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Feature/ally overflow #354
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This is to prevent unknown mods from hooking into the lobby using brittle file concatenation, causing issues. Closes FAForever#336
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This feature needs some improvement before merge. The big one is that it displays an odd string sometimes. |
Is this not what Crotalus is adressing with "(Quality is now visible if actually set in the game)"? What I'd like to see is for all of it to be optional. |
Is already a option, no ? |
In that case: 👍 |
Yeah the ally overflow stuff is an option. Quality indicator should be own UI option I think, they don't have anything in common really except being in the same pull request |
Looks like someone screwed up a merge conflict somewhere and brought this now very-much-dead code back.
It was always false, and all it does when true is makes a fairly seriousm class of bug into a silent failure. Helpful!
Simplify handling of game options by: - Make the key used to store each game option in the profile be a predictable function of the key, not an arbitrary "pref" value that has to live in lobbyOptions. - Store option values in the profile instead of keys into the options array. - Eliminate the now-redundant LastScenario value.
... Which gets us back under the upvalue limit again.
Pull the slot creation into its own function to bring the upvalue count down, and to make things a bit clearer.
It's now possible to specify an acceptable *set* of options for game rankedness.
- Change Unit Cap default (for Ranked settings) - Default spawn setting to "fixed" Closes FAForever#374
This commit introduces a new class to represent map previews, with the capability to show resource points as well. This allows us to remove a lot of duplicated logic for handling the large map, as well as adding resource previewing to the map previews in the map select screen and main lobby essentially for free. To make the performance of the rendering of the resource icons acceptable, a mechanism for object-pooling sets of identical bitmaps is introduced (Avoiding the expensive operation of creating and destroying many Bitmaps whenever the map view tries to update, which would otherwise introduce considerable "jank" to the map selection screen). This also makes the in-lobby map preview square.
When doing a QuickDialog with no buttons, don't attempt to lay out the button. Fixes FAForever#458
All can now remove text pings (otherwise they would just move it offscreen anyway)
Remove duplicate code and make the attack decals function more generic to support all types. Instead of updating attack decals every frame, instead update main parts at command mode change.
Seems like the engine wants the unit to live at least 1 tick to be able to grab the pose in TryCopyPose(). Maybe it sometime garbage collects the unit before it actually can copy it. This is mitigated by waiting at least 1 tick before destroying the unit.
Show storage information in team * There's now storage information in score and economy overlays * Show in score if someone is ally / foe (red / green) * Refactored the code to use own economy sync function * New UI-option: Team economy - Option is off by default
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Needs rebasing, let's consider getting this optionally into 3641? |
Show team overflow in economy / score
(Quality is now only visible if actually set in the game)