* Bump version and create initial changelog entry
* Update Polish.properties a little (#6853)
* Add some random translations
* Translate the abbreviaation WLTK as DUK (Dzień Uwielbiania Króla)
* Add antoher random translation
* Update Simplified_Chinese.properties (#6852)
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Anton <antek@sniec.pl>
Co-authored-by: xk730 <40309144+xk730@users.noreply.github.com>
* Delete Oil WellC.png
Since now offshore platform is back again, the "coastal" oil rig is obsolete now.
* Add files via upload
* Add files via upload
* Add files via upload
* Update HexaRealm.json
* Great General UniqueTyped and improved moddability - draft
* Great General UniqueTyped and improved moddability - reviews
* Great General UniqueTyped and improved moddability - no reason not to cache another
* Integration with JackRainy's solution
* Integration with JackRainy's solution - part 2
* Revert of maxGreatGeneralBonusRadius logic
* Minor refactoring
* Code review: minor refactoring
* Keep the warning for the modders about the obsolete unique
* Code review: Better wording for the unique
Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
* Great improvements can again be constructed on forest
This PR fixes a bug where great improvements couldn't be build on
forests/marshes/jungles/etc. It does so by creating a unique which
specifically allows for removing features, and checking for that.
Additionally, we only remove these features when we have the tech to
remove them. For example, you can no longer plonk an Academy down over a
forest without having researched mining.
* Missed the file for vanilla
* Reviews
* Fixed logic
* Refactor: Move classes into their own files
* Handle 404 FileNotFound in UncivServer
* Refactor: Rename method
* Make GameSaver.saveGame throw the exception by default if it is not handled
* Add possibility to work with FileHandles in GameSaver
* Make OnlineMultiplayerGameSaver load the multiplayerServer setting each time it does something
This theoretically makes it unnecessary for the OnlineMultiplayerGameSaver to be re-instantiated each time it is used
* Refactor: Remove duplicated code
* Refactor: Extract NextTurnButton from WorldScreen
* Refactor: Remove WorldScreen-specific code from OptionsPopup
* Use kotlin coroutines everywhere instead of plain threads
This probably also cuts down on our raw thread usage, improving performance, since we now use a cached thread pool (in addition to coroutines being able to reuse threads anyway)
* Improve deep load from notification
* Refactor: Give music download coroutine the proper name
* Make Civilopedia independent of worldScreen or gameInfo
* Make Civilopedia callable from Main Menu
* Era category for Civilopedia
* Era category for Civilopedia - atlas
* Added rate limit handling to dropbox
+ some refactor to make the whole file one object
* Added error messages on rate limit reached
+ refactored some popup code to reduce repetition
* Fixed merge error
* Made variables private
* Fixed file upload not working
because of missing override flag for dropbox
* Stop multiplayer refresher if rate limit reached
* Fixed typo
* Various code changes/fixes
- ErrorResponse var name has to be `error` because that's how DropBox's json property is named
- Change FileStorageRateLimitReached exception to store the seconds remaining as its own property instead of in the message
- Use toIntOrNull to avoid setting defaults in two places
* Fixed missed exception message
Co-authored-by: Azzurite <azzurite@gmail.com>
* Create posh
* HexaRealm tile sprites upload (part 1)
* HexaRealm tile sprites upload (part2)
* HexaRealm tile sprites upload (part 3)
* Upload HexaRealm.json
Should have no problem in terms of most of the layering!
* Delete posh
* Delete bana.png
* vpn/proxy issues when creating new mp game
replaced redundant ping with opening a connection to dropbox to fix the proxy issue
* updated error message to include dropbox
* check multiplayerServer url if the user is playing on it
* use `https://content.dropboxapi.com` instead of `https://www.dropbox.com`
* fixed proxy issues on android
if connected to proxy but no internet access it will freeze for a couple seconds (until it finishes the for loop) but it works
* forgot to add the imports
* removed android sdk network check to fix proxy issues
* check for internet now separate from check for multiplayerServer
removed frunctions from PlatformSpecificHelpers__
* added improvements made by touhidurrr
* removed unused imports and replaced setter with property access syntax
Co-authored-by: Md. Touhidur Rahman <46617994+touhidurrr@users.noreply.github.com>
* Renamed tile.hasUnique, deprecated `Indestructable`, unique for citadels
Also refactored the consumption of (great) people out of UnitActions.
* Reworked when improvements can be build somewhere for more clarity
* Made resources improvable by multiple improvements; Offshore Platform
* Fix compatability
* WIP
* Fixed the tests, but better
* I suppose I might as well update this now that we're a version later
* Bump version and create initial changelog entry
* Update Filipino.properties (#6714)
* Update Filipino.properties
* Update Filipino.properties
* Update Filipino.properties
* Update Filipino.properties
* Update Filipino.properties
* Update Filipino.properties
* Update Romanian.properties (#6713)
* Fixed issue #6649 by checking for internet connection before starting the game if "online multiplayer" is selected
Many thanks to @SomeTroglodyte for most of the code and for explanations
* Revert "Fixed issue #6649 by checking for internet connection before starting the game if "online multiplayer" is selected"
This reverts commit bae7d7c07f.
* some translations
* merging with 4.0.13
* fixed a little error
* fixed github check error
* Update German translation (#6710)
* Update German translation
* Update German translation
* Update German translation
* Update Italian.properties (#6708)
* Update French.properties (#6697)
* Update French.properties
* Update French.properties to 4.0.13
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Shann Aurelle Ripalda <shannaurelleg@gmail.com>
Co-authored-by: alexban011 <alexban011@gmail.com>
Co-authored-by: MartinP <77325495+Mape6@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
* Fix Barbarian Camp Spawned notification not revealing the camp on the map in multiplayer
* Fix lastSeenImprovement not being cloned
* Use HashMapVector2 in BarbarianManager
* Fix value not having its class written out for proper deserializing
* Refactor: various code improvements
* Healing parity
Adjusted healing values for parity with CV
* New Demographics system for victory screen rankings
Added a new game setup checkbox option to use a ranking system on the victory screen which is more in line with the Civ V Demographics window. Created the UI element and game parameter but the demographics screen still needs to be implemented.
Also removed unnecessary comments from adjustments to healing values in a previous update.
* Demographics table init
Beginning to build structure of Demographics rankings table.
* Update VictoryScreen.kt
Attempt at getting more of the Demographics table implemented
* Update VictoryScreen.kt
Continued building the structure of the Demographics table
* Demographics first implementation
Finished first pass of Demographics screen.
* Minor text formatting
Improved some text formatting in code and comments.
* Update MapUnit.kt
Minor comment cleanup.
* SomeTroglodyte's Feedback, pt. 1
Implemented feedback given by SomeTroglodyte in PR #6645.
* Organized into functions
Split up Rankings table creation and Demographics table creation into new functions
* Update template.properties
Fixed missing space.
* Implementing more PR #6645 feedback
Added needed translation templates, used enum class instead of array for headers, moved checkbox to Options -> Display instead of new game
* Implemented rest of PR #6645 feedback
Simplified logic for finding player's rank, value, best/worst civ value, and filtered out defeated civs from the display and calculations
* Dead Civs get 0 in all categories
Added simple check if a civ is dead when computing score. If they are dead then they get 0 and go to the bottom of the scoreboard.
* Update VictoryScreen.kt
Further cleaned up code for better reuse and simpler logic with fewer loops.
* Update CivilizationInfo.kt
Simplified implementation of return 0 for stats when civ is defeated.
* Update CivilizationInfo.kt
Removed commented-out line of code.
* Fixed duplicate rank bug
Adjusted method of determining best and worst civs so that duplicates don't occur.
* Update VictoryScreen.kt
One-lined the handling of logic in buildDemographicsTable()
* Update VictoryScreen.kt
Moved static header row to new function.
* Implemented most easy things from comments on moddable victory PR
Also added religious victory condition
* Fixed tests
* Fixed compile problems & missing string
* Fixed typo