Titus Tscharntke
e856d5e4f0
MuwuMs changes ( spawn attack and more )
2011-02-06 18:33:49 +00:00
Mark Vejvoda
1a3545f8ab
- cleaned up compiler warnings in g3d viewer
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- added a bunch of new lua commands for 'da boys' to be documented after being fully tested.
2011-01-29 12:42:18 +00:00
Mark Vejvoda
23135b5bab
- when units get congested now we try to randomly pick different approaches to find resources
2011-01-28 07:17:32 +00:00
Mark Vejvoda
66261ad662
- updated line endings to unix style characters to fix Bug #3085838
2011-01-20 15:56:30 +00:00
Mark Vejvoda
c54e6dbf5d
- a little bit of plumbing for VBO's for static models (currently disabled via # define)
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- small small speed improvement when calculating interpolations
2011-01-18 07:52:06 +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
a7ca23d18e
- speed improvement for anti-hack checking
2011-01-15 04:13:15 +00:00
Mark Vejvoda
2ab82c9271
- added some basic protection against memory hacking tools
2011-01-14 23:51:15 +00:00
Mark Vejvoda
ccaaf5ab35
- simple attempt to avoid one small type of cheating related to resource values (please test this tomreyn)
2011-01-14 21:16:43 +00:00
Mark Vejvoda
9b275a5077
- added guard against NULL commandtype clicking in icon panel (discovered during testing)
2011-01-10 06:43:47 +00:00
Mark Vejvoda
7347dc9545
- bugfix for multi-build queued commands
2011-01-08 21:53:05 +00:00
Mark Vejvoda
ec467b6ac4
- bugfix, when a unit morphs we now add to stored resource count if the unit is of that type (used to only work when building, now works during a morph)
2011-01-07 05:15:39 +00:00
Mark Vejvoda
896b1c308c
- added a backtrace for gcc compiled binary when we get a runtime error.
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- added more out of synch checks and better error handling
2011-01-02 00:39:13 +00:00
Mark Vejvoda
335749a15e
- updated hp regeneration method to look for negative hp regen values and if health ticks below 0 the unit dies
2010-12-28 02:17:44 +00:00
Mark Vejvoda
409c15d3f0
- more tweaking of threaded logging as well as removal of world synch logging items that are not needed
2010-12-26 01:13:04 +00:00
Mark Vejvoda
03eaa2c033
numerous important bugfixes:
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- observers and end game fog of war enable would most likely cause out of synch, I think its fixed now
- better handling of threaded logging
- cleanup of socket thread processing to ensure all network packets get processed properly and in order
2010-12-24 08:43:09 +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
Mark Vejvoda
045c2f95e8
- added new commandline options to tell the game where to look for data, ini's and where to write logs
2010-12-09 20:41:11 +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
Mark Vejvoda
c55855c6f2
- bugfix for stack overflow
2010-12-01 00:05:33 +00:00
Mark Vejvoda
b02da7d1e0
- finally found and fixed out of synch related to AI.
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- 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
33aac9f2ae
- added useful debug info for world synch debugging (unit path and faction info)
2010-11-28 03:46:28 +00:00
Mark Vejvoda
664b2b1b7d
- disabled another cache in pathfinder trying to hunt down xplatform out of synch
2010-11-28 00:07:08 +00:00
Mark Vejvoda
81d755cc83
- disabled a cache (cacheUnitCommandClassList) as we suspect this may cause crashes and is unstable
2010-11-26 00:09:54 +00:00
Mark Vejvoda
c1529fd8dc
- added validation for unit's to ensure they still have the cached commandclass
2010-11-16 23:32:15 +00:00
Mark Vejvoda
cc4f268988
- some additional AI caching for improved performance
2010-11-11 08:02:50 +00:00
Mark Vejvoda
d89953ee96
- improved performance and bug fixes.
2010-11-09 09:06:52 +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
ca9cbc6e75
- removed some debugging that created very large debug files and improved performance a little bit
2010-11-07 02:37:00 +00:00
Mark Vejvoda
9978cbeff5
- added some initial work to support FBO (frame buffer objects)
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- added many NULL check guards throughout the code
- added a safe mutex around ptr access of background thread on custom menu
2010-11-01 16:44:05 +00:00
Mark Vejvoda
dfedf2259b
- numerous bugfixes to building an d repairing units.
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- 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
dec9dfe653
- added new attribute for tileset objects named "height". Air units will try to fly above the height of units and objects now (up to a max of terrain height + 15)
2010-10-30 04:05:48 +00:00
Mark Vejvoda
5cf0313c5a
- bugfix for cancel icon displaying when unit has only the 'stop' command active
2010-10-28 18:31:12 +00:00
Mark Vejvoda
de3a92081d
- a bunch of in progress work related to texture compression and more timely texture memory management cleanup. For now to test texture compression use the following ini setting: EnableTextureCompression=true
2010-10-28 00:51:25 +00:00
Mark Vejvoda
43670f76c9
- bugfix for invalid map co-ordinates when looking for resources
2010-10-26 15:25:38 +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
8bbbe403ad
- more performance improvements for resource cache logic (try to avoid repetitive caching logic when it was already done once)
2010-10-25 22:02:36 +00:00
Mark Vejvoda
117521a8d4
- disabled the recently introduced pathfinding cache as its too slow and not sure that it really does any good. This should help performance to be better.
2010-10-24 06:53:30 +00:00
Mark Vejvoda
7cb1d6a5b1
- some performance improvements with the new cached resource data
2010-10-24 01:49:25 +00:00
Mark Vejvoda
e53e6b49a9
- bugfix for multiple consumable resources applying incorrectly during the update interval. (thanks silnarm)
2010-10-22 22:52:37 +00:00
Mark Vejvoda
b72124a89a
- bugfix for segfault (using wrong index variables again). This time I understand what to change and what not to change :)
2010-10-22 17:29:23 +00:00
Mark Vejvoda
cf5164d5ce
- bugfix for consumable resources. Now we get the total usage value BEFORE applying the consequences (thanks for finding this Zoythrus)
2010-10-22 04:16:11 +00:00
Mark Vejvoda
178809ada3
- changed resource faction cache to a map for better performance
2010-10-21 21:53:08 +00:00
Mark Vejvoda
07fe6a2196
- added to the faction resource cache pool for even better AI discovery of resources
2010-10-21 20:31:09 +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
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
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
7564635643
- added initial code for switching dropped network players to AI (currently hard coded to normal CPU)
2010-10-18 23:09:43 +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