To claculate limitResourcesToStore() we need to first load all factions.
Else we get wrong results for limitResourcesToStore(), and by this sometimes
no food on startup, depending on the setup.
When playing with shared team units but not with shared resources, only
the resources of the selected faction is shown now. With shared resources all
resources of the team are shown like before.
Rendering ressources with two lines stays like before showing all resources in
team mode!
This behaviour can be switched using the "TwoLineTeamResourceRendering"
in glest.ini ( or glestuser.ini ).
Reasons for the change:
- For team playing only one resource set really matters in the GUI.
- Two lines break many HUDs too.
- The gui itself is too crowded with two sets of resources.
Triangle in teamcolor is always shown now in front of resources.
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.
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.
I've taken the liberty of splitting up the CPACK_GENERATOR test so shared
configuration and win32 configuration are outside that test. The existing
grouping forced duplication of variables in the mac config file and required
the cpack generator to be unset, then set to deb, then set to nsis on win32.
These changes should help make things much more understandable.
This commit includes several fixes and some shuffling of entries to improve
readability. The major changes are Removing MG_VERSION_H_CONTENTS which
*includes* the file with the version in it in favour of VER_* variables and
removing the CPack include at the end of the file.
CPack has to be included after all variables are set and this file is sourced
before all the common options are configured.
One more fixme is added - this and other runtime issues will have to be dealt
with when i test the packaging, so far I've only got it to build.
This fixes a couple of issues, none too major:
- The MegaGlest executable is `megaglest` so that string was updated
- MG_VERSION_H_CONTENTS *includes* the file with the version in it (which I
didn't realise when I changed it last time as I couldn't get things building
still). This changes to using VER_* variables
- Update copyright to 2015 (I'm gambling on the project lasting another 2 weeks)
- Change CFBundleSignature to MGGL; a four letter contraction of MeGaGLest