Mark Vejvoda
|
7c996e3296
|
- added percentage support for min / map hp on damage particles
- bugfixes for png support for pixmap3d (water textures)
|
2011-07-01 23:13:55 +00:00 |
|
Mark Vejvoda
|
850825695e
|
- added support for min / max hp associated with damage particles
|
2011-07-01 21:47:54 +00:00 |
|
Mark Vejvoda
|
4d6f39d257
|
- added support for multipliers in attack-boost
|
2011-06-26 07:06:32 +00:00 |
|
Mark Vejvoda
|
a3cd886b9d
|
- bugfix again for negative upgrade sums
|
2011-06-26 03:50:42 +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):
<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:
<animation path="models/archer_standing.g3d" fromHp="0" toHp="10" />
|
2011-06-25 15:30:18 +00:00 |
|
Mark Vejvoda
|
86743e2718
|
- 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)
|
2011-06-25 14:18:53 +00:00 |
|
Mark Vejvoda
|
b0f8675a65
|
- small bugfix for attack-boost check
|
2011-06-25 09:01:31 +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)
- 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 |
|
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 |
|
Titus Tscharntke
|
9ce83ed21b
|
queued commands are displayed in a better way
|
2011-05-01 20:19:41 +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
|
700e768b0f
|
- 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
|
2011-05-01 03:12:36 +00:00 |
|
Mark Vejvoda
|
5ef1313296
|
- only show queued # in text if queued commandcount > 1
|
2011-05-01 02:31:36 +00:00 |
|
Mark Vejvoda
|
d266bbb55c
|
- changed default displayed command queue text to 3
|
2011-04-29 04:13:31 +00:00 |
|
Mark Vejvoda
|
c747a7c037
|
make queued commandcount configurable
|
2011-04-28 00:16:26 +00:00 |
|
Mark Vejvoda
|
0abca7fb7a
|
- bugfixes for clicking outside of the map co-ordinates
- show up to 5 descriptions for queued items when producing
|
2011-04-27 22:35:45 +00:00 |
|
Mark Vejvoda
|
dd9b984a82
|
- 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
|
2011-04-27 05:58:08 +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
|
8d3a53235a
|
- better error message on null resource
|
2011-04-26 22:11:18 +00:00 |
|
Mark Vejvoda
|
47ef05ceed
|
- attempt to improve pathfinder performance and lengthen max nodes to 900
|
2011-04-26 21:51:18 +00:00 |
|
Mark Vejvoda
|
cb113514e1
|
- limit current resource amounts to max storage allowed at game start
|
2011-04-25 06:39:40 +00:00 |
|
Mark Vejvoda
|
16ea7881ab
|
- no longer allow killing self or team to update your skill levels
|
2011-04-20 16:46:47 +00:00 |
|
Mark Vejvoda
|
1b68053397
|
- attempt disabling threaded faction pathfinder precache
|
2011-04-18 06:51:10 +00:00 |
|
Mark Vejvoda
|
0a0ee9113c
|
- found a rare case where cancelling an upgrade with multiple upgrades happening and a unit dies causes a crash
|
2011-04-18 05:34:31 +00:00 |
|
Mark Vejvoda
|
734db6c7d4
|
- bugfix, units can now heal self if they are capable of healing own unit type
|
2011-04-17 06:25:08 +00:00 |
|
Mark Vejvoda
|
06fb3decda
|
- added some code for possible future use to improve pathfinder (not for this release) so disabled right now
|
2011-04-14 02:51:13 +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
|
a48406a592
|
- attempt to fix bailout pathfinding logic to have better performance
|
2011-04-04 04:32:01 +00:00 |
|
Mark Vejvoda
|
678fca2aad
|
- disable faction threads when user selects route planner pathfinder (fixes current crash)
|
2011-04-03 06:18:21 +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
|
2011-03-29 16:27:01 +00:00 |
|
Mark Vejvoda
|
c58f338d1b
|
- clear pathfinder precache for units when they die to free memory sooner
|
2011-03-29 10:01:01 +00:00 |
|
Mark Vejvoda
|
1fc330ace3
|
- bugfix (And removal) for stop command and animation stopping when upgrading
|
2011-03-28 23:47:22 +00:00 |
|
Mark Vejvoda
|
56bc84923a
|
- disabled the stopcommand throttling for now to see if performance is still ok
|
2011-03-28 21:10:49 +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
|
68f1ec06b5
|
- fix for harvesting workers to reset to original harvest location each time they deliver resources
|
2011-03-25 20:51:14 +00:00 |
|
Mark Vejvoda
|
90c12da33e
|
- see if this removes the command delay when issuing commands on idle units
|
2011-03-25 01:50:35 +00:00 |
|
Mark Vejvoda
|
860777aaec
|
- try to see if this stil lfixes performance without so much delay.
|
2011-03-25 01:08:34 +00:00 |
|
Mark Vejvoda
|
47a81f8b44
|
- performance improvements for units using the stop command when units are idle
|
2011-03-24 21:55:39 +00:00 |
|
Mark Vejvoda
|
6c9ba8bea4
|
- added more error details when some errors are generated
|
2011-03-22 17:55:11 +00:00 |
|
Mark Vejvoda
|
e3fd34c18c
|
- attempt to make more randomized cell direction when harvesting using locations in the resource cache
|
2011-03-21 01:03:14 +00:00 |
|
Mark Vejvoda
|
bca617cf18
|
- bugfix for socket mutex locked when deleting socket
- added faction detail in lobby when CRC's do not match on techtree
|
2011-03-19 12:04:18 +00:00 |
|
Mark Vejvoda
|
505abbd1ec
|
- observers now hear sounds from units of all team units in visible quad
|
2011-03-18 21:23:34 +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 |
|
Titus Tscharntke
|
5e844c39e4
|
particles for ressouces ... the gold will glow tomorrow :-D
|
2011-03-09 01:32:27 +00:00 |
|
Titus Tscharntke
|
4874d31ddd
|
hopefully fix for tileset particle related crash in windows; particles must be removed from objects before the particle manager is cleared
|
2011-03-06 22:50:04 +00:00 |
|
Titus Tscharntke
|
273ab4c502
|
Option to switch on/off tileset particles
|
2011-03-06 13:11:22 +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 |
|