Commit Graph

236 Commits

Author SHA1 Message Date
Mark Vejvoda ff58a868b3 - attempt to bugfix windows using proper printf syntax for data types 2012-11-10 06:37:23 +00:00
Mark Vejvoda 28d65e8d55 - cleanup from last checkin (corrections) 2012-10-26 03:08:40 +00:00
Mark Vejvoda 011e0263b0 - lots more code cleanup, using safe buffer size code to avoid buffer overflows 2012-10-19 01:31:20 +00:00
Mark Vejvoda 5e42c6dc03 - loads of code cleanup based on verbose output from the latest git version of cppcheck 2012-10-06 07:06:40 +00:00
Titus Tscharntke 3db7d017e3 removed camera stuff from unit and the camera following a unit is much more smooth now. ( Not finished, work in progress ) 2012-09-26 00:15:37 +00:00
Mark Vejvoda 9e75b9144c - removed cell marker from popup menu and moved to hotkeys (f2 add f3 remove)
- added a new experiemntal feature called 'follow unit'. select 1 unit then press f4 and when the unit moves the camera tries to look from the units perspective. To turn this off select no unit and press f4.
2012-09-24 17:13:27 +00:00
Mark Vejvoda 8e88b36723 - removed pathfinder from GAE and all references 2012-09-22 21:39:13 +00:00
Mark Vejvoda 1c211e4ce6 - lots of code cleanup from the cppcheck 2012-09-22 20:13:57 +00:00
Titus Tscharntke 5b6ffbd361 again new morphing feature: better way to handle the blocked places for morphing units 2012-09-21 23:45:59 +00:00
Titus Tscharntke 00c9a4c15c hopefully last bugfix for new reserved morph space feature. 2012-09-21 00:21:23 +00:00
Titus Tscharntke 4f19451a6a dying units did not clear their fields the way it was meant :) 2012-09-14 23:46:01 +00:00
Titus Tscharntke ed91a7c59b morph with blocking places works now. I still want to cleanup this after some discussion with softcoder ( some things marked with TT ) 2012-09-13 21:50:07 +00:00
Titus Tscharntke 75032c3287 reserve unit place while morphing. (first try) 2012-09-11 21:16:24 +00:00
Mark Vejvoda 0f5cb29919 - build silhouette now uses team colour and you see all team players building placement
- improve performance when rending cell markers
2012-06-22 13:30:15 +00:00
Mark Vejvoda acc2a5f9c9 - show light green with alpha silhouette of building when unit is moving to a location to build another unit 2012-06-22 04:58:44 +00:00
Mark Vejvoda 5458f7abb4 - units now use a random # from 10-20 cells to determine how often they refresh their path 2012-05-12 01:06:55 +00:00
Mark Vejvoda 3ff0796bec - some in progress pathfinder work 2012-05-04 21:03:52 +00:00
Mark Vejvoda 771ff91c1c - added a new pathfinder to test to see if it performs better than the old one 2012-05-04 14:57:59 +00:00
Mark Vejvoda 897346d1f5 - added the beginning work to support translatable techtrees 2012-05-02 20:46:47 +00:00
Mark Vejvoda 624237ed47 - 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 2012-04-29 04:45:51 +00:00
Mark Vejvoda b8fb60b325 - speed up the pathfinder a bit 2012-04-21 03:42:25 +00:00
Mark Vejvoda dbb116f250 - load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010) 2012-04-20 01:04:05 +00:00
Mark Vejvoda c8fdc9269f - fix win32 build
- cleanup a lot of win32 compiler warnings
2012-04-16 20:15:57 +00:00
Mark Vejvoda a37dc8a7b3 - fix headless server crash due to new call to setgama in headless mode
- a few code optimizations to start to improve performance
2012-04-16 06:14:10 +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 9aca26a0f0 - bugfix for unit selection segfault on game exit
- added thread hardening to try to ensure we never try to delete a thread more than once.
2012-04-12 20:43:19 +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
Mark Vejvoda 22f43f4267 - added new lua method for setting the direct position of a unit (can be used for teleporting):
setUnitPosition(int unitId, Vec2i pos)
2012-04-11 05:41:40 +00:00
Titus Tscharntke 6c12bfbec8 Improved resource object selection implementation which allows highlight effects now too.
Generally changed highlight effect to something more obvious
2012-04-04 00:30:16 +00:00
Mark Vejvoda 2f885406e0 - 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) 2012-03-31 19:50:45 +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 af5c38b4c4 - fixed save / load of fire particle when unit is burning 2012-03-30 03:20:33 +00:00
Mark Vejvoda 9286130138 - bugfixes and code cleanup found using cppcheck 2012-03-28 06:25:57 +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 98351fedba - bugfix when morphing, do a level check to see if the morphed unit should have its level updated based on current kills 2012-03-25 20:38:05 +00:00
Mark Vejvoda bc3cc07aba - corrected multiple model processing based on hp
- fixed cmake scripts (thanks Andrew Clarke)
- fixed streflop files to ignore softfloats if not used during build
2012-03-24 18:30:49 +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 b481fbcbb5 - proper save and restore for particles 2012-03-19 21:35:54 +00:00
Mark Vejvoda 6571281a48 - proper restore of meeting point 2012-03-17 22:08:04 +00:00
Mark Vejvoda 8d5de12d42 - added some particles to load game logic 2012-03-14 07:23:41 +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 d4ca1c36cb - fixed some particle issues 2012-03-13 23:18:09 +00:00
Mark Vejvoda aa93999dce - fixed map placement when loading untis from file 2012-03-13 22:55:11 +00:00
Mark Vejvoda d1a0eeca2e - check for null for particles 2012-03-13 22:37:47 +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 e3fde99359 - fixed gamma correction so it works now
- added more state when loading saved game
2012-03-13 01:34:14 +00:00
Mark Vejvoda 9271d7d7f6 - initial loading logic for loading of saved games.
- currently we always save the game during out of synch or on game quit.
- added a new commandline option to load the last saved game, this doesn't do much yet, just creates units in the map locations they were when the game was saved
./megaglest --load-saved-game
2012-03-12 23:08:22 +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