[Widelands-dev] [Merge] lp:~widelands-dev/widelands/workerwarehotspots into lp:widelands

2018-11-30 Thread Benedikt Straub
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1817664-overlooping-eva_fail into lp:widelands

2019-02-26 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1817664-overlooping-eva_fail into lp:widelands

2019-02-27 Thread Benedikt Straub
Merged trunk @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/bug-1817664-overlooping-eva_fail/+merge/363679 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1817664-overlooping-eva_fail. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1817686-SDL-pixel-format into lp:widelands

2019-02-27 Thread Benedikt Straub
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. -- https://code.launchpad.net/~widel

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1817686-SDL-pixel-format into lp:widelands

2019-02-27 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mipmaps into lp:widelands

2019-02-28 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian_music into lp:widelands

2019-02-28 Thread Benedikt Straub
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? ;) -- https://code.launchpad.net/~widelands-dev/widelands/frisian_music/+merge/350429 Your team Widelands De

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818073-worker into lp:widelands

2019-03-01 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818073-worker into lp:widelands

2019-03-01 Thread Benedikt Straub
Setting it to a fixed value won't work, because we iterate through all reachable fields and sum up the individual values. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1818073-worker/+merge/363851 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818073-worker into lp:widelands

2019-03-01 Thread Benedikt Straub
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). -- https://code.launchpad.net/~widelands-dev/widelands/bug-1818073-worker

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818073-worker into lp:widelands

2019-03-01 Thread Benedikt Straub
Review: Approve code No problem. I find small reviews without any issues rather boring ;) This should work as desired now. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1818073-worker/+merge/363851 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bu

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mipmaps into lp:widelands

2019-03-02 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mipmaps into lp:widelands

2019-03-02 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mipmaps into lp:widelands

2019-03-06 Thread Benedikt Straub
Review: Approve Played with this branch the last days. I was unable to find or trigger any problems, everything works as expected. Code LGTM. -- https://code.launchpad.net/~widelands-dev/widelands/mipmaps/+merge/363780 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/wid

[Widelands-dev] [Merge] lp:~nordfriese/widelands/workareas into lp:widelands

2019-03-11 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~nordfriese/widelands/workareas into lp:widelands

2019-03-11 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~nordfriese/widelands/workareas into lp:widelands

2019-03-11 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~nordfriese/widelands/workareas into lp:widelands

2019-03-11 Thread Benedikt Straub
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? -- https://code.launchpad.net/~nordfriese/widelands/workareas/+merge/364266 Your team Widelands Developers is r

Re: [Widelands-dev] [Merge] lp:~nordfriese/widelands/workareas into lp:widelands

2019-03-12 Thread Benedikt Straub
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´

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bridges into lp:widelands

2019-03-12 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/barracks_graphics into lp:widelands

2019-03-13 Thread Benedikt Straub
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? -- https://code.launchpad.net/~widelands-dev/widelands/barracks_grap

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/worker_fetchfromflag_crash into lp:widelands

2019-03-17 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bridges into lp:widelands

2019-03-18 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bridges into lp:widelands

2019-03-23 Thread Benedikt Straub
Fixed the assert. Thanks for taking care of the warnings :) -- https://code.launchpad.net/~widelands-dev/widelands/bridges/+merge/364318 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bridges into lp:widelands.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-03-23 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~nordfriese/widelands/workareas into lp:widelands

2019-03-24 Thread Benedikt Straub
Would be nice, but I thought we were in feature freeze ;) -- https://code.launchpad.net/~nordfriese/widelands/workareas/+merge/364266 Your team Widelands Developers is requested to review the proposed merge of lp:~nordfriese/widelands/workareas into lp:widelands.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-03-25 Thread Benedikt Straub
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,

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/peaceful into lp:widelands

2019-03-29 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/peaceful into lp:widelands

2019-03-29 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bridges into lp:widelands

2019-04-04 Thread Benedikt Straub
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. -- https://code.launchpad.net/~widelands-dev/widelands/bridges/+merge/364318 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ferry.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-04-07 Thread Benedikt Straub
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-resize-map into lp:widelands

2019-04-07 Thread Benedikt Straub
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 (

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-resize-map into lp:widelands

2019-04-08 Thread Benedikt Straub
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 @@ >

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-04-08 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-resize-map into lp:widelands

2019-04-10 Thread Benedikt Straub
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. -- https://code.launch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-04-15 Thread Benedikt Straub
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-grid into lp:widelands

2019-04-24 Thread Benedikt Straub
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 #

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-grid into lp:widelands

2019-04-24 Thread Benedikt Straub
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: https://code.launchpad.net/~widelands-dev/widelands/editor-grid/+merge/366481 -- Your team Widelands Developers is requested to r

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-grid into lp:widelands

2019-04-24 Thread Benedikt Straub
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: https://code.launchpad.net/~widelands-dev/widelands/editor-grid/+merge/366481 -- Your team Widelands Developers is requested to rev

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-grid into lp:widelands

2019-04-24 Thread Benedikt Straub
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:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-grid into lp:widelands

2019-04-24 Thread Benedikt Straub
Sorry, this branch is a bit messed up :( -- https://code.launchpad.net/~widelands-dev/widelands/editor-grid/+merge/366482 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/editor-grid into lp:widelands. ___

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-grid into lp:widelands

2019-04-24 Thread Benedikt Straub
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: https://code.launchpad.net/~widelands-dev/widelands/editor-grid/+merge/366482 -- Your team Widelands Developers is requested to r

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818013-new-logo into lp:widelands

2019-04-25 Thread Benedikt Straub
Do the splash screen and the editor loading screen also get the new font and style? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1818013-new-logo/+merge/366502 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1818013-new-lo

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/editor-grid into lp:widelands

2019-04-25 Thread Benedikt Straub
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 #

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/peaceful into lp:widelands

2019-04-26 Thread Benedikt Straub
OK, implemented that :) -- https://code.launchpad.net/~widelands-dev/widelands/peaceful/+merge/365273 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/peaceful into lp:widelands. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/recalculate_seafaring_performance into lp:widelands

2019-04-26 Thread Benedikt Straub
Review: Approve Code LGTM -- https://code.launchpad.net/~widelands-dev/widelands/recalculate_seafaring_performance/+merge/364235 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/recalculate_seafaring_performance. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/peaceful into lp:widelands

2019-04-26 Thread Benedikt Straub
Tooltips changed -- https://code.launchpad.net/~widelands-dev/widelands/peaceful/+merge/365273 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/peaceful into lp:widelands. ___ Mailing list: https:/

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-04-26 Thread Benedikt Straub
New behaviour is implemented and tested. @GunChleoc Could you please re-review the latest changes in economy.cc, especially create_requested_worker(), and CheckStepFerry? -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to bra

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-04-26 Thread Benedikt Straub
Thanks for the review and string magic, fixed the error and implemented your suggestions -- https://code.launchpad.net/~widelands-dev/widelands/per-level-soldier-anims/+merge/354929 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/per-level-

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-04-27 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-04-28 Thread Benedikt Straub
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… -- https://code.launchpad.net/~widelands-dev/widelands/per-level-soldier-anims/+merge/354929 Your team Widelands Developers

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/overlapping_workareas into lp:widelands

2019-04-28 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/overlapping_workareas into lp:widelands

2019-04-29 Thread Benedikt Straub
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 @@ > };

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-04-29 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/overlapping_workareas into lp:widelands

2019-04-29 Thread Benedikt Straub
Ah, I misunderstood the point about fieldaction.cc. Implemented your comments. -- https://code.launchpad.net/~widelands-dev/widelands/overlapping_workareas/+merge/366623 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/overlapping_workareas i

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bridges into lp:widelands

2019-05-01 Thread Benedikt Straub
The ferry branch needs to be merged first because this one is stacked on it. -- https://code.launchpad.net/~widelands-dev/widelands/bridges/+merge/364318 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ferry. ___ Mail

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bridges into lp:widelands

2019-05-01 Thread Benedikt Straub
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… -- https://code.launchpad.net/~widelands-de

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-01 Thread Benedikt Straub
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… -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to branch lp:~widel

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-01 Thread Benedikt Straub
> 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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-01 Thread Benedikt Straub
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. -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ferr

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-02 Thread Benedikt Straub
The worker already is in an impossible situation, so you need to load an older savegame that doesn´t contain the bug yet. -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ferry.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-02 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/representative_image_in_font_renderer into lp:widelands

2019-05-03 Thread Benedikt Straub
Review: Approve Code LGTM. Tested briefly, no issues seen. -- https://code.launchpad.net/~widelands-dev/widelands/representative_image_in_font_renderer/+merge/363781 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/representative_image_in_font_renderer. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread Benedikt Straub
> 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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-04 Thread Benedikt Straub
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. -- https://code.launchpad.net/~widelands-dev/widelands/tribe-economy-settings/+merge/366878 Y

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-04 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-05 Thread Benedikt Straub
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. -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366952 Your tea

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/split_up_liblogic_2_mapobjectdescr into lp:widelands

2019-05-05 Thread Benedikt Straub
Review: Approve code Code LGTM, not tested. -- https://code.launchpad.net/~widelands-dev/widelands/split_up_liblogic_2_mapobjectdescr/+merge/366332 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/split_up_liblogic_2_mapobjectdescr.

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827033-shipping-algorithm into lp:widelands

2019-05-05 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-05 Thread Benedikt Straub
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-05 Thread Benedikt Straub
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: https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366952 -- Your team Widelands Deve

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-06 Thread Benedikt Straub
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: https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366952 -- Your team Widelands Develo

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-06 Thread Benedikt Straub
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-07 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-08 Thread Benedikt Straub
Implemented the comments from the bug report -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-08 Thread Benedikt Straub
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. -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Developers is subscrib

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-09 Thread Benedikt Straub
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/

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-09 Thread Benedikt Straub
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. -- https://code.launchpad.net/~widelands-dev/widelands/choose-attack-soldiers/+merge/367041 Your team Widelands Developers is requested to review the proposed merge of lp:~wi

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-09 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-10 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-10 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-10 Thread Benedikt Straub
Un nu de Weddervörhersaag: Een bannig dichter Hagel vun Vörslagens ;) How do you like the one I implemented now? -- https://code.launchpad.net/~widelands-dev/widelands/choose-attack-soldiers/+merge/367041 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-de

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-10 Thread Benedikt Straub
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.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-10 Thread Benedikt Straub
I decided against UniqueWindow after all, it seems a bit overkill. All the remaining problems should be fixed now. -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/econo

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-10 Thread Benedikt Straub
> 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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-10 Thread Benedikt Straub
Good idea, implemented it like this then :) -- https://code.launchpad.net/~widelands-dev/widelands/choose-attack-soldiers/+merge/367041 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands. __

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands

2019-05-11 Thread Benedikt Straub
Thanks for the fixes :) @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/choose-attack-soldiers/+merge/367041 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/choose-attack-soldiers. ___ Mailing

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-11 Thread Benedikt Straub
> 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"

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-bugs into lp:widelands

2019-05-11 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-11 Thread Benedikt Straub
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 "". -- https://code.launchpa

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-11 Thread Benedikt Straub
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") -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Develope

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands

2019-05-11 Thread Benedikt Straub
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 -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Developers is subs

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-bugs into lp:widelands

2019-05-11 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-bugs into lp:widelands

2019-05-11 Thread Benedikt Straub
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. -- https://code.launchpad.net/~wideland

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-bugs into lp:widelands

2019-05-11 Thread Benedikt Straub
Since it´s related to this feature, I´ll take care of bug 1597310 soon then :) -- 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.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-bugs into lp:widelands

2019-05-12 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/overlapping_workareas into lp:widelands

2019-05-12 Thread Benedikt Straub
Updated the colours, are these better? -- https://code.launchpad.net/~widelands-dev/widelands/overlapping_workareas/+merge/366623 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/overlapping_workareas. ___ Mailing list

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-12 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-bugs into lp:widelands

2019-05-13 Thread Benedikt Straub
Transient travis failure @bunnybot merge force -- 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. ___ Mailing

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