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

2019-09-07 Thread Benedikt Straub
Fixed as well now -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/372447 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/economy-target-profiles. ___ Mailing list:

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

2019-09-06 Thread Benedikt Straub
No, the workshop just skips everything because no tools are needed. I´m trying to implement that the tools will be transported from one warehouse to another one so the missing workers can be created in the correct economy… --

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

2019-09-03 Thread Benedikt Straub
The detour-baselength assert will definitely not give any further trouble now – I removed it ;) Making a detour really can shorten the ship´s path by a few fields in some cases… :P The ship.get_nritems() assert is also fixed now, though the savegame might remain broken. --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-03 Thread Benedikt Straub
Fixed the fieldaction bug and split off FindNodeTerraform. New terraform syntax: "findspace=size:any radius:6 terraform", "walk=coords", "terraform", "return" There´s no real reason why we need a World or EGBase in Tool parameters, is there? I removed it, as it can be fetched directly from

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

2019-09-02 Thread Benedikt Straub
Implemented your suggestion for Ferry and clarified the comment in EconomyDataPacket. Economy::create_requested_workers is called directly from balance() for every economy, so we can just ignore it for ware ecos. -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your

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

2019-08-31 Thread Benedikt Straub
Savegame compatibility hack is up :) Thanks for the review and codestyle. -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ferry. ___ Mailing

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

2019-08-29 Thread Benedikt Straub
The "detour >= base_length" assert should finally be fixed. Also changed the double-colonization check as suggested. -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/new-shipping.

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

2019-08-29 Thread Benedikt Straub
I just had an idea how I might just perhaps be able to write savegame compatibility, give me a few days to try it out... -- 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/ferry into lp:widelands

2019-08-27 Thread Benedikt Straub
The AI will simply ignore the new feature, it will continue playing exactly as before. There are some AI code parts that should be looked into eventually (I added TODOs there), but they should most likely have no effect whatever as long as it doesn´t build a waterway. This branch was tested

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

2019-08-27 Thread Benedikt Straub
No wonder it was buggy, I used the wrong variable for calculating the length of the detour :) Please check whether it still happens… -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch

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

2019-08-27 Thread Benedikt Straub
The OPtr is just a wrapper for a MapObject. I use OPtr rather than PortDock* to avoid segfaults when the portdock is destroyed. The == comparison compares serials, so it´s 100% safe to use. I found a potential cause for this assert in the way superfluous or invalid destinations are discarded,

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

2019-08-27 Thread Benedikt Straub
I believe this is a bug in trunk since I didn´t touch that code, but I´ll fix it here. Once the portspace becomes unavailable, other ships shouldn´t be allowed to start colonizing. No savegame needed, should be easy to reproduce. I´ll also add this case to the testsuite. Still wasn´t able to

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-08-23 Thread Benedikt Straub
For more information about the concepts, see the discussion at https://www.widelands.org/forum/post/29315/ onwards… -- https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725 Your team Widelands Developers is requested to review the proposed merge of

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-08-23 Thread Benedikt Straub
The barbarian sites modified in this branch are only testcases, not intended for merging. The new amazons tribe (under development in another branch) will have a "Gardening Center" whose only purpose is that the worker walks around and turns the terrain nearby into a different, more fertile

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

2019-08-18 Thread Benedikt Straub
I tried out all four UnrealAssert savegames now and *none* of them triggered an assert fail. Do you have replays that end with assert-crashes? -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch

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

2019-08-17 Thread Benedikt Straub
Ouch. This means that you have an item in your portdock that doesn´t know where it wants to go. Happens all the time in trunk, shouldn´t happen anymore in this branch. Did you (or some AI) destroy a port shortly before you got the error? Or connected some previously unconnected ports on land?

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

2019-08-16 Thread Benedikt Straub
Another guess pushed, this one may fix it. (untested, can´t compile atm.) Please test… -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/new-shipping.

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

2019-08-16 Thread Benedikt Straub
I added some debug output, please try again… -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/new-shipping. ___ Mailing list:

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

2019-08-15 Thread Benedikt Straub
I have pushed a blind guess what might be causing this, please test whether this fixes it -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/new-shipping.

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

2019-08-13 Thread Benedikt Straub
Yes, with ASan. It complains about the usual memory leak when closing Widelands, nothing else. Travis is happy now, regression tests are working there. -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch

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

2019-08-13 Thread Benedikt Straub
It cannot affect the game, so this isn´t necessary. But perhaps one might want to save some clever economy settings of another player for future use in own games, so why not allow it? -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/371251 Your team

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

2019-08-13 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands. Commit message: Forbid changing economy targets by spectators Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1827696 in widelands: "Allow users to d

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

2019-08-11 Thread Benedikt Straub
Can´t reproduce. I downloaded your savegame, loaded it, let it run for ten minutes gametime and then closed it, all without problems… -- https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155 Your team Widelands Developers is subscribed to branch

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

2019-08-11 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/workarea-fixes into lp:widelands. Commit message: Fix workarea layers getting stuck by always hiding them when the building window closes or warps Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug

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

2019-08-11 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/constructionsite_options into lp:widelands. Commit message: Set emptied input queues to max fill when enhancing a building Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1597310 in widelands

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

2019-08-11 Thread Benedikt Straub
Ah ok :) you meant, don´t use realtime as a limit for calculation steps. OK, if playtesting shows that such a limit is necessary (atm I don´t think it is) the limit will be implemented by max number of destinations or perhaps max total route length. --

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

2019-08-11 Thread Benedikt Straub
Thanks for reviewing :) Implemented or replied to your comments. I´ve been playing so far on Dust In The Wind where I didn´t notice performance problems (owning ~ half the islands). A big map with many many ports would be great for testing though. This is sort of like the TSP with additional

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

2019-08-10 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/new-shipping into lp:widelands. Commit message: New planning-ahead ship scheduling algorithm Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1827033 in widelands: "Bugs in new ShipSched

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/get-rid-of-transport-draw into lp:widelands

2019-06-29 Thread Benedikt Straub
Looks good, one suggestion in the diff Diff comments: > > === modified file 'src/economy/portdock.h' > --- src/economy/portdock.h2019-04-24 06:51:31 + > +++ src/economy/portdock.h2019-06-24 19:08:56 + > @@ -140,6 +134,14 @@ > private: > friend struct Fleet; > > + //

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

2019-06-29 Thread Benedikt Straub
Looks good to me. Some comments in the diff. Diff comments: > === modified file 'src/logic/playercommand.cc' > --- src/logic/playercommand.cc2019-06-23 11:41:17 + > +++ src/logic/playercommand.cc2019-06-24 22:00:34 + > @@ -226,7 +200,7 @@ > } > > void

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

2019-06-28 Thread Benedikt Straub
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/369210 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/constructionsite_options. ___ Mailing list:

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

2019-06-25 Thread Benedikt Straub
Should be fixed now. I´m unable to compile and test at the moment though. -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/369210 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/constructionsite_options.

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

2019-06-24 Thread Benedikt Straub
Review: Resubmit Repositioned the buttons. I also pushed a revision that should fix the memory leak you found (not tested). -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/369210 Your team Widelands Developers is subscribed to branch

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

2019-06-24 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/constructionsite_options into lp:widelands. Commit message: Fixes for some errors in constructionsite settings Requested reviews: GunChleoc (gunchleoc) Related bugs: Bug #1597310 in widelands: "Possibility to set bui

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

2019-06-24 Thread Benedikt Straub
The proposal to merge lp:~widelands-dev/widelands/constructionsite_options into lp:widelands has been updated. Description changed to: As happens so often, new bugs are found directly after the feature that causes them has been merged :) – Fix two errors with ware priorities and max fills (we

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

2019-06-23 Thread Benedikt Straub
The proposal to merge lp:~widelands-dev/widelands/constructionsite_options into lp:widelands has been updated. Status: Needs review => Work in progress For more details, see: https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/369210 -- Your team Widelands

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

2019-06-23 Thread Benedikt Straub
Just found another issue in trainingsite-constructionsite saveloading which I´d like to fix with this branch -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/369210 Your team Widelands Developers is subscribed to branch

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

2019-06-23 Thread Benedikt Straub
Replied to the diff comment. Also found and fixed another flaw in the inputqueuedisplay. Diff comments: > > === modified file 'src/logic/playercommand.cc' > --- src/logic/playercommand.cc2019-06-23 11:41:17 + > +++ src/logic/playercommand.cc2019-06-23 14:34:42 + > @@

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

2019-06-23 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/constructionsite_options into lp:widelands. Commit message: Fixes for some errors in constructionsite settings Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1597310 in widelands: "Possib

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

2019-06-23 Thread Benedikt Straub
inputqueues @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368342 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/workarea-fixes. ___ Mailing list:

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

2019-06-21 Thread Benedikt Straub
three inputqueue fails in one build :P @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/368181 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/economy-target-profiles.

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

2019-06-21 Thread Benedikt Straub
When you want to apply a profile to everything, you can select either nothing or everything. The dropdown tooltip says "Profile to apply to the selected items". All other buttons affect only the selected items, so it´s consistent that the dropdown should affect only the selection as well.

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

2019-06-19 Thread Benedikt Straub
No problem. I have very little time for Widelands at the moment anyway :) Diff comments: > > === added file 'src/logic/map_objects/tribes/building_settings.cc' > --- src/logic/map_objects/tribes/building_settings.cc 1970-01-01 00:00:00 > + > +++

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

2019-06-15 Thread Benedikt Straub
Whether waterways/ferries are enabled can be checked as map.get_waterway_max_length() >= 2 Typically, they are enabled only on maps where they make sense. Waterways have a maximum length that is map-dependent. If two flags can be connected both by a new road and by a new waterway, the AI

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

2019-06-11 Thread Benedikt Straub
No, because it can be close to several unconnected oceans, just like a shipyard. You could keep a list of all ferry-reachable fields within the workarea of a ferry yard (*), and then check for a given waterway whether a CheckStepFerry-approved path exists from any node on the waterway to any of

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

2019-06-11 Thread Benedikt Straub
To get all ferries in a fleet: Waterway::get_fleet() or Ferry::get_fleet() FerryFleet::count_ferries() Counting stuff per player should not be needed, count per FerryFleet instead. I´ll add some functions to query a waterway whether it has a ferry, and to query the fleet how many waterways are

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

2019-06-11 Thread Benedikt Straub
Launchpad limits the diff preview to the first 5000 lines. The other >9000 lines remain hidden… A MOVECAPS_FERRY is not possible. For MOVECAPS_WALK and MOVECAPS_SWIM, you always know that if two adjacent nodes both have this movecap, a bob that also has that movecap can pass directly from one

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

2019-06-10 Thread Benedikt Straub
There is a method Game::send_player_build_waterway(int32_t, Path&) that works just like for roads. Waterways have a special placement rule: They can go along any edge which is located between two water triangles. They can therefore reach all fields with MOVECAPS_SWIM plus some other fields.

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

2019-06-10 Thread Benedikt Straub
Diff comments: > > === modified file 'src/ai/ai_help_structs.h' > --- src/ai/ai_help_structs.h 2019-05-25 08:20:22 + > +++ src/ai/ai_help_structs.h 2019-05-31 11:03:05 + > @@ -78,6 +78,7 @@ > kUpgradeExtends, > kLogRefiner, > kIronMine, > + // TODO(Nordfriese):

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

2019-06-09 Thread Benedikt Straub
Implemented your comments Diff comments: > > === added file 'src/logic/map_objects/tribes/building_settings.cc' > --- src/logic/map_objects/tribes/building_settings.cc 1970-01-01 00:00:00 > + > +++ src/logic/map_objects/tribes/building_settings.cc 2019-05-28 15:09:01 > + > @@ -0,0

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

2019-06-05 Thread Benedikt Straub
Good idea, will implement that :) > On the other side: Is it worth the work for a feature > - which is hard to explain I can just add an explanation in a tutorial. Would the economy tut or bar01 be the better place for it? > - which was wanted by a single player I would not have implemented

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

2019-06-05 Thread Benedikt Straub
> Hm on second thought - the beekeeper -> fields rule might be actually covered > by rule 4 The farm plants only barley_field_tiny, but the flowering attrib belongs to barley_field_medium. We would have to check not only whether they plant the same attrib, but also whether one plants something

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-04 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands. Commit message: Add some sleep time to costly loops in fri02 to prevent freezing Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1831583 in widelands: "

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

2019-06-04 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/workarea-fixes into lp:widelands. Commit message: – Highlight the buildings the overlapping workareas belong to – Fix behaviour of the W hotkey – Show productionsite overlaps only for certain building types of interest Requested

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

2019-06-02 Thread Benedikt Straub
But this is the correct behaviour :) The dropdown always shows the profile that applies to the entire tab. IMHO this is more intuitive than making the dropdown label dependent only on the selected items… --

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

2019-06-02 Thread Benedikt Straub
I cannot reproduce that... When nothing or everything is selected, all wares get changed and the dropdown shows the chosen profile. When some wares are selected, only those are changed and "-" appears as expected. --

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

2019-05-31 Thread Benedikt Straub
This time it´s just the inputqueues @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368083 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/workarea-fixes. ___

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

2019-05-31 Thread Benedikt Straub
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368083 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/workarea-fixes. ___ Mailing list:

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

2019-05-31 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands. Commit message: Fix economy targets profile application when no items are selected Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1827696 in widelands

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

2019-05-31 Thread Benedikt Straub
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368083 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/workarea-fixes. ___ Mailing list:

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

2019-05-30 Thread Benedikt Straub
Done. The diff is now almost 50% longer :P -- https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368083 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/workarea-fixes into lp:widelands.

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

2019-05-29 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/workarea-fixes into lp:widelands. Commit message: · Draw a narrow border around workareas for better visibility · Improve performance by only recalculating the workarea shader data when needed · Add the hotkey W to enable/disable

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

2019-05-29 Thread Benedikt Straub
Thanks everyone for the reviews, and thanks for the fixes :) @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/economy-target-profiles.

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

2019-05-28 Thread Benedikt Straub
Okay, my mistake :) Double-checked my dropdown usage, should all be fine then… -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/economy-target-profiles.

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1830526-soldier-walk-anims into lp:widelands

2019-05-26 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/bug-1830526-soldier-walk-anims into lp:widelands. Commit message: Cache soldiers´ directional animations as unique_ptr to prevent memory leaks Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1830526

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

2019-05-26 Thread Benedikt Straub
> I think it is very unusual that a ship navigate to a port, unload all wares > and immediately load the same wares again to navigate the wares to the > destination port. Wasn´t aware of that one yet, but that has to be fixed of course. I think this won´t be possible without rewriting most of

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

2019-05-26 Thread Benedikt Straub
Apart from this bug, which happens quite often, no unusual behaviour was observed in shipping so far. I would vote to merge this symptomatic fix, and if more problems are found, to revert or rewrite the algorithm. --

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

2019-05-25 Thread Benedikt Straub
Ware stats menu fixed. It is already too large in trunk, but I made it shorter now. We still need knowledge of the phase we´re in during the loop so we can know whether to change the target for all wares or only for the selected. Since anything_selected may change during the loop, we need two

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

2019-05-25 Thread Benedikt Straub
Layouting fixed. Ware statistics now sets a hgap as well -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/economy-target-profiles.

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

2019-05-25 Thread Benedikt Straub
Implemented or replied to the diff comments. The ASan error is in trunk and can happen everywhere there are dropdowns. For example, when I´m thrown back to the main menu by an error from a fsmenu screen that has one I already got this crash. It can appear whenever destroying a window that

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

2019-05-25 Thread Benedikt Straub
> "Launch expedition" should be "Start an expedition" like on the button for > the finished port. > The target of the help button does not get updated when enhancing, e.g. > construction site for deeper coal mine will show the coal mine instead. > ASan Should all be fixed now > It would be

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829623-assert_is_present into lp:widelands

2019-05-25 Thread Benedikt Straub
Review: Resubmit Found and fixed another potential source of asserts and/or segfaults. And it appears the the assert cannot be guaranteed in certain cornercases. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1829623-assert_is_present/+merge/367912 Your team Widelands Developers is

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

2019-05-25 Thread Benedikt Straub
Review: Resubmit A tooltip it is :) -- https://code.launchpad.net/~widelands-dev/widelands/choose-attack-soldiers/+merge/367471 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/choose-attack-soldiers. ___ Mailing

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829623-assert_is_present into lp:widelands

2019-05-24 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/bug-1829623-assert_is_present into lp:widelands. Commit message: Do not send soldiers to attack if they are not stationed in a militarysite anymore Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug

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

2019-05-24 Thread Benedikt Straub
OK, will change it like this -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/367428 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.

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

2019-05-24 Thread Benedikt Straub
@Toni I mean the textarea showing the soldier stats below Alternatively, option 5: since the usage tooltip is shown only over the headers, we could remove the textarea and put the soldier stats into an own tooltip --

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

2019-05-22 Thread Benedikt Straub
That assert is in trunk – it´s our famous Fleet::is_path_favourable problem... A reason this is not being merged yet is, GunChleoc wanted to check if we can merge this without breaking savegame compatibility (I think it´s not possible). I agree that apart from that this branch should be merged

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

2019-05-22 Thread Benedikt Straub
How many lines should I set as the always visible minimum? two? -- https://code.launchpad.net/~widelands-dev/widelands/choose-attack-soldiers/+merge/367471 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/choose-attack-soldiers.

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

2019-05-17 Thread Benedikt Straub
A transient travis failure @bunnybot merge force -- 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. ___

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

2019-05-16 Thread Benedikt Straub
Thanks for the savegame :) There were three different bugs overlayed here. All of them are fixed now. -- 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/constructionsite_options into lp:widelands

2019-05-16 Thread Benedikt Straub
Since the bug is not reproducible, I can´t be certain, but it should most likely be gone now -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/367428 Your team Widelands Developers is requested to review the proposed merge of

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

2019-05-16 Thread Benedikt Straub
This seems to be the same issue as the crash with animation ID -432781024, but with a more usable file number. Will push a fix soonish -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/367428 Your team Widelands Developers is requested to review the proposed

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

2019-05-16 Thread Benedikt Straub
Oops… should be fixed now -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/367428 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.

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

2019-05-16 Thread Benedikt Straub
Review: Approve Tested, and it performs well. Code LGTM. Good job :) -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes. ___

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

2019-05-16 Thread Benedikt Straub
I am at a loss. I have now pushed a revision that adds lots of logging output. When I perform these steps: – Open the options window from a flag – Change some values – Click the save button – Save the profile as "test" – (now the dropdown shows "test") – close the options window – re-open it

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

2019-05-15 Thread Benedikt Straub
Assert fail fixed :) -- https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/367428 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.

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

2019-05-15 Thread Benedikt Straub
Took care of the warnings and fixed the input queue layout. > src/graphic/animation.cc:451] Requested unknown animation with id: -432781024 A backtrace would be helpful… Did you get this while an (enhanced?) constructionsite was being built, or when a constructionsite was being completed? I got

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

2019-05-15 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands. Commit message: Use a MultilineTextarea for the soldier stats in the attack box Requested reviews: GunChleoc (gunchleoc): i18n behaviour Related bugs: Bug #585981 in widelands

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

2019-05-15 Thread Benedikt Straub
I´m through with the code review, a couple of nits. Will do more testing soon… Diff comments: > > === modified file 'src/ai/defaultai.cc' > --- src/ai/defaultai.cc 2019-04-20 05:44:37 + > +++ src/ai/defaultai.cc 2019-05-15 06:30:23 + > @@ -2454,6 +2458,12 @@ > >

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

2019-05-14 Thread Benedikt Straub
Hmm... it seems like the dropdown´s entries and selection are not updated correctly for some reason which is beyond my understanding. The "Not Selected" message is only the consequence of an upstream failure which I suspect in update_profiles(). I have rewritten it, can you try if the problem

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

2019-05-14 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/constructionsite_options into lp:widelands. Commit message: Allow players to define settings for and to enhance buildings under construction Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1597310

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

2019-05-14 Thread Benedikt Straub
This one function with this one assert yet again... yes, please provide a savegame -- 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/economy-target-profiles into lp:widelands

2019-05-14 Thread Benedikt Straub
Updated video: https://bugs.launchpad.net/widelands/+bug/1827696/+attachment/5263625/+files/vokoscreen-2019-05-14_14-29-18.mkv I still get a different result by the same steps and have no idea why :( -- https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987

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. ___

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

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

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 @@ >

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

2019-05-11 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. --

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

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