1. I understand seafaring checkbox when loading game - but dont understand it
> when saving the game. On save this info should be generated automatically and
> saved into map.
Automatially generating this tag is a good idea :)
We should do this in a new branch though, this branch is already
Thanks for having a look. Glad that you learned something and didn't waste your
time :)
If nobody else finds it, I will have a look some other time, after forgetting
what the code is about. Forgetting might help me to spot it.
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Fixed :)
Is this ready now?
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You found it :)
How about only writing the ships that the player owns as well? We still need
the test when loading for older savegames, but not writing it in the first
place would be a good idea I think.
Around line 137:
if (ship->get_economy() == temp_economy) {
We could have:
if (ship->get
Review: Approve
LGTM :)
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1451069 into
lp:widelands.
Commit message:
Collectors win condition now counts wares in ports as well.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1451069 in widelands: "Collectors win cond
This fix is very weird. The check is there to drop the soldier if its level is
higher than the maximum level that it can get trained to. Removing this check
might mean that soldiers trained to max won't be kicked out.
So, my guess is that the real bug lies with setting the max value. I think thi
I get it now - we need to check for all attributes before we break, not just
for one of them. Maybe set an additional boolean "trainable_atrribute_found"?
Then at the bottom, if (!this_soldier_is_safe || !trainable_atrribute_found) ->
drop soldier.
Removing the iterator is great, we want to do
I was worried that fully trained soldiers would get stuck in the trainingsite
now. I have tested and dug around in the code, and there is a separate function
"drop_unupgradable_soldiers" that takes care of that.
So, please ignore my last suggestion. Instead, we can remove the "if (level >
upgra
Review: Approve
Makes sense to me. Go ahead and merge :)
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I don't know where I have my brain - of course the continue does do something
useful. Go ahead and merge. Thanks for the fix :)
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1451977 into
lp:widelands.
Commit message:
Collectors win condition now displays descname for wares.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1451977 in widelands: "Collectors message con
Thanks for the review :)
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Review: Approve
LGTM, please merge :)
A note for the future: while testing with the Nile map, an already found port
space was overgrown by trees before it was time for the AI to start building
ports. It might be a good idea if the AI has no ports yet, to check for port
spaces every time the AI
I added some small code style tweaks - please have a look to see if you like
the changes.
While testing with Twin Lagoons, the blue player built 3 Donjons and a Fortress
right next to each other to the south of the mountain. This didn't happen
before - can you have another look at your code to
I added a small nit in the diff comments.
I also get a lot of compiler warnings about variable names in the graphic libs,
e.g.
src/graphic/gl/fields_to_draw.h:56:16: warning: declaration of ‘size’ shadows a
member of 'this' [-Wshadow]
const size_t size = w_ * h_;
The problem with the fuzzy
Kick out my changes then, maybe I made a mistake that's not obvious.
BTW I just noticed some <<< TREE ... >>> MERGE-SOURCE in the current
diff ;)
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Review: Approve
All fine now - sorry for messing things up. Please go ahead and merge :)
I copied the new AI code over to an older version of trunk to test the crashing
savegame linked in the bug - it still crashed. So, I have unlinked the bug
report from this branch.
If you want to still work
Translator and developer credits now live in JSON files. They get parsed into
Lua files by utils/update_authors.py
Once this gets the go-ahead, we should hook the new Python script into
utils/merge_and_push_translations.sh, so it will be called regularly. I will
also need to set up the translat
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1442945 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1442945 in widelands: "Atlanteans ship construction much faster"
https://bugs.launchpad.net/widelands/+bug/1442945
GunChleoc has proposed merging
lp:~widelands-dev/widelands/building_encyclopedia into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/building_encyclopedia/+merge/258719
The Tribal Encyclopedia
Merging trunk fixed the diff :)
--
https://code.launchpad.net/~widelands-dev/widelands/bug-1442945/+merge/258712
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/bug-1442945 into lp:widelands.
___
Thanks for checking :)
Now I still need somebody to nitpick my Python code, and then we're good to go.
--
https://code.launchpad.net/~widelands-dev/widelands/authors/+merge/250513
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/authors into
The proposal to merge lp:~widelands-dev/widelands/authors into lp:widelands has
been updated.
Description changed to:
All README files have been converted to Lua.
Translator and developer credits now live in JSON files. They get parsed into
Lua files by utils/update_authors.py
Before we merge
Remember you have to go back to revision 7446 and copy the current AI code
over, because the savegame isn't compatible any more.
--
https://code.launchpad.net/~widelands-dev/widelands/militarysites_tweaks/+merge/255132
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/wide
Game crashes when headquarters is taken over
https://bugs.launchpad.net/widelands/+bug/1451147
--
https://code.launchpad.net/~widelands-dev/widelands/militarysites_tweaks/+merge/255132
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/militarysites_tweaks.
_
I also noticed the inconsistency in the layout, but I don't want to redesign
the ware help at the moment. I know SirVer has something in mind for when we
finally finish the new font renderer, and I don't want to design it twice.
I have added some space before sections - does it look good now?
I
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1399621 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #849705 in widelands: "Add a column for "stopped" buildings in building
statistics"
https://bugs.launchpa
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