Commit Graph

103 Commits

Author SHA1 Message Date
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 273ab4c502 Option to switch on/off tileset particles 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) 2011-02-25 04:15:22 +00:00
Mark Vejvoda 16c7316887 - initial attempt to enable pathfinder caching (think it might work now). Please test 2011-02-23 07:03:38 +00:00
Mark Vejvoda 7dcb12ff60 - some more memory cleanup 2011-02-12 09:08:50 +00:00
Mark Vejvoda 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;) 2011-02-11 23:32:24 +00:00
Mark Vejvoda 7cae047f15 - added more code guards around morph validation
- some render debug info
2011-02-11 04:48:17 +00:00
Titus Tscharntke e856d5e4f0 MuwuMs changes ( spawn attack and more ) 2011-02-06 18:33:49 +00:00
Mark Vejvoda 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 23135b5bab - when units get congested now we try to randomly pick different approaches to find resources 2011-01-28 07:17:32 +00:00
Mark Vejvoda 66261ad662 - updated line endings to unix style characters to fix Bug #3085838 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
Mark Vejvoda a7ca23d18e - speed improvement for anti-hack checking 2011-01-15 04:13:15 +00:00
Mark Vejvoda 2ab82c9271 - added some basic protection against memory hacking tools 2011-01-14 23:51:15 +00:00
Mark Vejvoda 7347dc9545 - bugfix for multi-build queued commands 2011-01-08 21:53:05 +00:00
Mark Vejvoda ec467b6ac4 - bugfix, when a unit morphs we now add to stored resource count if the unit is of that type (used to only work when building, now works during a morph) 2011-01-07 05:15:39 +00:00
Mark Vejvoda 896b1c308c - added a backtrace for gcc compiled binary when we get a runtime error.
- added more out of synch checks and better error handling
2011-01-02 00:39:13 +00:00
Mark Vejvoda 335749a15e - updated hp regeneration method to look for negative hp regen values and if health ticks below 0 the unit dies 2010-12-28 02:17:44 +00:00
Mark Vejvoda 409c15d3f0 - more tweaking of threaded logging as well as removal of world synch logging items that are not needed 2010-12-26 01:13:04 +00:00
Mark Vejvoda 03eaa2c033 numerous important bugfixes:
- observers and end game fog of war enable would most likely cause out of synch, I think its fixed now
- better handling of threaded logging
- cleanup of socket thread processing to ensure all network packets get processed properly and in order
2010-12-24 08:43:09 +00:00
Titus Tscharntke cfba817280 dansk language; fix for fog of war off; command queuing works a bit better ( especially when attacking ); 2010-12-23 10:44:11 +00:00
Mark Vejvoda 8deec8d518 - changed debug world synch formatting so on xplatform we don't have issues with filename and other header tag items 2010-12-01 23:38:03 +00:00
Mark Vejvoda b02da7d1e0 - finally found and fixed out of synch related to AI.
- added ability to log all unit activity to world synch logfiles so we can diff game info from different network clients
2010-11-30 23:32:39 +00:00
Mark Vejvoda 33aac9f2ae - added useful debug info for world synch debugging (unit path and faction info) 2010-11-28 03:46:28 +00:00
Mark Vejvoda cc4f268988 - some additional AI caching for improved performance 2010-11-11 08:02:50 +00:00
Mark Vejvoda d89953ee96 - improved performance and bug fixes. 2010-11-09 09:06:52 +00:00
Mark Vejvoda ca9cbc6e75 - removed some debugging that created very large debug files and improved performance a little bit 2010-11-07 02:37:00 +00:00
Mark Vejvoda 9978cbeff5 - added some initial work to support FBO (frame buffer objects)
- added many NULL check guards throughout the code
- added a safe mutex around ptr access of background thread on custom menu
2010-11-01 16:44:05 +00:00
Mark Vejvoda dfedf2259b - numerous bugfixes to building an d repairing units.
- added new unit cell property called allowEmpty to allow units to build other units with cellmaps that have all 0's (since you can produce these types of units anyways)
2010-10-30 08:54:00 +00:00
Mark Vejvoda dec9dfe653 - added new attribute for tileset objects named "height". Air units will try to fly above the height of units and objects now (up to a max of terrain height + 15) 2010-10-30 04:05:48 +00:00
Mark Vejvoda 5cf0313c5a - bugfix for cancel icon displaying when unit has only the 'stop' command active 2010-10-28 18:31:12 +00:00
Mark Vejvoda 7cb1d6a5b1 - some performance improvements with the new cached resource data 2010-10-24 01:49:25 +00:00
Mark Vejvoda 6104dedc76 - added a resource harvest success cache for stuck units to look at when they cannot harvest. 2010-10-20 07:28:27 +00:00
Mark Vejvoda 913df7ec3b - added more cached information to help deal with units getting stuck while harvesting. Trying to keep them busy instead of standing around. 2010-10-19 22:26:49 +00:00
Mark Vejvoda 3d4ccb460c - added a little extra logic for units when pathfinding. We keep temporary lists of bad cells of harvest resources where a unit simply cannot get to. This is kept for small periods of time and then the bad cell list is purged when data gets old. This tremendously helps units to be more active when getting stuck in challenging places on maps. 2010-10-17 08:50:27 +00:00
Mark Vejvoda 55b4f0bd2b - Incremented version to next major release # so new work can begin.
- some initial work to assist units from getting stuck when given commands. This is for both AI and human players and deals with the pathfinder and units getting constantly blocked from their destination.
2010-10-17 06:34:42 +00:00
Titus Tscharntke 59b2cdb78f max-unit-count works for buildings 2010-10-08 19:30:53 +00:00
Titus Tscharntke 88335f112b fix for the AI not respecting max-unit-count 2010-10-04 19:21:09 +00:00
Mark Vejvoda 02e0a1302f - more AI fixes.
#1: AI does not try to harvest resources that the unit cannot yet harvest (could be an upgrade required)

#2: AI no longer tries to expand near resources that they are not yet able to harvest. (found using RealtimeFreaks test mod and map). This makes for a more aggresive CPU in scenarios where there are additional resource types since they expand much more quickly.
2010-10-02 01:11:59 +00:00
James McCulloch 9d8bb49a1b * fix static resource production on unit morph 2010-09-25 02:23:47 +00:00
Mark Vejvoda ab88a2971a - small improvement for when units and objects are deleted. 2010-09-10 19:44:00 +00:00
Mark Vejvoda 793ac7a8cb - added a dirty cache flag when a unit dies 2010-09-10 15:51:16 +00:00
Mark Vejvoda d806e7f9ff - a few more performance optimizations and logging changes 2010-09-09 05:42:19 +00:00
Mark Vejvoda 77eadd7710 - attempt to improve explorecells usage when each unit is signalled to move 2010-09-09 01:44:25 +00:00
Mark Vejvoda 958184e018 - more memory cleanup 2010-09-07 21:01:22 +00:00
Mark Vejvoda 63cf199322 - more memory cleanup 2010-09-07 18:28:09 +00:00
Mark Vejvoda 9817e8a860 - memory leak fixes 2010-09-07 17:30:13 +00:00