Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/workerwarehotspots into lp:widelands.
Commit message:
Fix the ware hotspots for frisian workers and update the documentation
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1797464 in widelands
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/bug-1817664-overlooping-eva_fail into lp:widelands.
Commit message:
Shorten a soldier's last evade_failure animation if the soldier is about to die
to prevent overlooping. The health bar falls gradually during an attack in
Merged trunk
@bunnybot merge
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Tested it.
The log says »ERROR: Wrong SDL_BYTESPERPIXEL, expected 4 but got 1« as
expected.
But no message box appears, the program exits immediately.
By the way, the assert could be removed now, right? Since the triggering
failure is now caught beforehand.
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Review: Approve
It´s a perfectly normal built-in Intel graphics card (VGA compatible
controller, Atom Processor Z36xxx/Z37xxx Series Graphics & Display) with
default drivers – no reason why it should behave like that, especially in such
a random way. It always worked before…
The code looks goo
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
This merge request has been around for over seven months :P
I updated the branch with the latest version.
@GunChleoc is this now ready for merging? Or do we have to wait for a code
review? ;)
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All four are just bad coding style IMHO. Setting something to itself or doing
+= 0 is ugly, and empty conditional blocks and repetitive conditions should be
avoided.
Suggestion:
if (amount > 0) {
if (amount <= 2) {
totalchance += 6;
} else if (amount <= 4) {
totalchance
Setting it to a fixed value won't work, because we iterate through all
reachable fields and sum up the individual values.
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Diff line 18. totalchance is a global counter and must not be reset.
Also, you now add the (8 * amount) only if (amount > 6), whereas it was added
for all values of amount before, changing the result for (0 < amount <= 6).
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Review: Approve code
No problem. I find small reviews without any issues rather boring ;)
This should work as desired now.
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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
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
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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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 ove
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
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 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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Well spotted, pushed a fix for it…
> 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
I´m going to try to take care of that feature soon :)
But I´m against showing a real grid in-game. It´
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/bridges into
lp:widelands with lp:~widelands-dev/widelands/ferry as a prerequisite.
Commit message:
Roads where both adjacent triangles are unwalkable are displayed as bridges
Requested reviews:
Widelands Developers (widelands
Much better for empire :)
It´s a good improvement for barbarians as well, but the partial transparency of
the ground looks really strange, esp. when the second frame is completed. Could
you make the ground fully opaque perhaps?
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/worker_fetchfromflag_crash into lp:widelands.
Commit message:
Cancel Worker::fetchfromflag when the building is destroyed/dismantled/enhanced
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https
Replied to diff comments
Diff comments:
> === modified file 'src/economy/roadbase.cc'
> --- src/economy/roadbase.cc 2019-03-12 12:11:23 +
> +++ src/economy/roadbase.cc 2019-03-12 12:11:50 +
> @@ -69,6 +71,68 @@
> return *flags_[FlagStart];
> }
>
> +// This returns true if and
Fixed the assert. Thanks for taking care of the warnings :)
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Removed the duplicate code and the superfluous animation frames, downscaled the
remaining images.
The barbarian ferry yard now uses reed instead of cloth.
The textures for built waterways are now better visible.
I agree about the range indicators. That will be easy to implement, but I´ll
wait
Would be nice, but I thought we were in feature freeze ;)
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Implemented or replied to your diff comments in revision 8852.
I can´t reproduce the ASan complaint you reported anymore, but I fixed several
others that surfaced now, except for one on game-end that will follow soon.
Regarding the ferry target quantity: IMHO the ferry yards work like shipyards,
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/peaceful into
lp:widelands.
Commit message:
Allow scripts to override the hostility of each player to each other player.
Add an option »Peaceful Mode« to the launch game screen.
Requested reviews:
Widelands Developers (widelands
Implemented your comments.
Fieldaction and the AI already work correctly, because they use
if (player_->is_hostile(bld->owner())) …
to see whether the aggressor is hostile to a building´s owner, and is_hostile()
is where I put the important logic.
The only change the AI might need is that I´m n
Thanks for reporting, I pushed a fix for the bug. It was a small error in the
loading code; the savegame can now be loaded.
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lp:~widelands-dev/widelands/ferry.
Uploaded the changes discussed in the bug report.
Ferries can now travel along any edge where both adjacent triangles are
navigable terrain.
I cleaned up the economy code, removed lots of duplicate functionality for
wares and workers, and fixed a bug in worker creation.
If you have two road netw
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/editor-resize-map into lp:widelands.
Commit message:
Add an editor tool to change the map size
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1218373 in widelands: "Feature to change map size (
Thanks for the review, implemented your suggestions
Diff comments:
>
> === modified file 'src/editor/ui_menus/tool_menu.cc'
> --- src/editor/ui_menus/tool_menu.cc 2019-02-23 11:00:49 +
> +++ src/editor/ui_menus/tool_menu.cc 2019-04-07 17:11:51 +
> @@ -82,7 +84,10 @@
>
Can´t reply this in the bug report for some reason…:
Let W and E be the end flags of the waterway that has a ferry.
– Destroy both waterways.
– Build a waterway from W to a new flag F on the tiny island south of the
warehouse. It´ll get the ferry that used to service the waterway from W to E.
– B
OK, added the hint and replaced spinners with dropdowns in the Resize Tool
options and the New Map and Random Map menus. The large code blocks for setting
the initial values are now shorter and more intuitive, I don´t think we would
gain much by making a new class for it.
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Autodetection is not possible because there are paths where you can build both.
Having one mode for both where you get to choose on finish whether you want a
road or waterway is possible but difficult to implement because of different
placement rules.
+1 for showing the flagaction window instead
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/editor-grid
into lp:widelands.
Commit message:
Add a grid overlay to the editor, which can be toggled with a button or the
hotkey 'G'
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #
The proposal to merge lp:~widelands-dev/widelands/editor-grid into lp:widelands
has been updated.
Status: Needs review => Work in progress
For more details, see:
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The proposal to merge lp:~widelands-dev/widelands/editor-grid into lp:widelands
has been updated.
Status: Work in progress => Superseded
For more details, see:
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Benedikt Straub has proposed merging lp:~widelands-dev/widelands/editor-grid
into lp:widelands with lp:~nordfriese/widelands/workareas as a prerequisite.
Commit message:
Add a grid overlay to the editor, which can be toggled with a button or the
hotkey 'G'
Requested reviews:
Sorry, this branch is a bit messed up :(
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Status: Needs review => Work in progress
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Do the splash screen and the editor loading screen also get the new font and
style?
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Benedikt Straub has proposed merging lp:~widelands-dev/widelands/editor-grid
into lp:widelands.
Commit message:
Add a grid overlay to the editor that can be toggled with a button or the
hotkey 'G'
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #
OK, implemented that :)
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Review: Approve
Code LGTM
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Tooltips changed
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New behaviour is implemented and tested.
@GunChleoc Could you please re-review the latest changes in economy.cc,
especially create_requested_worker(), and CheckStepFerry?
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Thanks for the review and string magic, fixed the error and implemented your
suggestions
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This operator doesn´t have any meaning, level ranges do not have a logical
order. This is here only because the compiler printed lots of errors caused by
std::map et al that referred to missing comparability and assignability, so I
made this mockup to get rid of those. Travis still seems unhappy
Thanks for the suggestion, replaced it with unordered_map and removed the
operator<. I´m now using unique_ptr as key or the compiler warns about
unsupported hash functions…
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/overlapping_workareas into lp:widelands.
Commit message:
Indicate overlapping workareas when placing buildings
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands
Implemented some of your diff comments and replied to the others
Diff comments:
>
> === modified file 'src/logic/widelands_geometry.h'
> --- src/logic/widelands_geometry.h2019-03-11 14:45:04 +
> +++ src/logic/widelands_geometry.h2019-04-28 16:58:57 +
> @@ -157,6 +156,25 @@
> };
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands.
Commit message:
Show a port icon on the field where an expedition ship can build a port
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1826655 in
Ah, I misunderstood the point about fieldaction.cc. Implemented your comments.
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The ferry branch needs to be merged first because this one is stacked on it.
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I already reworked that whole stuff in a different way for the ferries. The
TODO I think you´re referring to is also solved there already. I prefer my
solution because it gets rid of this bitwise hacking, and there´s no need to
invent the wheel twice…
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The automated builds only warn about some unused variables which I now removed.
I don´t see the warning in economy.cc either there or when compiling myself…
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> I noticed some odd Behavior that carriers tried to use a waterway to reach
> their destination,
but got stuck on the waterway. This way neither wares no carriers where
transported in the end.
That sounds like a fairly serious bug. Could you upload the savegame to the
bugreport linked to this
Thanks for the video, bug should be fixed. I had overlooked the possibility
that two flags can be connected by a road and a waterway.
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The worker already is in an impossible situation, so you need to load an older
savegame that doesn´t contain the bug yet.
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Review: Disapprove
I am really unhappy about this change.
Setting the target to 0 for tools means that whenever a new building is
completed, I have to wait several minutes until a worker is created. No thanks.
Roads are not normally promoted one by one, but several in a short interval.
Just one
Review: Resubmit
OK, now InteractiveBase receives a notification instead when a portspace is
found. Since there are fairly many reasons why a port space can become
unavailable again (ship sails on, port is constructed, ship is sunk…), the
IBase takes care of cleaning up the set itself now when
Review: Approve
Code LGTM. Tested briefly, no issues seen.
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> Port being built can be taken care of by buildcaps
IMHO we should remove the portspaces either only in response to Notes or only
autonomously. Mixing both feels messy.
To use notes, we´d need subscriptions (in addition to what we already have) to
– NoteExpeditionCanceled
– FieldPossession (anot
I propose setting this merge request to Rejected, and I could implement bug
1827696 soon. Then we can add the settings proposed here (or on the forum) as a
predefined alternative set of target settings.
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Y
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands.
Commit message:
Users can define and save their own profiles of economy target quantities.
Redesigned the economy options menu.
Requested reviews:
Widelands Developers (widelands-dev
Addressed the reviews: The panels now set hgaps to fill the entire available
space, and the profiles are stored in tribes/economy_profiles. I added
translation markup to the predefined profiles.
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Your tea
Review: Approve code
Code LGTM, not tested.
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/bug-1827033-shipping-algorithm into lp:widelands.
Commit message:
Fix an assert fail because of nullptr destinations in the shipping algorithm
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1827033
Is there a reason why you prefer LuaTables over profile? Personally I find
Profile much easier to use for configs that the user has no reason to manually
edit.
Regarding the suggestion in the bug report – A spinbox would make sense, but
what value should it display when several wares with diffe
The proposal to merge lp:~widelands-dev/widelands/economy-target-profiles into
lp:widelands has been updated.
Status: Needs review => Work in progress
For more details, see:
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The proposal to merge lp:~widelands-dev/widelands/economy-target-profiles into
lp:widelands has been updated.
Status: Work in progress => Superseded
For more details, see:
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands.
Commit message:
Users can define and save their own profiles of economy target quantities.
Redesigned the economy options menu.
WaresDisplays and will relayout themselves dynamically on
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands.
Commit message:
Allow the player to choose the soldiers to send in the attack box
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #585981 in widelands
Implemented the comments from the bug report
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Yes, all changes are only ever applied to the active tab. The inactive tab will
never change.
A helpful explanation should be added to the economy tutorial IMHO.
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Formatted the tooltips and replied to diff comments.
> Did you remove the changes from this branch? […]
No, I didn´t even touch the file where that code is located?
Diff comments:
>
> === modified file 'src/wui/attack_box.cc'
> --- src/wui/attack_box.cc 2019-02-23 11:00:49 +
> +++ src/
OK, I´ll add this :)
By the way, you can also Ctrl-click one of the ListOfSoldiers to put all
soldiers on the other list.
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I made the save dialog modal, my mistake. This was supposed to ensure that only
one save window is open at the time and the parent window won´t disappear while
it´s open.
Now I ensure this another way; the game progresses normally and input isn´t
blocked.
The last revision now has a strange beh
I´m in favour of keeping the slider. When you have a massive army of
similar-strength soldiers and you want to attack with about half of them, the
slider is the most efficient way to do this. A spinner, even with big-step
buttons, would be too slow IMHO if you have really huge armies.
Since the
Thanks for the suggestion, I´ll use UniqueWindow then :)
Currently, I am closing the save dialog from the EconomyOptionsWindow
destructor. In both cases – closing by right-click and closing after economy
destruction – die() is called on the EconomyOptionsWindow, I don´t understand
why it makes
Un nu de Weddervörhersaag: Een bannig dichter Hagel vun Vörslagens ;)
How do you like the one I implemented now?
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Implemented the changes as you suggested :)
> The tooltips for the lists hide the line were the soldier’s strength is shown.
I´m not sure how to solve this best: putting the textarea with the info on top
wouldn´t look good IMHO, and the tooltip is long enough and shouldn´t contain
this as well.
I decided against UniqueWindow after all, it seems a bit overkill. All the
remaining problems should be fixed now.
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> Sorry to bother you once more :(
No problem :)
> Could you make the slider 210px wide, please
Done
> Can text areas also hold tooltips?
Every UI element can have a tooltip, so it could be moved to the bottom line.
Problem with this is that nobody has a reason to check out a textarea´s
too
Good idea, implemented it like this then :)
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Thanks for the fixes :)
@bunnybot merge
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> Stockpile and Efficiency Profiles should be changeable but not deletable
Okay, I´ll add a "undeletable" tag to these profiles
> when deleting the active profile it should switch back to default. Otherwise,
> the deleted one is still shown as active
I thought we had agreed to not show "Default"
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/productionsite-bugs into lp:widelands.
Commit message:
– Switch building to unoccupied animation when worker is removed
– Allow basic tasks like carrying out superfluous wares even if not all workers
are present yet
Requested
The predefined profiles are now undeletable.
But I can´t reproduce this:
> Otherwise, the deleted one is still shown as active and the drop-down list
> has an empty entry.
It works fine for me: When deleting the active profile, the dropdown
immediately switches to "".
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https://code.launchpa
I still can´t reproduce, it works fine for me:
https://launchpadlibrarian.net/423268219/wl-economy-profiles.png
(screenshot taken directly after I deleted the profile "Zero")
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https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987
Your team Widelands Develope
Either I´m blind or I don´t see what I am doing wrong…
https://bugs.launchpad.net/widelands/+bug/1827696/+attachment/5263113/+files/vokoscreen-2019-05-11_16-27-25.mkv
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https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987
Your team Widelands Developers is subs
The bug is only about wares not being carried out if some slots are still
vacant although one is occupied. I consider the behaviour which you mean
desired: Most of the time, you want to start transporting wares to the building
at once (you don´t usually build buildings if you expect them to rema
I usually keep the construction window open in a corner of the screen if I want
to decrease wares directly after completion. We have an open wishlist bug about
setting the settings for the later building in the constructionsite window,
that will fix this.
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https://code.launchpad.net/~wideland
Since it´s related to this feature, I´ll take care of bug 1597310 soon then :)
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https://code.launchpad.net/~widelands-dev/widelands/productionsite-bugs/+merge/367306
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/productionsite-bugs.
Bug fixed
Diff comments:
>
> === modified file 'src/map_io/map_buildingdata_packet.cc'
> --- src/map_io/map_buildingdata_packet.cc 2019-04-09 17:16:11 +
> +++ src/map_io/map_buildingdata_packet.cc 2019-05-11 12:50:41 +
> @@ -710,6 +710,12 @@
> produc
Updated the colours, are these better?
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https://code.launchpad.net/~widelands-dev/widelands/overlapping_workareas/+merge/366623
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lp:~widelands-dev/widelands/overlapping_workareas.
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Tested it now with the 3rd frisian scenario.
The AI behaved quite well, just some nits:
– It builds mainly blockhouses and small milsites. IMHO it should build
preferably bigger milsites near the enemy´s border, even if it´s unguarded.
– It´s still quite confused by the inability to build woodcut
Transient travis failure
@bunnybot merge force
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https://code.launchpad.net/~widelands-dev/widelands/productionsite-bugs/+merge/367306
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/productionsite-bugs.
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