Titus Tscharntke
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c99fb68f5b
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selecting mining positions (and by this mining itself ) should be much better now
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2011-03-29 21:44:36 +00:00 |
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Mark Vejvoda
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614d0c25db
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- attempt to improve harvesting a bit
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2011-03-29 04:57:36 +00:00 |
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Mark Vejvoda
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b6e9a7aca5
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- attempt to correct units that harvest a resource far away when they could take a better approach and harvest the resource closer. (needs testing)
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2011-03-29 01:45:10 +00:00 |
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Mark Vejvoda
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3b56aa4475
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- 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.
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2011-03-28 03:54:23 +00:00 |
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Mark Vejvoda
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0f6f5cfe21
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- rolled back last change as it makes things worse
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2011-03-25 20:17:14 +00:00 |
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Mark Vejvoda
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742cbaa1c7
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- attempt to ignore resource cache for human players to see if this fixes harvesting location problems for human players
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2011-03-25 20:07:27 +00:00 |
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Mark Vejvoda
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ab7dc1d007
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- more code cleanup from things found in valgrind
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2011-03-23 05:49:38 +00:00 |
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Mark Vejvoda
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39bf1b986e
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- added new commandline option to convert folders of g3d models to use specified texture format
- added new utility methods and changed code to use them (like adding trailing slash on paths)
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2011-03-13 08:23:43 +00:00 |
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Titus Tscharntke
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4874d31ddd
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hopefully fix for tileset particle related crash in windows; particles must be removed from objects before the particle manager is cleared
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2011-03-06 22:50:04 +00:00 |
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Mark Vejvoda
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bced200dd1
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- bugfix when bad values are in map file, game would freeze at game start due to endless loop
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2011-02-25 22:13:11 +00:00 |
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Titus Tscharntke
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922df8e025
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up to 36 units selectable; maps can set camera heigth now ( be careful with this for performance reasons! )
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2011-02-25 00:31:42 +00:00 |
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Titus Tscharntke
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25204e0084
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I just removed an unneeded check
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2011-02-24 20:14:12 +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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53e8d96092
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- removed printf
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2011-02-23 00:00:44 +00:00 |
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Mark Vejvoda
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77fb1b6d15
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- bugfix for building units at edges of maps
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2011-02-22 23:59:21 +00:00 |
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Mark Vejvoda
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8d8ed75990
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- bugfix for building units at edges of maps
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2011-02-22 22:25:03 +00:00 |
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Mark Vejvoda
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b2ae0f3b7b
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- reverted morph to original code to see if this fixes out of synch (from muwums original change)
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2011-02-20 00:04:57 +00:00 |
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Mark Vejvoda
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92ca6ba75d
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- attempt to see if this change corrects out of synch
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2011-02-19 22:36:59 +00:00 |
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Mark Vejvoda
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a0cfe3fa08
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- a few changes and now seems to compile in VC++ 2010 (still need to checkin project files)
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2011-02-15 23:53:48 +00:00 |
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Mark Vejvoda
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cc973f3427
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- bugfixes, some related to things pointed out by valgrind, some from opengl research and some for more stable operation
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2011-02-12 07:34:32 +00:00 |
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Mark Vejvoda
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34e95f5cd5
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- streflop was disabled (likely when we switched to cmake). Turn it on for now but we need to investigate more thoroughly if we really need this?
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2011-02-11 19:16:06 +00:00 |
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Mark Vejvoda
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b5e4eb53d8
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- added numerous guards around spawn code because we had a number of crashes from this code somehow tonight
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2011-02-11 07:39:58 +00:00 |
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Titus Tscharntke
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91abdd3ed4
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camera max height/ default are calculated based on the max height of a map
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2011-02-10 00:14:21 +00:00 |
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Titus Tscharntke
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e20162a3c4
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cleaned up the cliff coding; hopefully really no more flickering now
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2011-02-08 20:59:34 +00:00 |
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Titus Tscharntke
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e03b029bea
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Cliffs work and some map cleanup; ( !!currently old maps are broken in editor!! )
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2011-02-08 03:50:59 +00:00 |
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Titus Tscharntke
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e856d5e4f0
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MuwuMs changes ( spawn attack and more )
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2011-02-06 18:33:49 +00:00 |
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Titus Tscharntke
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f2caf186f9
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step1 for cliffs; enable manually in map.cpp in Map::smoothSurface(...) ; set minCliffHeightDifference to 3.0f
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2011-02-06 01:36:55 +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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c51eb0a3c4
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- attempt to cleanup some debug logging to see if it helps restore normal performance
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2011-01-17 16:31:25 +00:00 |
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Mark Vejvoda
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1c78fca0fb
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- Added tileset and map CRC check in the network lobby
- numerous bugfixes
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2011-01-09 04:49:21 +00:00 |
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Mark Vejvoda
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a6cd69d9ed
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- a few bugfixes pointed out by tomreyn.. thanks
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2011-01-07 04:32:41 +00:00 |
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Mark Vejvoda
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33aa51b5b5
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- if we cannot put the unit in a cell because it is already occupied do not cancel the existing command
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2010-12-28 02:24:54 +00:00 |
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Mark Vejvoda
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335749a15e
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- updated hp regeneration method to look for negative hp regen values and if health ticks below 0 the unit dies
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2010-12-28 02:17:44 +00:00 |
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Mark Vejvoda
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81783e3f1b
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- bugfix for multi-build, now units look for best cell to build but ALSO that the cell is not occupied by another unit
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2010-12-26 04:38:03 +00:00 |
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Mark Vejvoda
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1c51b6c21d
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- code cleanup
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2010-12-19 03:30:17 +00:00 |
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Mark Vejvoda
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3e83cb54f7
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- used wrong enum value
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2010-12-19 02:06:24 +00:00 |
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Mark Vejvoda
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5c0ebc04b1
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- attempt to fix the following assertion failure:
glest.bin: /home/softcoder/Code/megaglest/trunk/source/glest_game/world/map.cpp:833: void Glest::Game::Map::putUnitCells(Glest::Game::Unit*, const Shared::Graphics::Vec2i&): Assertion `getCell(currPos)->getUnit(unit->getCurrField()) == __null' failed.
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2010-12-19 02:04:16 +00:00 |
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Mark Vejvoda
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1f52a65679
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- attempt to fix the following assertion failure:
glest.bin: /home/softcoder/Code/megaglest/trunk/source/glest_game/world/map.cpp:833: void Glest::Game::Map::putUnitCells(Glest::Game::Unit*, const Shared::Graphics::Vec2i&): Assertion `getCell(currPos)->getUnit(unit->getCurrField()) == __null' failed.
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2010-12-19 01:24:37 +00:00 |
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Mark Vejvoda
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8918b11320
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- added an invlaid value check to the units field
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2010-12-12 00:46:13 +00:00 |
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Mark Vejvoda
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8deec8d518
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- changed debug world synch formatting so on xplatform we don't have issues with filename and other header tag items
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2010-12-01 23:38:03 +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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ab966d7872
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- added map cell checks back but output to error log only (and assert for debug mode)
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2010-11-28 03:21:20 +00:00 |
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Mark Vejvoda
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ee249b8878
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- commented out another possibly bad assert /exception
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2010-11-27 08:23:45 +00:00 |
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Mark Vejvoda
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4e36b4c30c
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- commented out what seems to be a bad assert / exception check
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2010-11-27 07:11:54 +00:00 |
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Mark Vejvoda
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cc4f268988
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- some additional AI caching for improved performance
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2010-11-11 08:02:50 +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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ca9cbc6e75
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- removed some debugging that created very large debug files and improved performance a little bit
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2010-11-07 02:37:00 +00:00 |
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Mark Vejvoda
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9e55d8e46b
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- added a small cache to improve pathfinding a bit
- added logic to IGNORE the following characters when doing CRC checks in XML files
(space,tab,CR,LF)
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2010-11-07 01:06:14 +00:00 |
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Mark Vejvoda
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6312c0ec60
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- bigfix for last checkin
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2010-11-03 21:53:49 +00:00 |
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Mark Vejvoda
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d91bd593e8
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- added more info related to ultifds error message to see what triggers the issue
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2010-11-03 21:43:37 +00:00 |
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