Commit Graph

24 Commits

Author SHA1 Message Date
Mark Vejvoda
db91ca6b9e allow attack boost to apply to self via attribute include-self="true" 2011-11-04 04:51:12 +00:00
Titus Tscharntke
c21f07ec7d "anim-hp-bound" is now called "anim-progress-bound" and available for produce/morph/upgrade skills too! Deprecated "anim-hp-bound" will be dropped VERY soon! 2011-07-07 23:02:46 +00:00
Titus Tscharntke
b8766a9388 somthing was missing in the header .... 2011-07-02 19:02:25 +00:00
Titus Tscharntke
a1ab98d4b9 new param <anim-hp-bound value="true"/> for BeBuilt skill to have the animation progress bound to the HP. / fixed a nullpointer exception related to particles 2011-07-02 16:07:04 +00:00
Mark Vejvoda
4013af9447 - for multiple animations added a new xml node to tell the engine to pick a random animation ONLY x number of times (so death animation is random but not changing when completed animating):
<animation-random-cycle-maxcount value="1" />
2011-06-25 21:40:27 +00:00
Mark Vejvoda
1700cbba2d - working implementation of particles for new attack-boost xml tag 2011-06-25 20:44:46 +00:00
Mark Vejvoda
14b6f195e6 - for multiple animations, now can specify a 'preferred' animation based on the units hp using:
<animation path="models/archer_standing.g3d" fromHp="0" toHp="10" />
2011-06-25 15:30:18 +00:00
Mark Vejvoda
c252402e71 - initial implementation of attack-boost logic (this is in progress code which is only triggered by new xml entries). Will explain later once tested. 2011-06-25 08:53:53 +00:00
Mark Vejvoda
5dda269151 - bugfix for multiple models per skilltype (let existing model finish animating before allow next random model to be selected)
- started work on a new feature called 'attack-boost' that should prove VERY INTERESTING once fully implemented (shhh its a secret)
2011-06-25 07:31:01 +00:00
Mark Vejvoda
e0860309c0 - added support for multiple animation models for each skill and display a them randomly during game play 2011-06-25 05:23:41 +00:00
Mark Vejvoda
e34e70a0c8 - added code to merge duplicate sounds used in a techtree 2011-05-06 07:47:31 +00:00
Mark Vejvoda
c258dc0822 - display which files contain the reference (the parents) to duplicate data in validation report 2011-05-05 20:18:38 +00:00
Mark Vejvoda
6492832c35 - added initial validation code to warn about duplicate data used in factions 2011-05-05 19:21:50 +00:00
Mark Vejvoda
bda831861a Stuff from pabs (debian games) round #1
- remove +x bit on many files that should not have it
- added gplv3 svg logo for completeness in svn
2011-05-03 07:58:59 +00:00
Mark Vejvoda
7d38aec84a - new commandline options to discover and optional delete unused files in techtrees 2011-03-15 15:30:28 +00:00
Mark Vejvoda
b5e4eb53d8 - added numerous guards around spawn code because we had a number of crashes from this code somehow tonight 2011-02-11 07:39:58 +00:00
Titus Tscharntke
e856d5e4f0 MuwuMs changes ( spawn attack and more ) 2011-02-06 18:33:49 +00:00
Mark Vejvoda
c54e6dbf5d - a little bit of plumbing for VBO's for static models (currently disabled via # define)
- small small speed improvement when calculating interpolations
2011-01-18 07:52:06 +00:00
Mark Vejvoda
ab44c83168 - added leak_dumper header all over the place (not yet functional in linux)
- Bugfix for particle cleanup
2010-09-07 05:25:40 +00:00
Mark Vejvoda
43c3f2457e Code Restructuring to make mega-glest more standard 2010-03-12 05:20:53 +00:00
Mark Vejvoda
7cb4f99ec4 Code Restructuring to make mega-glest more standard 2010-03-12 05:11:28 +00:00
Titus Tscharntke
daa9c94129 multiple particle systems for every skill 2010-02-21 13:56:17 +00:00
Titus Tscharntke
0550d06faf particles for te skills 2010-02-16 01:12:48 +00:00
Titus Tscharntke
0ce9b5fcac initial version ( megaglest 3.2.3-beta3 ) 2010-01-22 01:45:58 +00:00