Benedikt Straub

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The sheep farm is explained at large in the campaign dialogue: > So, let’s think this over. To weave cloth we need some wool from a sheep farm. The sheep...

> Which sites do not check the economy targets? Lumberjacks, quarries, fishers, hunters, … trainingsites as well. For those no such button is shown as they produce indefinitely anyway >...

> This will add economy managing per production site and not as whole. So another way of managing the economy. Managing the economy should be done in one, or maybe...

Thanks for testing :) > ### Technical > > I do not know enough about the project (nor enough C++) to review the code. I wonder about changing (e.g. production_program.cc,...

The speed is the same as it used to be (debug builds on large maps tend to be very slow), but it is more noticeable now than before due to...

The AI could be run pretty much independent from everything else already except for one thing: The state of the game might change while the AI is analysing it. For...

Branch is up: https://github.com/widelands/widelands/tree/multithread-ai And the first crash a few seconds after start in an AI-only LAN game is: ``` ================================================================= ==13641==ERROR: AddressSanitizer: heap-use-after-free on address 0x60400423f228 at pc 0x55863c6d46d0...

The only mutex you *should* need for the AI is the `kObjects` mutex. The other ones are all used by various parts of the back-end, but the AI code uses...

At a quick glance you seem to create the mutex lock after upcasting `base_immovable` to `Building`, but there is no lock that ensures that the `base_immovable` stays valid during the...

My second monitor is defective so I can't test this currently. But the last behaviour I remember was: - When Widelands starts in windowed mode, it starts on the monitor...