Mark Vejvoda
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57afc2d715
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- phase 2 of cppcheck verbose fixes
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2011-09-01 01:11:23 +00:00 |
Mark Vejvoda
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d99a8236ae
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- added the ability to synch unit particles with model animation using start-time and end-time attributes
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2011-08-27 06:52:17 +00:00 |
Mark Vejvoda
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7bc9394e85
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- fixed some bugs around hp regeneration and attack-boost
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2011-07-22 20:06:48 +00:00 |
Mark Vejvoda
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82a0f23487
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- attempt to add hp regen to upgrades and attack-boost
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2011-07-22 07:05:47 +00:00 |
Titus Tscharntke
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6f649daa6b
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I hope rotated climb works now... ( angle correction is a bit smoother now )
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2011-07-17 21:47:56 +00:00 |
Titus Tscharntke
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6437d79aa4
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rotated _climb units which morph into non rotated_climb units have no more problems morphing on steep terrain
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2011-07-16 17:33:48 +00:00 |
Titus Tscharntke
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acca8c118c
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smoother anim for anim-progress-bound ( better but not perfect :-/ )
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2011-07-13 20:54:04 +00:00 |
Mark Vejvoda
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bc4f33bc9a
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- added new cmake build option (and fixed bugs from people who added code but did not respect NON streflop define)
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2011-07-13 19:57:29 +00:00 |
Mark Vejvoda
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5400126332
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- try bugfix for titi's verticle rotation
- added deep copy for child particles
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2011-07-12 01:48:14 +00:00 |
Mark Vejvoda
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44c73392ee
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- bugfix for attackboost, don't try to make particle on affected units if particle not defined in xml
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2011-07-12 00:58:09 +00:00 |
Titus Tscharntke
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9bc26f418d
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rotated_climb. For example tanks are rotated along the x- and z-axis when driving up or down a hill ...
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2011-07-11 23:59:16 +00:00 |
Mark Vejvoda
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cd0ce1d840
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- bugfix for smoke particle
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2011-07-08 06:36:36 +00:00 |
Titus Tscharntke
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c21f07ec7d
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"anim-hp-bound" is now called "anim-progress-bound" and available for produce/morph/upgrade skills too! Deprecated "anim-hp-bound" will be dropped VERY soon!
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2011-07-07 23:02:46 +00:00 |
Mark Vejvoda
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9a6aca1bdc
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- remove debug info in gui
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2011-07-06 22:45:44 +00:00 |
Mark Vejvoda
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b8bd927b7b
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- finally fixed the unit sorting hang bug, try it tomryen
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2011-07-06 06:38:56 +00:00 |
Mark Vejvoda
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15488ddb31
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- bugfixes related to attack-boost memory leaks
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2011-07-06 05:16:25 +00:00 |
Mark Vejvoda
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1fd179196c
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- attempt to fix hang issue reported by tomreyn
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2011-07-05 18:26:09 +00:00 |
Mark Vejvoda
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1f8d1b68eb
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- attempt to fix crash issue reported by tomreyn
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2011-07-05 15:43:39 +00:00 |
Mark Vejvoda
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a8b25cf111
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- bugfix for start / stop smoke particles
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2011-07-04 15:55:13 +00:00 |
Mark Vejvoda
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14c70966b0
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- bugfix for hpanim on bebuilt, to interplotate out the last reset frames
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2011-07-02 21:44:29 +00:00 |
Titus Tscharntke
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a1ab98d4b9
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new param <anim-hp-bound value="true"/> for BeBuilt skill to have the animation progress bound to the HP. / fixed a nullpointer exception related to particles
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2011-07-02 16:07:04 +00:00 |
Mark Vejvoda
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f9ad27f655
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- bugfix for stopping damage particles properly
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2011-07-02 03:59:46 +00:00 |
Mark Vejvoda
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8b23634332
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- fixed a bug found during test related to min / map particle logic
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2011-07-02 02:52:30 +00:00 |
Mark Vejvoda
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32950a168c
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- more bugfixes for attack-boost
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2011-07-02 00:20:28 +00:00 |
Mark Vejvoda
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7c996e3296
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- added percentage support for min / map hp on damage particles
- bugfixes for png support for pixmap3d (water textures)
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2011-07-01 23:13:55 +00:00 |
Mark Vejvoda
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850825695e
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- added support for min / max hp associated with damage particles
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2011-07-01 21:47:54 +00:00 |
Mark Vejvoda
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4d6f39d257
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- added support for multipliers in attack-boost
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2011-06-26 07:06:32 +00:00 |
Mark Vejvoda
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a3cd886b9d
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- bugfix again for negative upgrade sums
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2011-06-26 03:50:42 +00:00 |
Mark Vejvoda
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4013af9447
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- 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):
<animation-random-cycle-maxcount value="1" />
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2011-06-25 21:40:27 +00:00 |
Mark Vejvoda
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1700cbba2d
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- working implementation of particles for new attack-boost xml tag
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2011-06-25 20:44:46 +00:00 |
Mark Vejvoda
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14b6f195e6
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- for multiple animations, now can specify a 'preferred' animation based on the units hp using:
<animation path="models/archer_standing.g3d" fromHp="0" toHp="10" />
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2011-06-25 15:30:18 +00:00 |
Mark Vejvoda
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86743e2718
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- more bugfixes for attack-boost check (and now in debug mode if unit selected show his attack-boost radius as well as the units affected)
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2011-06-25 14:18:53 +00:00 |
Mark Vejvoda
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b0f8675a65
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- small bugfix for attack-boost check
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2011-06-25 09:01:31 +00:00 |
Mark Vejvoda
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c252402e71
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- initial implementation of attack-boost logic (this is in progress code which is only triggered by new xml entries). Will explain later once tested.
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2011-06-25 08:53:53 +00:00 |
Mark Vejvoda
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5dda269151
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- bugfix for multiple models per skilltype (let existing model finish animating before allow next random model to be selected)
- started work on a new feature called 'attack-boost' that should prove VERY INTERESTING once fully implemented (shhh its a secret)
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2011-06-25 07:31:01 +00:00 |
Titus Tscharntke
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9ce83ed21b
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queued commands are displayed in a better way
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2011-05-01 20:19:41 +00:00 |
Mark Vejvoda
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f71f83d2b8
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- 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).
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2011-05-01 05:36:04 +00:00 |
Mark Vejvoda
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700e768b0f
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- changed default command display text to be same as 3.4 but with support to override and show queued commands up to a max of: MaxQueuedCommandDisplayCount=x where x is max queued text to show
- added ini support on linux so it by default looks for glest.ini and glestkeys.ini in /usr/share/megaglest and /usr/local/share/megaglest first
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2011-05-01 03:12:36 +00:00 |
Mark Vejvoda
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5ef1313296
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- only show queued # in text if queued commandcount > 1
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2011-05-01 02:31:36 +00:00 |
Mark Vejvoda
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d266bbb55c
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- changed default displayed command queue text to 3
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2011-04-29 04:13:31 +00:00 |
Mark Vejvoda
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c747a7c037
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make queued commandcount configurable
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2011-04-28 00:16:26 +00:00 |
Mark Vejvoda
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0abca7fb7a
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- bugfixes for clicking outside of the map co-ordinates
- show up to 5 descriptions for queued items when producing
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2011-04-27 22:35:45 +00:00 |
Mark Vejvoda
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dd9b984a82
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- in observer mode, show queued work for all factions
- when showing queues, now also show up to a max of 4 details for the first 4 items in the queue
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2011-04-27 05:58:08 +00:00 |
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 |
Mark Vejvoda
|
16ea7881ab
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- no longer allow killing self or team to update your skill levels
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2011-04-20 16:46:47 +00:00 |
Mark Vejvoda
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734db6c7d4
|
- bugfix, units can now heal self if they are capable of healing own unit type
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2011-04-17 06:25:08 +00:00 |
Mark Vejvoda
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06fb3decda
|
- 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 |
Titus Tscharntke
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5aa6092f1f
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produce commands are not ALWAYS queued! Behaviour should be like in original glest!
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2011-04-08 20:25:03 +00:00 |
Mark Vejvoda
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a48406a592
|
- attempt to fix bailout pathfinding logic to have better performance
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2011-04-04 04:32:01 +00:00 |
Mark Vejvoda
|
0e9cf65e70
|
- more code cleanup (removal of dead code that is no longer used)
- fix the icon for wartime mechanic's heal command
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2011-03-29 16:27:01 +00:00 |