Commit Graph

526 Commits

Author SHA1 Message Date
filux
f40ac1d89f corrected math logic 2016-09-13 21:08:02 +02:00
SoftCoder
56494f3cd2 - finally fixing issue #102 (bad cell visible handling when fog of war turned off) 2016-05-27 16:15:27 -07:00
SoftCoder
8a88c4f11e - bugfix for xenial network ip address discovery for LAN games + float truncate 2016-05-23 17:02:44 -07:00
titiger
405f327836 "upgrade finished" message only for own faction. 2015-11-18 21:23:27 +01:00
titison
3385220430 Chat/Console message appears when an upgrade finishes. 2015-11-16 20:19:56 +01:00
Tom Reynolds
22e02cbf95 Improve output for missing mesh warning 2015-06-10 11:09:40 +02:00
titiger
14f04c5c35 fix for mesh bound particles 2015-03-15 01:46:49 +01:00
titiger
667b043393 Replace resource storage when morphing a unit instead of adding it.
"replace-storage" switch from morph command is removed too,
as it was not used and is quite useless now.
https://forum.megaglest.org/index.php?topic=9244.0
2015-01-17 00:06:17 +01:00
titiger
7006c26707 morph takes cellmaps into account ( needed for prax next ) 2015-01-14 22:58:19 +01:00
titison
3875b80334 Fix: No Resources in Gui when loading savegame with shared team resources
See: https://forum.megaglest.org/index.php?topic=9641.0
2015-01-13 18:51:32 +01:00
titison
70248095e6 fix 2015-01-09 23:31:30 +01:00
titison
ce23353138 Fix
this was really dump. i edited some if-statements and didn't recognize that
building didn't work.
2015-01-02 16:26:24 +01:00
titison
00d367b725 Resource Storage calculated on team basis
fixing a debt-bug with sharedResources:
https://forum.megaglest.org/index.php?topic=9616.0
2015-01-02 02:45:44 +01:00
titiger
bcd6c7b310 the headless server has no need to handle unit boost particles 2014-12-30 20:34:05 +01:00
titison
7cd1cb242f Fix for meshBound Particles
There was a bug if you used multiple units of the same type with mesh bound
particles. The given model was the same for all units with the same 
unitType/skill.
2014-12-26 20:51:37 +01:00
titiger
2263e89da7 timed particles are meant to be bound to the animation progress
timed particles are meant to be bound to the animation progress and not to 
the skill progress like it was before.
2014-12-25 03:38:07 +01:00
titiger
33dd93fc8b Handle timed particles in a correct way
Before there were many iming issues because the timed particle system 
where not queued often enough.  Now all timed particle systems are 
queued each time a new SkillCycle starts.
2014-12-24 15:45:38 +01:00
titiger
8925a8997c fix for boosting sight 2014-12-22 21:11:58 +01:00
SoftCoder
f97f0ef852 - more general bugfixes (not all upgrade values were being used in the code) 2014-12-21 21:07:24 -08:00
SoftCoder
b0f7b078f6 - apply sight upgrades when units sight is involved in cacls 2014-12-21 17:23:20 -08:00
SoftCoder
0a55746ae2 - more attempts to fix attack boost with upgrades 2014-12-21 13:02:27 -08:00
titiger
d34e58ccb6 fix for too often applied boosts 2014-12-19 22:48:07 +01:00
SoftCoder
65a3ce6e86 - fix loading of deferred system particles 2014-11-27 15:28:49 -08:00
SoftCoder
cbf9a305c5 - attempt to improve loading of fire particle 2014-11-26 17:19:46 -08:00
titiger
eaec6e08ae and one more bugfix for particle positioning 2014-11-27 00:35:37 +01:00
titiger
6ab51749e8 bugfix for particle positioning 2014-11-26 01:51:45 +01:00
titiger
3eb9c05b4a Particlesystems can now be positioned unit height independend
In the faction.xml you can set teh following now:
<flat-particle-positions value="true"/>
By this the positions of the particle systems ( attack and unit particles ) 
can be done based of the units centered ground position and 
by this height independend.
2014-11-26 00:38:04 +01:00
titiger
54905c0e5c rename getCurrVector() to getCurrMidHeightVector() 2014-11-25 23:40:47 +01:00
titiger
024338429a special height for fire and hitposition can be set in a units 2014-11-25 22:36:19 +01:00
SoftCoder
29ab1094ec - fixed unit particles so they worked for normal use cases 2014-11-24 14:36:12 -08:00
titiger
b20b548e76 Merge pull request #30 from titison/feature/lua_blockUnits
Feature/lua you can disable units via lua commands so that they cannot be built
2014-11-22 23:39:44 +01:00
SoftCoder
3b3132ccce - unit particles now support minHp / mapHp tags 2014-11-18 21:38:46 -08:00
titison
7eb04e1583 setLockedUnitsForFaction
*save locked Units in savegames ( and load them when savegame is loaded )
2014-11-16 18:32:13 +01:00
titison
ea04a2bb58 setLockedUnitForFaction
*Showing an info in the info string ( above the requirements of the unit ) if locked
2014-11-15 18:30:48 +01:00
titison
bcb3288d74 setLockedUnitForFaction
*the actual lua function "setLockedUnitForFaction"
2014-11-15 18:30:48 +01:00
titiger
dbddadc74b Fix to see normal consoleMessages in many menus again
(+ consolemessages to show that the headless server did 
not had the selected map )
2014-10-31 01:08:12 +01:00
titiger
2f00143782 cleanup all particle systems when morphing
https://forum.megaglest.org/index.php?topic=9561.0
2014-09-22 02:58:47 +02:00
titiger
a084686ce9 fixed a merge conflict 2014-08-10 00:15:23 +02:00
titiger
ad5e978be9 Merge pull request #20 from MikeHoffert/documentation
Documentation is always a good thing
2014-08-08 01:20:47 +02:00
titiger
a51ae28018 windows does not know uint out of the box 2014-07-23 02:33:10 +02:00
titiger
082f3472ee Looting 2014-07-22 23:53:45 +02:00
titiger
62b147b2ee Merge remote-tracking branch 'origin/pr/17' into pullrequest17 2014-07-22 21:28:10 +02:00
Mike Hoffert
488ff4f462 Added namespace and file comments
Namespaces Glest and Game are now commented. To avoid unnecessary
duplication, they're only commented in one place (main.cpp).
2014-07-21 21:02:31 -06:00
Mike Hoffert
d2ad51613e Documented most of upgrade.h 2014-07-20 23:03:36 -06:00
titiger
da23e4c048 multi sounds
multiple sounds timed sounds for all skills. 
By this you can now play a sound for shooting every single shot too.
2014-07-20 03:28:03 +02:00
Mike Hoffert
ef0cf706b3 Converted percentages to use int instead of float
May help prevent floating point calculation errors in multiplayer.
2014-07-19 18:59:11 -06:00
Mike Hoffert
0a68e3a6a4 Implemented starting value for HP
Same syntax as for EP:

    <max-hp value="1000" regeneration="1" start-percentage="1.0" />

Where `start-percentage` can be replaced by `start-value` to use an
absolute number. Note that unlike EP, HP defaults to the max-hp value
*before* upgrades are applied. This behavior is not changed. To make units
spawn with their fully upgraded HP, set their start-percentage to 1.0.
2014-07-19 10:57:34 -06:00
Mike Hoffert
a65898571d Implemented start percentage for EP
Note that start-value and start-percentage (both are attributes of the
max-ep tag) are mutually exclusive. If they both exist, then
start-percentage is used.
2014-07-19 09:53:38 -06:00
FreshDumbledore
04d2664b06 optional start-ep tag implemented 2014-06-18 22:00:50 +02:00
SoftCoder
c691bcb9ed - check to see if this new unit test passes on windows? 2014-02-07 13:55:26 -08:00