Merge pull request #4392 from IvanSavenko/fix_regression

Fix regressions in 1.5.6
This commit is contained in:
Ivan Savenko
2024-08-04 22:07:25 +03:00
committed by GitHub
7 changed files with 17 additions and 23 deletions
+6 -5
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@@ -1,28 +1,29 @@
# 1.5.5 -> 1.5.6
# Stability
### Stability
* Fixed possible crash on transferring hero to next campaign scenario if hero has combined artifact some components of which can be transferred
* Fixed possible crash on transferring hero to next campaign scenario that has creature with faction limiter in his army
* Fixed possible crash on application shutdown due to incorrect destruction order of UI entities
# Multiplayer
### Multiplayer
* Mod compatibility issues when joining a lobby room now use color coding to make them less easy to miss.
* Incompatible mods are now placed before compatible mods when joining lobby room.
* Fixed text overflow in online lobby interface
* Fixed jittering simultaneous turns slider after moving it twice over short period
* Fixed non-functioning slider in invite to game room dialog
# Interface
### Interface
* Fixed some shortcuts that were not active during the enemy's turn, such as Thieves' Guild.
* Game now correctly uses melee damage calculation when forcing a melee attack with a shooter.
* Game will now close all open dialogs on start of our turn, to avoid bugs like locked right-click popups
# Map Objects
### Map Objects
* Spells the hero can't learn are no longer hidden when received from a rewardable object, such as the Pandora Box
* Spells that cannot be learned are now displayed with gray text in the name of the spell.
* Configurable objects with scouted state such as Witch Hut in HotA now correctly show their reward on right click after vising them but refusing to accept reward
* Right-click tooltip on map dwelling now always shows produced creatures. Player that owns the dwelling can also see number of creatures available for recruit
# Modding
### Modding
* Fixed possible crash on invalid SPELL_LIKE_ATTACK bonus
* Added compatibility check when loading maps with old names for boats
+1 -6
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@@ -193,11 +193,6 @@ void CPlayerInterface::closeAllDialogs()
castleInt->close();
castleInt = nullptr;
// remove all pending dialogs that do not expect query answer
vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
return window->ID == QueryID::NONE;
});
}
void CPlayerInterface::playerEndsTurn(PlayerColor player)
@@ -1515,7 +1510,7 @@ void CPlayerInterface::update()
return;
//if there are any waiting dialogs, show them
if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->isBusy())
if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
{
showingDialog->setBusy();
GH.windows().pushWindow(dialogs.front());
@@ -374,7 +374,7 @@ void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuma
mapAudio->onEnemyTurnStarted();
widget->getMinimap()->setAIRadar(!isHuman);
widget->getInfoBar()->startEnemyTurn(playerID);
setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN);
setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
}
void AdventureMapInterface::setState(EAdventureState state)
@@ -518,7 +518,7 @@ bool AdventureMapShortcuts::optionCanVisitObject()
auto * hero = LOCPLINT->localState->getCurrentHero();
auto objects = LOCPLINT->cb->getVisitableObjs(hero->visitablePos());
assert(vstd::contains(objects,hero));
//assert(vstd::contains(objects,hero));
return objects.size() > 1; // there is object other than our hero
}
@@ -553,26 +553,25 @@ bool AdventureMapShortcuts::optionSpellcasting()
bool AdventureMapShortcuts::optionInMapView()
{
return state == EAdventureState::MAKING_TURN || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
return state == EAdventureState::MAKING_TURN;
}
bool AdventureMapShortcuts::optionInWorldView()
{
return state == EAdventureState::WORLD_VIEW || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
return state == EAdventureState::WORLD_VIEW;
}
bool AdventureMapShortcuts::optionSidePanelActive()
{
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
}
bool AdventureMapShortcuts::optionMapScrollingActive()
{
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
}
bool AdventureMapShortcuts::optionMapViewActive()
{
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL
|| state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL;
}
-1
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@@ -15,7 +15,6 @@ enum class EAdventureState
HOTSEAT_WAIT,
MAKING_TURN,
AI_PLAYER_TURN,
OTHER_HUMAN_PLAYER_TURN,
CASTING_SPELL,
WORLD_VIEW
};
@@ -94,7 +94,7 @@ GlobalLobbyInviteWindow::GlobalLobbyInviteWindow()
};
listBackground = std::make_shared<TransparentFilledRectangle>(Rect(8, 48, 220, 324), ColorRGBA(0, 0, 0, 64), ColorRGBA(64, 80, 128, 255), 1);
accountList = std::make_shared<CListBox>(createAccountCardCallback, Point(10, 50), Point(0, 40), 8, 0, 0, 1 | 4, Rect(200, 0, 320, 320));
accountList = std::make_shared<CListBox>(createAccountCardCallback, Point(10, 50), Point(0, 40), 8, CSH->getGlobalLobby().getActiveAccounts().size(), 0, 1 | 4, Rect(200, 0, 320, 320));
buttonClose = std::make_shared<CButton>(Point(86, 384), AnimationPath::builtin("MuBchck"), CButton::tooltip(), [this]() { close(); }, EShortcut::GLOBAL_RETURN );
+2 -2
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@@ -1,7 +1,7 @@
[![VCMI](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg?branch=develop&event=push)](https://github.com/vcmi/vcmi/actions/workflows/github.yml?query=branch%3Adevelop+event%3Apush)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.5.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.5.0)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.5.4/total)](https://github.com/vcmi/vcmi/releases/tag/1.5.4)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.5.5/total)](https://github.com/vcmi/vcmi/releases/tag/1.5.5)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.5.4/total)](https://github.com/vcmi/vcmi/releases/tag/1.5.5)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.5.5/total)](https://github.com/vcmi/vcmi/releases/tag/1.5.6)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases)
# VCMI Project