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
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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
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- 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
|
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
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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 |
Mark Vejvoda
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c58f338d1b
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- clear pathfinder precache for units when they die to free memory sooner
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2011-03-29 10:01:01 +00:00 |
Mark Vejvoda
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1fc330ace3
|
- bugfix (And removal) for stop command and animation stopping when upgrading
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2011-03-28 23:47:22 +00:00 |
Mark Vejvoda
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56bc84923a
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- disabled the stopcommand throttling for now to see if performance is still ok
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2011-03-28 21:10:49 +00:00 |
Mark Vejvoda
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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.
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2011-03-28 03:54:23 +00:00 |
Mark Vejvoda
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90c12da33e
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- see if this removes the command delay when issuing commands on idle units
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2011-03-25 01:50:35 +00:00 |
Mark Vejvoda
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860777aaec
|
- try to see if this stil lfixes performance without so much delay.
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2011-03-25 01:08:34 +00:00 |
Mark Vejvoda
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47a81f8b44
|
- performance improvements for units using the stop command when units are idle
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2011-03-24 21:55:39 +00:00 |
Mark Vejvoda
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bca617cf18
|
- bugfix for socket mutex locked when deleting socket
- added faction detail in lobby when CRC's do not match on techtree
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2011-03-19 12:04:18 +00:00 |
Mark Vejvoda
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505abbd1ec
|
- observers now hear sounds from units of all team units in visible quad
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2011-03-18 21:23:34 +00:00 |
Mark Vejvoda
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07f56669b7
|
- attempt to see if threaded pathfinding will work and if it improves performance
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2011-03-18 03:53:06 +00:00 |
Titus Tscharntke
|
273ab4c502
|
Option to switch on/off tileset particles
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2011-03-06 13:11:22 +00:00 |
Mark Vejvoda
|
c4795eb6cb
|
- more fixing of map corner position actions causing memory access violations (this will further stabilize the code)
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2011-02-25 04:15:22 +00:00 |
Mark Vejvoda
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16c7316887
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- initial attempt to enable pathfinder caching (think it might work now). Please test
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2011-02-23 07:03:38 +00:00 |
Mark Vejvoda
|
7dcb12ff60
|
- some more memory cleanup
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2011-02-12 09:08:50 +00:00 |
Mark Vejvoda
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0533ce2c63
|
- a simple attempt to improve pathfinder performance (this needs to be tested well and can easily be disabled by setting: const bool tryLastPathCache = false;)
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2011-02-11 23:32:24 +00:00 |
Mark Vejvoda
|
7cae047f15
|
- added more code guards around morph validation
- some render debug info
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2011-02-11 04:48:17 +00:00 |
Titus Tscharntke
|
e856d5e4f0
|
MuwuMs changes ( spawn attack and more )
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2011-02-06 18:33:49 +00:00 |
Mark Vejvoda
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1a3545f8ab
|
- cleaned up compiler warnings in g3d viewer
- added a bunch of new lua commands for 'da boys' to be documented after being fully tested.
|
2011-01-29 12:42:18 +00:00 |
Mark Vejvoda
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23135b5bab
|
- when units get congested now we try to randomly pick different approaches to find resources
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2011-01-28 07:17:32 +00:00 |
Mark Vejvoda
|
66261ad662
|
- updated line endings to unix style characters to fix Bug #3085838
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2011-01-20 15:56:30 +00:00 |
Mark Vejvoda
|
c54e6dbf5d
|
- a little bit of plumbing for VBO's for static models (currently disabled via # define)
- 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 |