Rampoina
Rampoina
@pavanvo please tell me what are you testing and the steps to reproduce the issue. With the last commit, control clicking does work and selects all the units of the...
> @Rampoina what do you think about using right-click instead of shift-click when removing selected units? Definitely not instead of, those are the standard bindings in most games. I see...
@pavanvo I'm sorry but this is just a standard in most RTS games and independent from any splitting. Just to be clear, I'm not opposed to a split screen like...
Ok first of all it's not only upgrades, it's the progress for any unit (including buildings): The progress for a unit being built doesn't get saved either for example. The...
@pavanvo a layout editor seems complex to implement. The plan for me for now in #228 is to unhardcode all of the values and make them available in the ini...
It's quite fast here but just to be sure: - you're describing the small pause it does when you click on a saved game on the loading menu (you can...
I spotted a few more places where this could be used: - going into a custom game - changing the faction on the custom game screen - loading a scenario...
@andy5995 like I mentioned in the other comment, @pavanvo forgot to `#include ` like the compiler tells you, probably not needed for earlier gcc versions
@pavanvo thanks for testing! I've bumped the number of hotkeys to 12 (the full grid) and fixed the issue with the morphing units (numberCommands wasn't updated correctly *again* ... I...
@pavanvo It's not only an increment, now it uses `posDisplay` which is updated inside the previous for, including the case for morphing units. (I force pushed the missing gui.h in...