Titus Tscharntke
b8401bf208
Making it a bit random if standing or runnning units are attacked by Ultra/Mega CPUs
2012-05-30 21:53:41 +00:00
Titus Tscharntke
00b1bea1ac
CPU-Ultra and Mega attack standing units in attack range first now. Lets see if this is good ...
2012-05-30 20:35:27 +00:00
Mark Vejvoda
2d6cda1f6f
- more pathfinder tweaks to try improve performance
2012-05-09 23:56:14 +00:00
Mark Vejvoda
8c0bf75bf5
- got built in memory leak working. Just edit leak_dumper.h and uncomment:
...
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00
Mark Vejvoda
76c3fa1949
- fixed segfault when a unit is selected and they die (this is a long standing bug and not related to savegame)
2012-04-12 15:38:53 +00:00
Titus Tscharntke
0c16882d0a
fix for "The last wave"-problem in amazon(light) scenario
2012-03-31 20:02:49 +00:00
Titus Tscharntke
45ff24dbd7
new switch "count-kill-for-unit-upgrade" if a unit has set this switch to false , killing it does not count up the number of kills of the attacking unit.
2012-03-31 10:14:42 +00:00
Titus Tscharntke
d8ba2443cf
new switches "count-unit-death-in-stats", "count-unit-production-in-stats" and "count-unit-kill-in-stats" for unit.xml ( allows better "resource" production for example )
2012-03-30 23:38:05 +00:00
Mark Vejvoda
bf3fbf5e71
- ensure that new check for ignore resource morph does not result in an invalid command type pointer.
2012-03-27 20:13:08 +00:00
Mark Vejvoda
12fdf262da
- bugfix for passing commandtype
2012-03-27 19:53:43 +00:00
Mark Vejvoda
c0f3658faa
- bugfix for network scenarios to NOT close unconnected network slots before loading, they will turn into AI players (this is required because the scenario code may require those factions)
...
- added ability to morph and indicate the morph command should ignore resource costs, add this to the command type:
<ignore-resource-requirements value="true" />
2012-03-27 03:23:03 +00:00
Mark Vejvoda
a7e45eb354
- added the ability to record all game command to a replay file. To test saving / loading games from a replay file, add this to glestuser.ini:
...
SaveCommandsForReplay=true
2012-03-20 04:53:26 +00:00
Mark Vejvoda
4481151c5b
- check if unit is dead when loading game and do NOT set cell map for dead unit
2012-03-13 23:51:39 +00:00
Mark Vejvoda
917adc8c98
- bugfix for game save and load (string buffer was too small for one item)
2012-03-13 21:58:31 +00:00
Mark Vejvoda
5f95b08c17
- a ton more load game state now working (including commands)
2012-03-13 15:21:25 +00:00
Mark Vejvoda
c5331b7e8a
- initial work to save game state to XML. Current only saves when out of synch or game end occurs and saves to same folder as log files and file is called: megaglest-saved.xml
...
(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00
Mark Vejvoda
4ad42518c0
- updated for better handling of streflop on different platforms
...
- attempt for bugfix on windows when socket send buffer is continuously full
2012-02-10 06:21:06 +00:00
Mark Vejvoda
9852325da6
- fixed Martiño Figueroa's name in all copyrights in source code
...
- added copyrights to files that were missing it
2011-12-14 07:40:48 +00:00
Mark Vejvoda
609bc528d2
- fixed fog of war bug in map preview for connected client
...
- in headless mode keep three caches in case its related to out of synch
- comment out spurious irc console text
2011-12-03 01:19:54 +00:00
Mark Vejvoda
d33e1174a5
- bugfixes related to cppcheck report
...
- bugfixes found using valgrind (memory leaks)
2011-12-02 16:07:59 +00:00
Mark Vejvoda
f626ebbe45
- attempt to fix lua code to properly get unit's killer:
...
lastDeadUnitKillerName
lastDeadUnitKiller
2011-11-18 15:43:05 +00:00
Mark Vejvoda
2d367bd26e
- added new lua functions from Muwum:
...
new events:
unitAttacked
unitAttacking
methods:
lastAttackedUnitName()
lastAttackedUnit()
lastAttackingUnitName()
lastAttackingUnit()
giveKills(unit,amount)
2011-11-16 21:38:12 +00:00
Mark Vejvoda
b5d4867316
added one too many invalid position messages to console
2011-10-28 22:28:24 +00:00
Mark Vejvoda
9ffad02f8f
- bugfix for detecting if one unit is next to another
...
- now repair command does NOT require a move skill. If a move skill is not defined then the repairer must be beside the unit he will repair or they get an invalid position console message
2011-10-28 05:22:41 +00:00
Mark Vejvoda
b1ed59959e
- bugfix so player who dies and becomes an observer can hear sounds from other players units
2011-10-12 16:03:55 +00:00
Mark Vejvoda
f8da775fe0
- fixed issue raised by Ishmaru when unit is holding position and we run out of ep, re-queue another hold position command (unless the stop skill takes ep as well then it cancels)
2011-10-12 04:40:48 +00:00
Mark Vejvoda
9caff9dac3
- in headless mode avoid init of sdl's video surface so that we stay in console window (no graphics window shown)
2011-09-27 07:01:08 +00:00
Mark Vejvoda
9268e3f5a7
- attempt to fix tomreyns segfault bug (mutex protection around cache)
2011-09-24 22:17:48 +00:00
Mark Vejvoda
7d53df698a
- added new in-game popup menu and new ability to switch teams in game (turned off by default in advanced settings)
2011-09-21 06:51:28 +00:00
Titus Tscharntke
b8010a18af
bugfix, so dragons can morph above water
2011-09-06 23:12:05 +00:00
Mark Vejvoda
57afc2d715
- phase 2 of cppcheck verbose fixes
2011-09-01 01:11:23 +00:00
Mark Vejvoda
3af608151e
- bugfixes found from cppcheck
2011-08-31 19:44:19 +00:00
Mark Vejvoda
d99a8236ae
- added the ability to synch unit particles with model animation using start-time and end-time attributes
2011-08-27 06:52:17 +00:00
Titus Tscharntke
cc5dbd467e
maxUnitCount respected by spawn attack
2011-07-06 22:35:35 +00:00
Mark Vejvoda
82ccc21d5e
- fixed a bug discovered by Elimnator when units are repairing another unit and the other unit morphs need to check of the repairers can still repair the newly morphed unit and if not stop repair
2011-06-30 04:45:17 +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
Titus Tscharntke
149e5b15b0
Changes from 2367 without formatting mess
2011-06-23 23:30:49 +00:00
Titus Tscharntke
59136a3d95
revert code formatting mess to same as revision 2366. Change from 2367 will come without this mess with next checkin
2011-06-23 23:28:39 +00:00
Titus Tscharntke
e58ddd35b4
fixes build bug reported in forum/ adds some better mega-cpu behaviour / fixed some bugs ( I hopefully did not added new ones :-D )
2011-06-20 23:51:13 +00:00
Mark Vejvoda
6b14c21446
- missed some things in last bugfix
2011-06-09 21:50:54 +00:00
Mark Vejvoda
c9518d727a
- bugfix for attacking logic to always listen to what you tell it (commented out recently added logic)
...
- bugfix for building units and unit is too far away
2011-06-09 21:38:04 +00:00
Mark Vejvoda
95755ad832
- update new version # 3.5.3 (possible bugfix release)
...
- updated some pathfinder settings to see if performance and reaction to attacking is better
2011-06-02 07:09:19 +00:00
Mark Vejvoda
e4f0e8bfbf
- step #1 towards a working make install via cmake
2011-05-03 18:25:35 +00:00
Mark Vejvoda
cd4ef0eaf7
- proper binary path extraction on all platforms and glest.ini by default can run from search path and will try to find stuff it needs in the real binary path
...
- fixed error message for untis missing be_built
- fixed mg.ini for html tool and updated perl script
2011-05-03 11:15:15 +00:00
Mark Vejvoda
5d1f75ebe6
- bugfix for enemy cell segfault for AI players
2011-05-01 15:22:58 +00:00
Mark Vejvoda
070b8b76e6
- more AI enhancements to better handle repair and build positions
2011-05-01 07:24:37 +00:00
Mark Vejvoda
16ea7881ab
- no longer allow killing self or team to update your skill levels
2011-04-20 16:46:47 +00:00
Mark Vejvoda
e5fa7d45c3
- bugfix to show the right harvested resource when switching to another resource (based on silnarm's pointer in the forums)
2011-04-17 05:29:25 +00:00
Mark Vejvoda
0fce64897e
- added a few more things to end game stats as requested by ultifd
...
(now we can tell the difference between killed units and killed enemy units and final score is based on killed enemy units not all killed units)
2011-04-05 06:32:23 +00:00
Mark Vejvoda
cd952fcda0
- updated world synch debug calls to only log outside of faction pre-calculated pathfinding
2011-04-03 02:42:45 +00:00
Titus Tscharntke
4719686440
enemy targeting changed a bit again
2011-03-29 22:12:55 +00:00
Mark Vejvoda
2c2b629cf9
- revert to old harvest selection
2011-03-29 19:01:15 +00:00
Mark Vejvoda
c58f338d1b
- clear pathfinder precache for units when they die to free memory sooner
2011-03-29 10:01:01 +00:00
Mark Vejvoda
614d0c25db
- attempt to improve harvesting a bit
2011-03-29 04:57:36 +00:00
Mark Vejvoda
b6e9a7aca5
- attempt to correct units that harvest a resource far away when they could take a better approach and harvest the resource closer. (needs testing)
2011-03-29 01:45:10 +00:00
Mark Vejvoda
1fc330ace3
- bugfix (And removal) for stop command and animation stopping when upgrading
2011-03-28 23:47:22 +00:00
Mark Vejvoda
3ed636aae2
- fixes for some threading shutdown bugs
...
- We now display when a screenshot is taken in game showing an ingame console message
- Updated AI to attack closest attackers
- Updated found enemy to be closest attacker
2011-03-28 21:04:47 +00:00
Mark Vejvoda
3b56aa4475
- performance changes... (problem found by titi) most debug calls line are skipped when the debug flag is disabled even BEFORE getting into the handledebug method.
...
This improves performance VERY MUCH.
2011-03-28 03:54:23 +00:00
Mark Vejvoda
68f1ec06b5
- fix for harvesting workers to reset to original harvest location each time they deliver resources
2011-03-25 20:51:14 +00:00
Mark Vejvoda
47a81f8b44
- performance improvements for units using the stop command when units are idle
2011-03-24 21:55:39 +00:00
Mark Vejvoda
ffe957c9a6
- added a way to disable water sounds: DisableWaterSounds=true
2011-03-23 04:41:38 +00:00
Mark Vejvoda
6f523bb96a
- small bit of code cleanup in unit_updater
...
- added alarmcount to debug view
2011-03-23 02:45:42 +00:00
Mark Vejvoda
41fc6f661e
- rollback last change for testing
2011-03-23 01:17:38 +00:00
Mark Vejvoda
8a9505e1e8
- added conditional check to only issue a stop command to units if they are not already stopped
...
- memory cleanup on unit errors
- mutex for checksum class
2011-03-23 00:49:21 +00:00
Mark Vejvoda
505abbd1ec
- observers now hear sounds from units of all team units in visible quad
2011-03-18 21:23:34 +00:00
Mark Vejvoda
07f56669b7
- attempt to see if threaded pathfinding will work and if it improves performance
2011-03-18 03:53:06 +00:00
Titus Tscharntke
6b31149754
Revert last change because this is not done now and I accidently checked it in.
2011-03-17 00:43:46 +00:00
Titus Tscharntke
c54174061f
particles have more switches: day/night visibility , alternating value , radiusBasedStartenergy ( can be disabled now! )
2011-03-13 23:16:07 +00:00
Mark Vejvoda
77fb1b6d15
- bugfix for building units at edges of maps
2011-02-22 23:59:21 +00:00
Mark Vejvoda
8d8ed75990
- bugfix for building units at edges of maps
2011-02-22 22:25:03 +00:00
Mark Vejvoda
bd29260fef
- Does this fix choppy network play? Please test and let me know
2011-02-21 01:34:31 +00:00
Mark Vejvoda
7a5de218b7
- chasing down out of synch
2011-02-16 04:43:27 +00:00
Mark Vejvoda
a0cfe3fa08
- a few changes and now seems to compile in VC++ 2010 (still need to checkin project files)
2011-02-15 23:53:48 +00:00
Mark Vejvoda
2357e2cfd1
- Titi, fixed the remove object so its done in the Object destructor (using an interface)
2011-02-15 04:34:19 +00:00
Titus Tscharntke
a214fa87f5
clickable resources with display ; softcoder please look at unit_updater.cpp line 1032
2011-02-13 21:04:30 +00:00
Titus Tscharntke
62a2b7cc94
bugfix for target selection
2011-02-13 16:46:32 +00:00
Mark Vejvoda
91a56e7805
- another segfault bugfix for spawned attacks
2011-02-12 21:47:31 +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
Mark Vejvoda
2d76d348c7
- bugfix to put priority on attacking units first
2011-02-10 22:54:49 +00:00
Titus Tscharntke
e856d5e4f0
MuwuMs changes ( spawn attack and more )
2011-02-06 18:33:49 +00:00
Titus Tscharntke
d7a65ed18e
fix for updateAttackStopped and command queuing;
...
switching tilesets react with delay like switching maps;
new/updated maps;
reverted egypt mining slave model;
many loading screens for scenarios
2011-01-30 23:01:55 +00:00
Mark Vejvoda
ab7cf4d22b
- a cup of tea for m0llemeister (bugfix for observers to see attack particles)
2011-01-27 22:10:44 +00:00
Mark Vejvoda
60b58eb44c
- bugfix for multi-build segfault under special conditions (discovered today)
2011-01-20 07:56:02 +00:00
Mark Vejvoda
c51eb0a3c4
- attempt to cleanup some debug logging to see if it helps restore normal performance
2011-01-17 16:31:25 +00:00
Mark Vejvoda
3dac5df814
- wacky vc++ compile bugfix, code was changed in other header files and now std::max fails!
2011-01-15 00:29:25 +00:00
Mark Vejvoda
b778098d13
- bugfix for multi-build discovered during testing (left a break statement when shouldn't have)
2011-01-11 05:18:53 +00:00
Mark Vejvoda
d301f5873d
- bugfix for multi-build bug found by tomreyn (looks like an infinite loop)
2011-01-10 15:31:40 +00:00
Mark Vejvoda
7347dc9545
- bugfix for multi-build queued commands
2011-01-08 21:53:05 +00:00
Titus Tscharntke
d09d29f520
new default settings for ultra/easy/mega ; dansk.lng up to date ; code cleanup
2011-01-02 12:18:14 +00:00
Titus Tscharntke
41899507a9
better performance for attack warnings ( old code is just commented, will be removed after testing in multiplayer )
2010-12-29 18:23:54 +00:00
Mark Vejvoda
89a6ae3fe4
- updated win32 vc++ files to compile with new ftp server / client
2010-12-29 16:28:46 +00:00
Mark Vejvoda
81783e3f1b
- bugfix for multi-build, now units look for best cell to build but ALSO that the cell is not occupied by another unit
2010-12-26 04:38:03 +00:00
Titus Tscharntke
a3e0ae890b
removed unnecessary alarm checks
2010-12-24 10:03:17 +00:00
Titus Tscharntke
cfba817280
dansk language; fix for fog of war off; command queuing works a bit better ( especially when attacking );
2010-12-23 10:44:11 +00:00
Titus Tscharntke
df583854c3
only attack warnigs for local players teammates, not for every fight out there! ;-)
2010-12-21 23:15:29 +00:00
Titus Tscharntke
43eb95f1b4
italien translation; Multiattack warnings ( with setting AttackWarnRange )
2010-12-21 15:55:37 +00:00
Titus Tscharntke
45a3601286
you can attack teammates again; fix for attack queuing, units don't walk to dead bodies if next attack command is in queue ;
2010-12-20 20:01:14 +00:00
Titus Tscharntke
fa952efaf9
next try
2010-12-19 23:58:16 +00:00
Titus Tscharntke
39eefa1e67
trying to fix problems with false attack alarms ...
2010-12-19 23:31:11 +00:00
Titus Tscharntke
5ea9cd092a
visual attack alert
2010-12-19 22:33:08 +00:00
Titus Tscharntke
886bd3b37e
alarmsound when enemy units are seen ( will be improved soon )
2010-12-18 20:17:41 +00:00
Mark Vejvoda
15aab7a581
- some intial changes to support cross-compilation under mingw
2010-12-04 23:19:43 +00:00
Mark Vejvoda
8deec8d518
- changed debug world synch formatting so on xplatform we don't have issues with filename and other header tag items
2010-12-01 23:38:03 +00:00
Titus Tscharntke
42ebe42155
new tileset fernland
...
removed annoying debug of resource multiplier
fixed resource multiplier display in connected menu
2010-12-01 21:18:29 +00:00
Mark Vejvoda
b02da7d1e0
- finally found and fixed out of synch related to AI.
...
- added ability to log all unit activity to world synch logfiles so we can diff game info from different network clients
2010-11-30 23:32:39 +00:00
Mark Vejvoda
ca2408073e
- disabled more caching to determine if any of these caches cause out of synch
2010-11-28 03:35:44 +00:00
Titus Tscharntke
ede8977aff
switched resourcemultiplier to int (using the index now) and added some debug output for testing.
2010-11-25 22:45:08 +00:00
Mark Vejvoda
cc4f268988
- some additional AI caching for improved performance
2010-11-11 08:02:50 +00:00
Titus Tscharntke
99c70d301a
resource multiplier only for cpu players.
...
new resource multiplier defaults for cpu player
resource multiplier only active in advaced options
scenarios can use a new attribute resource_multiplier to setup games
2010-11-11 01:24:48 +00:00
Titus Tscharntke
c3b96ec722
mega/ultra cpu still used its old multiplier ... fixed
2010-11-09 22:51:19 +00:00
Mark Vejvoda
d89953ee96
- improved performance and bug fixes.
2010-11-09 09:06:52 +00:00
Titus Tscharntke
2440d475b3
beginning of new resource multiplier. Still work in progress but hopefully ready to test some things.
2010-11-08 23:15:50 +00:00
Mark Vejvoda
9d9fa0deeb
- improved performance for when the AI decides which resource is closest.
2010-11-07 03:27:06 +00:00
Mark Vejvoda
dfedf2259b
- numerous bugfixes to building an d repairing units.
...
- added new unit cell property called allowEmpty to allow units to build other units with cellmaps that have all 0's (since you can produce these types of units anyways)
2010-10-30 08:54:00 +00:00
Mark Vejvoda
c47b6c676c
- attempt to further improve pathfinder performance when MANY units are on the map
2010-10-26 06:43:42 +00:00
Mark Vejvoda
112bfd4445
- commented out debug code
2010-10-24 02:16:44 +00:00
Mark Vejvoda
b869552cad
- a little bit of fine tuning the new unit harvesting logic, now units are more intelligent about how they harvest (both AI and Human players)
2010-10-22 04:48:24 +00:00
Mark Vejvoda
ae367fb252
- updated to units harvesting so they try to harvest different resources when blocked if other resources are close by.
2010-10-21 19:26:14 +00:00
Mark Vejvoda
93e56df3d6
- fixed some misc code bugs (incorrect assignment) and cleaned up some compiler warnings
2010-10-21 01:07:11 +00:00
Mark Vejvoda
bc7ba297fd
- more tweaking for units harvesting, this hopefully cleans up segfaults and makes things more stable.
2010-10-20 20:40:29 +00:00
Mark Vejvoda
6104dedc76
- added a resource harvest success cache for stuck units to look at when they cannot harvest.
2010-10-20 07:28:27 +00:00
Mark Vejvoda
ddb4c42bf5
- added some guard conditions to avoid segfault when resources are harvested quickly
2010-10-19 22:47:45 +00:00
Mark Vejvoda
913df7ec3b
- added more cached information to help deal with units getting stuck while harvesting. Trying to keep them busy instead of standing around.
2010-10-19 22:26:49 +00:00
Mark Vejvoda
dda594cf33
- a slight change in dealing with units getting stuck while harvesting. Trying to keep them busy instead of standing around.
2010-10-19 16:54:48 +00:00
Mark Vejvoda
3d4ccb460c
- added a little extra logic for units when pathfinding. We keep temporary lists of bad cells of harvest resources where a unit simply cannot get to. This is kept for small periods of time and then the bad cell list is purged when data gets old. This tremendously helps units to be more active when getting stuck in challenging places on maps.
2010-10-17 08:50:27 +00:00
Mark Vejvoda
c300905d70
- a better attempt to fix the issue with multi-build where the repairers stop repairing
2010-09-28 19:52:31 +00:00
Mark Vejvoda
c3fc45995c
- an attempt to fix the issue with multi-build where the repairers stop repairing
2010-09-28 15:22:04 +00:00
Mark Vejvoda
d806e7f9ff
- a few more performance optimizations and logging changes
2010-09-09 05:42:19 +00:00
Mark Vejvoda
aca497781c
- attempt to correct final issue with multi-build
2010-09-06 05:34:55 +00:00
Mark Vejvoda
8b681e1cb9
- more bugfixes for multi-build. Added extra check for repairer / builder swap so that old builder who became a repairer will not try to start building when another unit already took over.
2010-09-02 05:38:49 +00:00
Mark Vejvoda
d6d1fe2add
- bugfixes for multi-build. Now the other units are checked that they can not only build but repair too. Also those who repair now try to approach from the best angle as well as the builder.
2010-09-01 04:19:20 +00:00
Mark Vejvoda
ca49e0ba68
- attempt to fix multi-build
2010-08-31 23:14:15 +00:00
Mark Vejvoda
e32eb9c162
- modified command object to support special states which flow through network play as well. This allows for better handling of multi-unit build and allows for better future expanding of command processing.
2010-08-30 20:45:12 +00:00
Mark Vejvoda
f16bb3f28b
- some bugfixes for new LUA features
2010-08-29 06:30:41 +00:00
Mark Vejvoda
4bc00cbf73
- added new calculation method when building units, builder units use best approach to build it instead of top left.
2010-08-28 03:43:14 +00:00
Mark Vejvoda
2ea8b69e22
- first attempt at allowing multiple units to build at the same time
2010-08-28 01:46:26 +00:00
Mark Vejvoda
014165de69
- explicitly clear the cache.
2010-08-25 16:01:24 +00:00
Mark Vejvoda
49978632c4
- removed one lookup key from new cache as it was not required
2010-08-25 15:55:17 +00:00
Mark Vejvoda
855443d98f
- added a lookup cache for unit updater's frequently called unitOnRange logic
2010-08-25 07:29:35 +00:00
Titus Tscharntke
401a39c3e1
harvesting units of size>1 should work better ( testing is still needed for this! )
2010-08-22 22:30:17 +00:00
Mark Vejvoda
2605e1c4d7
- added proper constructor to init pointers to NULL in case or early game load problems to avoid a crash
2010-07-30 01:19:31 +00:00
Mark Vejvoda
ff586afd0d
- some final updates to get the new pathfinder working after adding multi-pathing support
2010-07-21 22:05:50 +00:00
Mark Vejvoda
77ee50b681
- some code cleanup related to supporting multiple path finders
2010-07-21 20:40:11 +00:00
Mark Vejvoda
bca03b0c0c
- initial changes to support multiple path finders
2010-07-21 18:21:40 +00:00
James McCulloch
8579dbb36e
* fix for resource depletion updates to AnnotatedMap and Resource GoalMaps (cell to tile co-ord problem)
2010-07-17 05:13:34 +00:00
Mark Vejvoda
206170bc76
- attempted some speed improvements for unit lookup as well as exploreCells
2010-07-14 06:59:55 +00:00
James McCulloch
5f16b486d7
* fix for build command (problems with some cellmaps)
...
* fix for repair command (problems if top-left cell of repairee is blocked)
2010-07-14 06:54:43 +00:00
James McCulloch
f18061a7ee
fix build-site and store adjacency maps for potential building rotation
...
fix potential annotated map update problem with morphing to a smaller UnitType
2010-07-13 11:05:35 +00:00
James McCulloch
8387ed29dc
* wired up RoutePlanner/Cartographer
...
* added DebugRenderer (mostly dysfunctional)
* add lots of OutputDebug calls for the path finder, as macro PF_TRACE
2010-07-13 05:33:43 +00:00
James McCulloch
bdd4f306f4
* added GAE path finder (SearchEngine and friends)
...
* some small changes to Unit, UnitType, Vec2<> & Map needed for the new path finder
* compiles, but not hooked up yet, old PathFinder still in use
2010-07-11 18:31:02 +00:00