Mark Vejvoda
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871b6c4a6e
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- removed deprecated 'fast' pathfinder that wasn't fast enough and is not going to be used
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2012-09-22 21:05:06 +00:00 |
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Mark Vejvoda
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dc270fbbaa
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- rollback the last pathfinder change its no good
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2012-05-12 00:50:15 +00:00 |
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Mark Vejvoda
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ef39f93457
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- try to speed up water rendering a bit, but especially pathfinder
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2012-05-12 00:01:05 +00:00 |
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Mark Vejvoda
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f79222defa
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- more pathfinder in progress changes, nothing to test yet
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2012-05-05 04:38:49 +00:00 |
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Mark Vejvoda
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3ff0796bec
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- some in progress pathfinder work
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2012-05-04 21:03:52 +00:00 |
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Mark Vejvoda
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771ff91c1c
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- added a new pathfinder to test to see if it performs better than the old one
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2012-05-04 14:57:59 +00:00 |
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Mark Vejvoda
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2c8b1739e5
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- removed printf's as they slowed down pathfinding
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2012-05-01 05:12:38 +00:00 |
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Mark Vejvoda
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624237ed47
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- attempt to tweak the pathfinder a bit for performance when units are consistently having a hard time pathfinding we scale back their max cell count used in pathfinding until they have better success in pathfinding
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2012-04-29 04:45:51 +00:00 |
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Mark Vejvoda
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b8fb60b325
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- speed up the pathfinder a bit
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2012-04-21 03:42:25 +00:00 |
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Mark Vejvoda
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dbb116f250
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- load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010)
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2012-04-20 01:04:05 +00:00 |
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Mark Vejvoda
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6e7d4aeec5
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- speed up some heavily used functions
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2012-04-17 07:51:45 +00:00 |
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Mark Vejvoda
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7f0b439d5d
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- some initial work for pathfinder changes (nothing enabled yet)
- added savegame info for network games to start thinking about how to allow players to reconnect to a network game.
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2012-04-13 20:20:40 +00:00 |
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Mark Vejvoda
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2f885406e0
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- added logic to delay AI player from path finding more than 10 units per frame (we make him think he is blocked and he will retry another frame)
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2012-03-31 19:50:45 +00:00 |
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Mark Vejvoda
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5f95b08c17
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- a ton more load game state now working (including commands)
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2012-03-13 15:21:25 +00:00 |
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Mark Vejvoda
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c5331b7e8a
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- 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)
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2012-03-10 03:27:25 +00:00 |
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Mark Vejvoda
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9852325da6
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- fixed Martiño Figueroa's name in all copyrights in source code
- added copyrights to files that were missing it
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2011-12-14 07:40:48 +00:00 |
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Mark Vejvoda
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66f44ff7c4
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- more cleanup from cppcheck (using eclipse plugin now)
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2011-12-02 17:46:02 +00:00 |
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Mark Vejvoda
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d33e1174a5
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- bugfixes related to cppcheck report
- bugfixes found using valgrind (memory leaks)
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2011-12-02 16:07:59 +00:00 |
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Mark Vejvoda
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6aa079390d
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- try to avoid a hang when multiple runtime errors occur at the same time.
- attempt at small speed boost in pathfinder
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2011-10-05 21:46:41 +00:00 |
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Mark Vejvoda
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048f97e698
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- initial attempt to add jump point symetry to astar pathfinding (please test)
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2011-09-26 23:55:18 +00:00 |
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Mark Vejvoda
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d0d31e4bfe
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- updated pathfinder to randomize better the pathfinder refresh rate in an attempt to have better performance when we have lots of units
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2011-06-24 19:40:47 +00:00 |
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Mark Vejvoda
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47ef05ceed
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- attempt to improve pathfinder performance and lengthen max nodes to 900
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2011-04-26 21:51:18 +00:00 |
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Mark Vejvoda
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06fb3decda
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- added some code for possible future use to improve pathfinder (not for this release) so disabled right now
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2011-04-14 02:51:13 +00:00 |
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Mark Vejvoda
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c58f338d1b
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- clear pathfinder precache for units when they die to free memory sooner
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2011-03-29 10:01:01 +00:00 |
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Mark Vejvoda
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07f56669b7
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- attempt to see if threaded pathfinding will work and if it improves performance
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2011-03-18 03:53:06 +00:00 |
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Mark Vejvoda
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16c7316887
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- initial attempt to enable pathfinder caching (think it might work now). Please test
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2011-02-23 07:03:38 +00:00 |
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Mark Vejvoda
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69a7f8f1d6
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- hopefully stabilized pathfinder for network play so we won't get out of synch
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2011-02-16 19:44:12 +00:00 |
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Mark Vejvoda
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737f95e5dd
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- for testing made max pathfinder nodecount configurable
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2011-02-13 03:31:05 +00:00 |
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Mark Vejvoda
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6ec92f2127
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- attempt to add more randomness to pathfinding and faster AI decsions
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2011-02-04 06:34:32 +00:00 |
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Mark Vejvoda
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23135b5bab
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- when units get congested now we try to randomly pick different approaches to find resources
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2011-01-28 07:17:32 +00:00 |
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Mark Vejvoda
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66261ad662
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- updated line endings to unix style characters to fix Bug #3085838
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2011-01-20 15:56:30 +00:00 |
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Mark Vejvoda
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b02da7d1e0
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- 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
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2010-11-30 23:32:39 +00:00 |
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Mark Vejvoda
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d89953ee96
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- improved performance and bug fixes.
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2010-11-09 09:06:52 +00:00 |
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Mark Vejvoda
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c47b6c676c
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- attempt to further improve pathfinder performance when MANY units are on the map
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2010-10-26 06:43:42 +00:00 |
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Mark Vejvoda
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dda594cf33
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- a slight change in dealing with units getting stuck while harvesting. Trying to keep them busy instead of standing around.
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2010-10-19 16:54:48 +00:00 |
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Mark Vejvoda
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182f2cd20d
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- bugfixes to AI where workers harvesting think they have arrived but really did not.
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2010-10-19 04:38:55 +00:00 |
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Mark Vejvoda
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958184e018
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- more memory cleanup
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2010-09-07 21:01:22 +00:00 |
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Mark Vejvoda
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ab44c83168
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- added leak_dumper header all over the place (not yet functional in linux)
- Bugfix for particle cleanup
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2010-09-07 05:25:40 +00:00 |
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Mark Vejvoda
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74b6fc8139
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- some code cleanup related to supporting multiple path finders
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2010-07-21 19:17:45 +00:00 |
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Mark Vejvoda
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bca03b0c0c
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- initial changes to support multiple path finders
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2010-07-21 18:21:40 +00:00 |
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Mark Vejvoda
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43c3f2457e
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Code Restructuring to make mega-glest more standard
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2010-03-12 05:20:53 +00:00 |
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Titus Tscharntke
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0ce9b5fcac
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initial version ( megaglest 3.2.3-beta3 )
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2010-01-22 01:45:58 +00:00 |
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