Commit Graph

  • 8840353c78 Improved code for AI tooltips. RangeChangeDesire: improved code for better balance. Sevenfm 2020-04-11 12:17:53 +00:00
  • 0578c2a89a New option: SOLDIER_TOOLTIP_DEBUG_AI shows additional AI debug information. Show tooltips for all persons. Sevenfm 2020-04-11 11:13:53 +00:00
  • 3eb699c45f Walkman: bonus 20% to morale when in head slot. Update soldier morale every turn. Update soldier morale when changing inventory. Improved code for 'l' hotkey. Sevenfm 2020-04-10 21:20:05 +00:00
  • 4e34605f86 Red, Black AI: try to use sidearm if not enough AP to shoot with main weapon. Black AI: improved check to avoid friendly fire. FindAIUsableObjClass: by default search for weapon with longest range, if fSidearm = TRUE search for fastest weapon. AICalcChanceToHitGun: if AI_EXTRA_SUPPRESSION = TRUE, always return min 1% for AI. RangeChangeDesire: - civilians only want to run away - added small bonus to range change desire if soldier has no gun or short range weapon CalcBestShot, CheckIfShotPossible: always check if can shoot at target seen by another soldier. CalcBestShot, CalcBestThrow, CalcBestStab: initialize attack data. Removed obsolete code. Sevenfm 2020-04-08 21:24:56 +00:00
  • 5350258334 Added "WIP" description to LOBOT ingame option. Fixed Polish localized string for LOBOT option. Sevenfm 2020-04-08 11:10:58 +00:00
  • 306eca7dfc New option NWSS enables New Weapon Sound System. Increased SOUND_MAX_CHANNELS to 128 for NWSS to work correctly. New tag in AmmoStrings.xml: <NWSSCaliber> New tags in Weapons.xml: <ubNWSSCase>, <ubNWSSLast>, <szNWSSSound> Fixed some warnings. Sevenfm 2020-04-05 23:58:07 +00:00
  • 5b1ea7e795 Hotkeys for quick transformations: Shift+T - transform item in hand (improved code) Shift+O - transform scope Shift+L - transform flashlight Shifr+Y - transform laser Sevenfm 2020-04-03 05:14:47 +00:00
  • 5784135c29 Improved code for alternate mouse commands (option ALTERNATE_MOUSE_COMMANDS). Sevenfm 2020-04-02 20:41:36 +00:00
  • c0f36bc6c2 Hotkeys: - use SHIFT key to move in formation - Ctrl+Alt+G: toggle formation - G: toggle light effects Sevenfm 2020-04-02 20:05:31 +00:00
  • 611b5f4d8c Added files to ignore list Wanne 2020-03-28 16:54:05 +00:00
  • 7810a35a96 [F] key should correctly show CTH for different types of attacks: - gun - launcher - grenade - thrown knife - punch - toss item Sevenfm 2020-03-24 20:32:13 +00:00
  • d76d4574c9 Chinese Translation updates Wanne 2020-03-17 10:05:52 +00:00
  • 12abe8c5bc Bugfix: Fixed INTEL-Button wrong placement x button position, if DISEASE-Button is not displayed Wanne 2020-03-17 09:48:16 +00:00
  • 560219ac36 Fixed delayed mode for grenades. Changing delayed mode for grenade launcher only possible with DELAYED_GRENADE_EXPLOSION = FALSE. Minor code improvements and warning fixes. Sevenfm 2020-03-14 10:39:18 +00:00
  • 3e07b01a45 Removed old zombie AI code. Improved AI path tweaks: - tanks prefer moving in straight directions to avoid sliding effect - combat jeeps prefer moving on roads (PAVED_ROAD, DIRT_ROAD) - armed vehicles avoid moving into buildings (FLAT_FLOOR) - increased value to avoid light and corpses for enemy soldiers Sevenfm 2020-03-09 23:21:25 +00:00
  • a30d8c6833 Scale tactical ambients and sector steady ambients with general effects volume. Sevenfm 2020-03-09 20:29:50 +00:00
  • 9e1b5338a6 More AI logging information. PanicAI: use correct movement and stealth mode when determining AP needed. Sevenfm 2020-03-08 22:39:21 +00:00
  • 5b8f91912f First decay light effects and then decay smoke effects, because fire can create light. Dynamic creation of light effects for fire and signal smoke (ADD_LIGHT_AFTER_EXPLOSION option). Fixed/improved code to decay light effects so that ubDuration works correctly. Note: <ubRadius> tag is not used for light effects as they cannot spread, light is always created with <ubStartRadius> and can only decay later. Improved code to decay smoke effects. Sevenfm 2020-03-03 17:48:43 +00:00
  • a09c0a8b33 Multiplayer LOBOT fix (by Asdow). Sevenfm 2020-02-27 18:23:38 +00:00
  • a94a32aa97 Solution for Visual Studio 2019 (by Asdow). Sevenfm 2020-02-27 18:19:27 +00:00
  • 8b53d273f9 New tags in CivGroupNames.xml: Side, CustomSide allow setting custom side for civilian group. NewEye: fix possible bug. InitShopKeeperSubTitledText: correctly initialize data. Sevenfm 2020-02-27 10:51:45 +00:00
  • 9d1ebb6eb9 Render performance fixes (by Asdow) Sevenfm 2020-02-24 19:35:34 +00:00
  • 4e4a1ff0c7 Disabled face icons for big faces. Sevenfm 2020-02-24 10:49:51 +00:00
  • 55f1c956cc Don't show face gear for big faces. Don't show face icons for dead soldiers. Sevenfm 2020-02-24 10:33:05 +00:00
  • 32482f20f6 New option AI_DECISION_INFO enables extended logging for AI decisions. Moved zombie AI into separate file ZombieDecideAction.cpp New zombie AI: - simplified code - advancing using cover - if zombie cannot reach any opponent, he tries to hide - if zombie cannot reach opponent and cannot hide and he is under fire, he will retreat, seeking cover away from known opponents - if zombie doesn't know enemy location, he will try to run to closest friend who knows enemy location - new zombie AI has extended AI logging More water splash sounds (Data\Sounds\Misc\Splash1.ogg .. SplashN.ogg). CalcCoverValue: - allow moving into shallow water if it provides better position - special calculations for zombies: zombie is very dangerous at close range - if soldier has no gun, use different calculation based on distance instead of CTGT FindBestNearbyCover: zombies only choose spots that provide sight cover. Added functions for extended AI log. ClosestReachableDisturbance: - if soldier is zombie and he cannot climb, skip location - zombies do not attack vehicles - improved check to avoid choosing dying opponents EstimatePathCostToLocation: return 0 if checking for zombie which cannot climb and path needs climbing. RoamingRange: always max roaming range for zombies. SightCoverAtSpot, ProneSightCoverAtSpot: - improved max sight range calculation - added option for unlimited sight range check New AI functions: - AIDirection - AICheckIsSniper - AICheckIsMarksman - AICheckIsMedic - AICheckIsMortarOperator - AICheckIsGLOperator - AICheckIsOfficer - AICheckIsCommander - AICheckIsMachinegunner - AIGunInHandScoped - AIGunScoped - AIGunRange - AIGunClass - AIGunType - AIGunDeadliness - AIGunAmmo - AIGunAutofireCapable - FindObstacleNearSpot - InSmoke - CorpseWarning - CorpseEnemyTeam - CorpseMilitiaTeam - AICheckUnderground - AnyCoverAtSpot - AICheckHasWeaponOfType - AICheckHasGun - AICheckShortWeaponRange GetCorpseAtGridNo: additional check for valid gridno. More zombie raise sounds (Data\Sounds\Misc\ZombieRaise1.ogg .. ZombieRaiseN.ogg). GetCorpseRotFactor: improved code to return FLOAT value between 0 and 1. New debug topic id TOPIC_DECISIONS for logging AI decisions. Sevenfm 2020-02-21 23:33:25 +00:00
  • 73cbc27ea4 Play sound when dragging something (Sounds\Misc\DragBody1.ogg .. DragBodyN.ogg). Mercs always make movement noise when dragging. Stop dragging if another merc starts dragging this merc/body. Stop dragging if dragged merc gets up from collapsed state. Stop dragging when changing stance/cowering under suppression. Fixed grenade pin sound for signal smoke. CalcBestShot: if new opponent is dying and best opponent is ok, ignore new opponent. Sevenfm 2020-02-20 12:28:55 +00:00
  • 4fb6369368 AI pathing: avoid deep water if not in deep water already and not SEEKENEMY (allow max 2 tiles of deep water for other soldiers). CONSIDERED_NEUTRAL: removed dying check as it may cause problems with AI. Improved code to avoid moving into gas/deep water/light/artillery danger zone. ClosestReachableDisturbance: - skip dying opponent if found not dying - when in deep water, skip opponents in deep water ClosestKnownOpponent: skip dying opponent if found not dying. RedSmokeDanger: consider deep water as safe from artillery strike. Allow deep water flanking for soldiers of ENEMY_TEAM with SEEKENEMY orders and CUNNINGSOLO attitude or athletics trait. CalcBestShot: - dying, cowering or unconscious soldiers have very low priority - added safety checks - if best opponent is dying and new opponent is ok, use new opponent DecideAction: improved deep water checks. Red, Black AI: when SEEKENEMY soldier is in deep water, move to closest opponent on the ground. FindNearestUngassedLand: - increased max search distance to 35 - added speed optimization - removed max AP budget FindNearbyDarkerSpot: - increased max search range to 25 - added speed optimization - removed max AP budget FindFlankingSpot: added condition to allow deep water flanking Sevenfm 2020-02-17 19:20:28 +00:00
  • 019eccb5b9 Restored Flugente's frozen soldiers which were disabled by accident (by Asdow). Sevenfm 2020-02-16 18:45:43 +00:00
  • 0330e6c1a8 Improved code to avoid dangerous locations. Sevenfm 2020-02-16 14:08:47 +00:00
  • 8e9f9cb8a1 LOBOT code (by Asdow, original code by Bio). Sevenfm 2020-02-15 16:19:35 +00:00
  • 25701acf7b Added LegalNPCDestination check to AI location search routines. SearchForItems: avoid locations with bombs or red smoke danger. FindFlankingSpot: removed check for edge of the map. Sevenfm 2020-02-15 13:38:41 +00:00
  • fe838ad7d9 Enemy soldiers will try to avoid being hit by artillery strike. FindBestNearbyCover: - penalty to locations in red smoke danger zone - avoid moving into red smoke danger zone if not in red smoke danger already FindNearestUngassedLand: - improved code - try not to move closer to known enemies. - calculate path with correct movement mode FindNearbyDarkerSpot: - improved code - calculate path with correct movement mode FindFlankingSpot: - avoid locations near bombs - avoid moving into red smoke danger zone Sevenfm 2020-02-15 12:54:59 +00:00
  • a6271e2e47 ExpAffect: don't spread fire on water. StructureHit: check water level. Only normal, stun and flashbang explosives create water explosion. Increase max force when throwing items into water (to compensate for no bouncing). Increased splash volume from LOWVOLUME to MIDVOLUME. InternalIgniteExplosion: no fragments in water. Sevenfm 2020-02-13 15:57:10 +00:00
  • b57e4eba00 Play splash sound when thrown item hits water. Sevenfm 2020-02-12 19:11:50 +00:00
  • 631250227c Tweaked animation speeds: - faster sidestepping - faster radio animation - faster ninja kick and focused punches and kicks Sevenfm 2020-02-12 17:47:19 +00:00
  • f51442d03d Only check for fExplodeOnImpact in OBJECT_DETONATE_ON_IMPACT if item has IC_EXPLOSV class. This fixes situation when random items are thrown incorrectly. Sevenfm 2020-02-12 17:40:05 +00:00
  • af988b958f New option ADD_LIGHT_AFTER_EXPLOSION (TRUE) - create light effect for fire and signal smoke effects. NewSmokeEffect() now accepts new parameters: - ubDuration sets custom effect duration - ubRadius sets custom effect radius - ubGeneration allows creating smoke effect with defined generation Sevenfm 2020-02-10 14:57:54 +00:00
  • 6005382920 New option NEW_RANDOM (default TRUE) enables new code for random number generation. Fixed PreRandom(1) bug in AddPlacementToWorld. AddPossiblePendingEnemiesToBattle: use Random(4) instead of GetRndNum(3) for random insertion code. Sevenfm 2020-02-09 18:35:04 +00:00
  • 90db9fa346 Moved fire.ogg to Data\Ambient Moved SSA folder to Data\Ambient Sevenfm 2020-02-09 07:26:19 +00:00
  • 7e0606932f New options to control Sector Steady Ambients: ENABLE_SSA (default FALSE) VOLUME_SSA (default 50) DEBUG_SSA (default FALSE) Sevenfm 2020-02-08 19:35:10 +00:00
  • 39c773e0c6 Voice taunts update: changed civgroup name format from %02d to %d, to allow using civgroups with 3 digit numbers. Sevenfm 2020-02-07 10:43:27 +00:00
  • 74443ca8a9 New option TAUNT_VOICE (FALSE by default): if true, will play sound file instead of showing text. New option TAUNT_VOICE_SHOW_INFO (FALSE by default): if true, will show debug info when playing voice taunt. Restored JA2TESTVERSION for SpreadPatternLog.txt Allow taunts from militia when using voice taunts. Don't show noise text messages from militia (if on our side). Fixed incorrect OKLIFE check in CheckStatusNearbyFriendlies(). Sevenfm 2020-02-07 10:13:16 +00:00
  • e4d30987bf Fix possible bug when executing AI_ACTION_STOP_COWERING. Sevenfm 2020-02-06 17:18:49 +00:00
  • 1455409057 AI: - before deciding anything, stop cowering animation - before deciding anything, stop giving aid animation - before deciding to raise weapon, check if weapon can be raised - simplified scope check - removed duplicate code in Red AI Sevenfm 2020-01-25 19:02:53 +00:00
  • 17fee15f2b GetIdOfMineForSector: use correct min/max values for bSectorZ. Minor code improvements. Sevenfm 2020-01-24 20:35:14 +00:00
  • 0048e75c80 Added new options: - ENABLE_TA enables fire ambient sound - VOLUME_TA controls fire ambient sound volume Sevenfm 2020-01-24 10:06:06 +00:00
  • 352a344308 Added new option AI_PATH_TWEAKS which controls various experimental path tweaks for AI: avoid gas, deep water, light at night. Added experimental path tweak: AI tanks prefer moving in straight directions to avoid sliding effect. Set default value for options AI_EXTRA_SUPPRESSION, AI_NEW_MORALE, AI_BETTER_COVER, AI_MOVEMENT_MODE to TRUE. Sevenfm 2020-01-24 09:14:38 +00:00
  • 77f5a7770d l_SetMercProfiles: allow serting zero values for sSectorX and sSectorY. Sevenfm 2020-01-20 18:01:18 +00:00
  • 26a1b0aa5a New option SHOW_BACKPACK_OWNER (TRUE by default): show backpack owner's name on the ground and in taking items interface. Sevenfm 2020-01-19 19:38:30 +00:00
  • c023f21694 New option AI_MOVEMENT_MODE enables AI movement mode tweaks. Sevenfm 2020-01-18 09:25:25 +00:00
  • 160829eb53 Added weapon raising sound. Sevenfm 2020-01-18 06:49:52 +00:00
  • 3ef41189b2 New option BACKGROUND_TOOLTIP_DETAILS (TRUE by default) can be used to enable or disable showing background details in laptop. Sevenfm 2020-01-16 12:32:21 +00:00
  • cbc1b8c5e3 New background property: <animal_friend> will refuse to attack animals, unless attacked by that animal. New background property: <civgroup_loyal> will refuse to attack neutral members of the same civilian group. Fixed array bound in GetTileSetIndexVector(). Sevenfm 2020-01-15 20:27:00 +00:00
  • 9c563c9c8a Improved AI path tweaks. Sevenfm 2020-01-12 09:17:51 +00:00
  • 168f9b9f6d Improved AI path tweaks. FindBestNearbyCover: avoid moving into light if not in light already and not under attack. Sevenfm 2020-01-12 09:07:31 +00:00
  • f54a91718b Play grenade pin sound (supports custom grenade pin sound with <sSound> tag in Weapons.xml) Help AI associate noise with enemy presence: - melee attack noise type changed to NOISE_BULLET_IMPACT - HTH attack noise type changed to NOISE_BULLET_IMPACT - grenade pin noise type changed to NOISE_GRENADE_IMPACT - launcher attack noise type changed to NOISE_GUNFIRE Sevenfm 2020-01-11 17:15:17 +00:00
  • 6386338422 Lua code improvements. Sevenfm 2020-01-09 12:19:56 +00:00
  • e35c52821f Improved Lua code: - default values - array bounds - min/max values - correct variable types Sevenfm 2020-01-09 12:11:18 +00:00
  • 9e6412a937 Lua: initialize return values to prevent returning garbage if soldier is not found. Improved r8104 fix to allow Fatima quest (civilians and NPCs with profile can go off screen). Sevenfm 2020-01-08 17:17:59 +00:00
  • a802c3db63 Added more nationalities. Sevenfm 2020-01-07 16:37:54 +00:00
  • f10590587a New option AUTO_HIDE_PB (TRUE) enables auto hiding of the progress bar when mouse cursor is on the top map row. AI soldiers will now avoid staying at top map row. Sevenfm 2020-01-05 08:20:42 +00:00
  • 58308434f7 FindNearbyDarkerSpot should return INT32 value to prevent bugs when used with big maps (by bfant). Sevenfm 2020-01-01 10:14:37 +00:00
  • 470bae3c20 New option AI_TACTICAL_RETREAT (false by default) controls tactical enemy retreat from battle. Moved options AI_YELLOW_FLANKING, AI_EXTRA_SUPPRESSION, AI_NEW_MORALE and AI_BETTER_COVER to [Tactical AI Settings] AI_NEW_MORALE: - zombies always have high morale - always low morale when soldier is blinded - neutrals always have low morale even if they have guns, so they don't run into the heat of battle - prevent hopeless morale when not under attack UpdateAniTiles: also check EXPLOSV_CREATUREGAS (from merc05's fixes) Sevenfm 2019-12-30 08:45:08 +00:00
  • d02a4ddd7d Implemented some of the merc05's fixes (http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24256): - fix for stopping snitches from preventing misbehavior - fix for stopping snitches reports - improved code for refused handcuffing - fixed item bug with items dropping from backpack after using transformation in turnbased mode - improved code for dart ammotype effect - removed assert in AddCharacterToAnySquad to prevent crash when selecting merc in vehicle and plotting travel route - added EXPLOSV_CREATUREGAS effect in UpdateAniTiles() Sevenfm 2019-12-22 06:22:23 +00:00
  • 3efe899526 HandleItemPointerClick(): use correct target level. CalcPreRecoilOffset(), CalcRecoilOffset(): fix counterforce calculation for weapon resting feature. SOLDIERTYPE::GetAPBonus(): use THROUGH_STRATEGIC_MOVE instead of soldier's facing direction to determine sector type. Sevenfm 2019-12-22 05:57:52 +00:00
  • 0b2e16ac93 Improved r8524 fix to work with 1280x720 resolution. Sevenfm 2019-12-21 13:05:46 +00:00
  • 0a6277c6b1 InternalDropBlood: use correct data to determine blood type. Sevenfm 2019-12-07 00:08:10 +00:00
  • 0e8c086a9a NCTH: improved laser bonus code. Sevenfm 2019-12-05 08:48:26 +00:00
  • b367fad899 Switch scope mode to default for suppressed soldier if he uses alt weapon holding. Improved AI path tweaks. Sevenfm 2019-12-04 13:27:24 +00:00
  • 92b6f40a17 Improved AI path tweaks. Sevenfm 2019-12-04 12:05:11 +00:00
  • 219a1c76e2 Experimental path AI tweaks: - avoid light at night - avoid corpses - avoid deep water - avoid gas/fire Sevenfm 2019-12-03 21:52:36 +00:00
  • c92290155f Character lines can be replaced before playing via HandleReplaceQuote(...) in Overhead.lua. Flugente 2019-12-02 22:02:04 +00:00
  • 8ace6a2954 Added dialogue events for using a lockbomb (ADE_LOCKBOMB) and sniper warning (ADE_SNIPERWARNING) Flugente 2019-12-01 20:34:46 +00:00
  • 61c6972efa Complaints about sexual harassment now use separate voice lines Flugente 2019-11-28 22:24:49 +00:00
  • c9025796aa improved comments Flugente 2019-11-27 23:31:16 +00:00
  • c8207018e3 Added Battlesounds for melee attacks. Flugente 2019-11-27 21:46:49 +00:00
  • 32cdfc18cd Change: Backpacks no longer automatically break civilian disguise. Flugente 2019-11-27 21:33:55 +00:00
  • b29e9700f3 Fixed incorrect integer calculation. Sevenfm 2019-11-22 14:24:21 +00:00
  • d0bfe95c78 If the new JA2_Options.ini option GEARKITS_ALWAYS_AVAILABLE is TRUE (default: FALSE), a merc's gear kits are always available during the hiring process, even if they've been bought before. Flugente 2019-10-31 23:43:43 +00:00
  • 130272bbe5 FIX: no GUI for random items Flugente 2019-10-27 19:49:48 +00:00
  • 8b698f0633 Fix: inventory button to change firemodes was greyed out for guns with one base fire mode, even if it had several barrel configurations Flugente 2019-10-23 22:07:58 +00:00
  • cd87c4f9cc Fix: inventory button to change firemodes was greyed out for guns with one base fire mode, even if a bayonet granted them a second fire mode Flugente 2019-10-23 21:28:05 +00:00
  • 14619a22cc Revamped <scrounging>-tag of Backgrounds.xml: instead of hoarding items, mercs steal small amounts of money from the locals, which can lower loyalty. Flugente 2019-10-22 21:46:53 +00:00
  • e1657cefb7 Improved movement noise calculation. Fixed max array size bugs. Sevenfm 2019-10-22 20:45:43 +00:00
  • 7908dc2ff3 Reverted resetting next action in CancelAIAction() as it doesn't work as expected. Sevenfm 2019-10-18 21:31:19 +00:00
  • ef46feb9b1 Fixed bug introduced in r8695. Sevenfm 2019-10-06 18:44:19 +00:00
  • 30df6c350a CalcTargetMovementOffset: better integer calculation for max tiles penalty. SOLDIERTYPE::initialize: initialize additional data. EVENT_FireSoldierWeapon: if shooting soldier is invisible, locate screen to target spot. CancelAIAction: reset next AI action. FindBestPath: improved gas avoiding code. InGas: improved code, also check the spot itself. LegalNPCDestination: disabled additional checks to prevent AI deadlock. Sevenfm 2019-10-03 16:49:04 +00:00
  • 54e7c1e24d DrawCTHIndicator: bAimTime -> bShownAimTime fix. Sevenfm 2019-09-25 18:40:51 +00:00
  • a077019d13 Updated Chinese text files (by zwwooooo) Wanne 2019-09-10 19:17:52 +00:00
  • a181d7c061 Fix: RaiseZombies function ignored sector levels and modified wrong sector info counters silversurfer 2019-08-24 19:11:26 +00:00
  • 7342e39858 Fixed incorrect attacker's extra strength calculation in CalcChanceHTH() Fix: don't allow opening inventory panel if soldier is not available during interrupt. Sevenfm 2019-08-23 20:23:44 +00:00
  • 6a1fd17026 Fix: Items that were placed by function AutoPlaceObjectToWorld() had incorrect sGridNo so they could end up in inaccessible places. silversurfer 2019-08-20 17:41:56 +00:00
  • 837709a448 Fix: Mercs that entered a vehicle on the strategic map while standing on a roof would appear at roof level after arriving in another sector and exiting the vehicle in strategic after loading the map. Now all mercs entering vehicles are reset to ground level. silversurfer 2019-08-14 15:20:10 +00:00
  • afb0c368b9 Disabled auto fast forwarding for talking faces. Sevenfm 2019-08-13 22:00:49 +00:00
  • c7cac0dff2 FindClosestBoxingRingSpot: player boxer should try to move out of ring as close to Darren as possible. LUA: added new functions SetgfBoxersResting(), SetgubBoxersRests() to change boxers status. ResetBoxers(): keep gfBoxerFought[] unchanged as it will be reset every day at 15:00 by HourlyQuestUpdate() in HourlyUpdate.lua Sevenfm 2019-08-13 09:39:47 +00:00
  • 557505893b Fix (by MH17): - group assignment bug with multiple enemy groups in same sector - sector creature counter wasn't decreased properly when zombies died silversurfer 2019-08-11 09:15:15 +00:00
  • 037e877013 Fix (by Asdow): Enemy cover display performance improved. silversurfer 2019-08-11 07:49:47 +00:00
  • 01b540184d Fix (by Asdow): several animation scripts had incorrect values for action (mercs got up after cowering while prone, problems with first aid and bayonet stab) silversurfer 2019-07-28 13:08:14 +00:00
  • 548d85319e Fix: Civ Group popups in map editor weren't working correctly and debugger showed incorrect data for popups silversurfer 2019-07-27 12:38:39 +00:00
  • a6d7c95abb Fix: missed some instance of the logic error for merc refinement that was fixed in r8679 silversurfer 2019-07-05 09:17:35 +00:00