The proposal to merge lp:~widelands-dev/widelands/bridges into lp:widelands has
been updated.
Status: Needs review => Work in progress
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bridges/+merge/364318
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Yep, let's wait for the ferry branch and do a final round of code review and
testing in this branch when that's done.
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lp:~widelands-dev/widelands/ferry.
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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Mhhh, We could iprove the RoadType via 4 bitflags and some inline fucntions:
1000
^ Road
^ Bridge
^ Waterway
^ Busy
kRoad = 1
kNormalRoad = 1
kBusyRoad = 9
kBridge = 2
kBridgeNormal = 2
kBridgeBusy = 10
kWaterway = 4
kNormalWaterway = 4
The ferry branch needs to be merged first because this one is stacked on it.
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Now, can ths be merged or do we want another review?
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Maybe i should test the ferrys in the appropriate branch... can't get them to
work...
Regarding the bridges i think having a bridge for normal roads which looks more
like a wooden footbridge would be nicer.
Lifting the workers when walking over the bridge is really nice :)
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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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Forget: To reproduce
1. load 'test_ferries.wgf'
2. Build a waterway from flag 30,28 to node 31,27
3. Save the game
4. Try to load the previous saved game
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Review: Needs Fixing
I get an error when trying to load this savegame:
https://bugs.launchpad.net/widelands/+bug/734193/+attachment/5252593/+files/test_ferries_1.wgf
This savegame was made close before the other one. The difference is this
savegame has no waterway yet. The other savegame has a
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Review: Approve
Done a bit of testing ad it looks fine.
There is 2 small z-layering glitch for bridges going north-south: Workers
walking on roads behind them to their upper flag are blitted after the bridge
is, so they appear to be on top of it. It's not a biggie though and shouldn't
block
Fixed the assert. Thanks for taking care of the warnings :)
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erge of
lp:~widelands-dev/widelands/bridges into lp:widelands.
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-4402.
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you need to merge trunk to make appveyor happy and working
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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
-4396.
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dir)) {
> + type += RoadType::kBridgeNormal -
> RoadType::kNormal;
> + }
> + egbase.set_road(curf, dir, type);
> + }
>
> map.get_neighb
nds::RoadType::kBridgeNormal ||
> f->road_se == Widelands::RoadType::kBridgeBusy) {
> + dst->blit_animation(f->rendertarget_pixel,
> scale, f->owner->tribe().bridge_animation(
> + Widelands::WALK_
::RoadType::kBridgeNormal ||
> f->road_se == Widelands::RoadType::kBridgeBusy) {
> + dst->blit_animation(f->rendertarget_pixel,
> scale, f->owner->tribe().bridge_animation(
> + Widela
sible when bobs walk over the
bridge.
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Your team Widelands Developers is requested to review the proposed merge of
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=== modified file 'data/tribes/atlanteans.lua'
--- data/tribes/atlanteans.lua 2019-03-12 12:00:25 +
+++ data/tribes/atla
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