Mark Vejvoda
aa677cfc97
- attempt to NOT convert to utf8 twice
2011-06-26 03:38:28 +00:00
Mark Vejvoda
fd8ed536bb
- bugfix for upgrades (don't allow negative sums for each attribute)
2011-06-26 02:58:34 +00:00
Mark Vejvoda
4013af9447
- for multiple animations added a new xml node to tell the engine to pick a random animation ONLY x number of times (so death animation is random but not changing when completed animating):
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<animation-random-cycle-maxcount value="1" />
2011-06-25 21:40:27 +00:00
Mark Vejvoda
1700cbba2d
- working implementation of particles for new attack-boost xml tag
2011-06-25 20:44:46 +00:00
Mark Vejvoda
14b6f195e6
- for multiple animations, now can specify a 'preferred' animation based on the units hp using:
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<animation path="models/archer_standing.g3d" fromHp="0" toHp="10" />
2011-06-25 15:30:18 +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
Mark Vejvoda
5dda269151
- bugfix for multiple models per skilltype (let existing model finish animating before allow next random model to be selected)
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- started work on a new feature called 'attack-boost' that should prove VERY INTERESTING once fully implemented (shhh its a secret)
2011-06-25 07:31:01 +00:00
Mark Vejvoda
e0860309c0
- added support for multiple animation models for each skill and display a them randomly during game play
2011-06-25 05:23:41 +00:00
Mark Vejvoda
1ea57853c5
- updated win32 project files with newly added files
2011-06-23 22:05:48 +00:00
Titus Tscharntke
3401673918
forgot to checkin
2011-06-23 21:14:00 +00:00
Titus Tscharntke
8b9d4a662a
switch for non rotatable objets in tilesets; cleaned up the way the particles were bound to tileset objects
2011-06-22 20:26:39 +00:00
Mark Vejvoda
449e3f25c8
- updates to commondata handling. From now on commondata tag specified the commondata folder under a techtree making it easier to share data and portable since you just need to copy the techtree and its contents, this means no sharing data between techtrees (which is good since we don't want such dependencies)
2011-05-06 22:12:16 +00:00
Mark Vejvoda
e34e70a0c8
- added code to merge duplicate sounds used in a techtree
2011-05-06 07:47:31 +00:00
Mark Vejvoda
c258dc0822
- display which files contain the reference (the parents) to duplicate data in validation report
2011-05-05 20:18:38 +00:00
Mark Vejvoda
6492832c35
- added initial validation code to warn about duplicate data used in factions
2011-05-05 19:21:50 +00:00
Mark Vejvoda
c3d1d6fca0
- add support for models, sounds and images to be able to load from commondata
2011-05-05 07:15:12 +00:00
Mark Vejvoda
102363f151
- added initial folder(s) and code to handle loading common data to save duplicated files space
2011-05-05 06:17:34 +00:00
Mark Vejvoda
e4f0e8bfbf
- step #1 towards a working make install via cmake
2011-05-03 18:25:35 +00:00
Mark Vejvoda
bda831861a
Stuff from pabs (debian games) round #1
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- remove +x bit on many files that should not have it
- added gplv3 svg logo for completeness in svn
2011-05-03 07:58:59 +00:00
Mark Vejvoda
9def99c8f5
- bugfix on new cellmap pos, need to check first if unit has a cellmap
2011-05-01 05:40:45 +00:00
Mark Vejvoda
f71f83d2b8
- bugfix for AI repairing fixes a long standing legacy bug where the AI never repaired units with a cell map starting with a 0 at the first x,y in the cellmap (like magic faction).
2011-05-01 05:36:04 +00:00
Mark Vejvoda
89de9f4c8b
- fixed to handle duplicate resources in unit requirement costs without crashing
2011-04-26 22:28:37 +00:00
Mark Vejvoda
5a6418ac60
- removed some debug statements to see if it will improve debug logging performance
2011-04-11 00:11:52 +00:00
Mark Vejvoda
c71480739b
- added a new check to faction validator to report on sound files with a bitrate > 200K
2011-04-09 03:14:05 +00:00
Titus Tscharntke
5aa6092f1f
produce commands are not ALWAYS queued! Behaviour should be like in original glest!
2011-04-08 20:25:03 +00:00
Mark Vejvoda
a6ccf539e6
- added more techtree validations to indicate things that may make a problem for the AI and invalid xml configurations (like harvest skill but no move skill)
2011-04-06 18:03:22 +00:00
Mark Vejvoda
d8c337ae7b
- bugfix for resource usage checking
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- added new techtree validation in validation report to tell if a techtress has resources that are ununsed by the techtree
2011-04-06 17:50:20 +00:00
Mark Vejvoda
3ed636aae2
- fixes for some threading shutdown bugs
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- 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
07f56669b7
- attempt to see if threaded pathfinding will work and if it improves performance
2011-03-18 03:53:06 +00:00
Mark Vejvoda
b81a0ffdb8
- consistent display order for unit and upgrade requirement resources as requested by tomreyn
2011-03-16 05:27:07 +00:00
Mark Vejvoda
7d38aec84a
- new commandline options to discover and optional delete unused files in techtrees
2011-03-15 15:30:28 +00:00
Mark Vejvoda
39bf1b986e
- 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)
2011-03-13 08:23:43 +00:00
Titus Tscharntke
5e844c39e4
particles for ressouces ... the gold will glow tomorrow :-D
2011-03-09 01:32:27 +00:00
Titus Tscharntke
fefed3e3ce
No more flickering! Thanks gonana ! ; Tilesetparticles are only rendered/calculated when visible now
2011-03-05 14:34:36 +00:00
Titus Tscharntke
792d0aa665
particles for tilesets ( too much rendered at the moment )
2011-03-01 23:36:33 +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
Titus Tscharntke
e856d5e4f0
MuwuMs changes ( spawn attack and more )
2011-02-06 18:33:49 +00:00
Mark Vejvoda
dab57fcb34
- attempt to add "some" VBO rendering for static models (need to test if this improves performance in different environments)
2011-02-04 01:24:26 +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
fdaf9438d8
- added code so Alt-Enter etc. works during game loading phase
2011-01-20 08:19:14 +00:00
Mark Vejvoda
6b0bc35e3c
- working VBO code for static objects in game, currently disabled in code but to enabled edit model.h and uncomment #define ENABLE_VBO_CODE
2011-01-18 23:56:30 +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
b201cebf3b
- added a new validation for faction validation report AND game load for attack-var since a negative value will segfault the game
2011-01-10 05:44:45 +00:00
Titus Tscharntke
6d94548b4f
loading progress a bit more detailed
2011-01-09 12:41:08 +00:00
Mark Vejvoda
b5a139033a
- added game loading progress bar
2011-01-09 10:03:33 +00:00
Mark Vejvoda
1c78fca0fb
- Added tileset and map CRC check in the network lobby
...
- numerous bugfixes
2011-01-09 04:49:21 +00:00