Mark Vejvoda
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7b99501697
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- added a new skill to toggle fog of war for any command.
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2013-01-11 18:18:58 +00:00 |
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Mark Vejvoda
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5e57921fef
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- some speed optimizations in areas mentioned by perf tool
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2012-09-27 15:04:28 +00:00 |
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Mark Vejvoda
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1c211e4ce6
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- lots of code cleanup from the cppcheck
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2012-09-22 20:13:57 +00:00 |
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Mark Vejvoda
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dbb116f250
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- load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010)
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2012-04-20 01:04:05 +00:00 |
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Mark Vejvoda
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bc3cc07aba
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- corrected multiple model processing based on hp
- fixed cmake scripts (thanks Andrew Clarke)
- fixed streflop files to ignore softfloats if not used during build
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2012-03-24 18:30:49 +00:00 |
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Mark Vejvoda
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c5331b7e8a
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- initial work to save game state to XML. Current only saves when out of synch or game end occurs and saves to same folder as log files and file is called: megaglest-saved.xml
(Currently we store way too much info but this is a starting point)
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2012-03-10 03:27:25 +00:00 |
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Titus Tscharntke
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9dd8dd4098
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Display of the boost effect in the GUI. ( shown in the command description )
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2012-02-19 02:40:13 +00:00 |
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Mark Vejvoda
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9852325da6
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- fixed Martiño Figueroa's name in all copyrights in source code
- added copyrights to files that were missing it
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2011-12-14 07:40:48 +00:00 |
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Mark Vejvoda
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0039354c15
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- added name to attack-boosts and shared attack boosts per unit type
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2011-11-11 04:17:55 +00:00 |
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Mark Vejvoda
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db91ca6b9e
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allow attack boost to apply to self via attribute include-self="true"
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2011-11-04 04:51:12 +00:00 |
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Titus Tscharntke
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c21f07ec7d
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"anim-hp-bound" is now called "anim-progress-bound" and available for produce/morph/upgrade skills too! Deprecated "anim-hp-bound" will be dropped VERY soon!
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2011-07-07 23:02:46 +00:00 |
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Titus Tscharntke
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b8766a9388
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somthing was missing in the header ....
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2011-07-02 19:02:25 +00:00 |
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Titus Tscharntke
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a1ab98d4b9
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new param <anim-hp-bound value="true"/> for BeBuilt skill to have the animation progress bound to the HP. / fixed a nullpointer exception related to particles
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2011-07-02 16:07:04 +00:00 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Mark Vejvoda
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e0860309c0
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- added support for multiple animation models for each skill and display a them randomly during game play
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2011-06-25 05:23:41 +00:00 |
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Mark Vejvoda
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e34e70a0c8
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- added code to merge duplicate sounds used in a techtree
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2011-05-06 07:47:31 +00:00 |
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Mark Vejvoda
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c258dc0822
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- display which files contain the reference (the parents) to duplicate data in validation report
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2011-05-05 20:18:38 +00:00 |
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Mark Vejvoda
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6492832c35
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- added initial validation code to warn about duplicate data used in factions
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2011-05-05 19:21:50 +00:00 |
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Mark Vejvoda
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bda831861a
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Stuff from pabs (debian games) round #1
- remove +x bit on many files that should not have it
- added gplv3 svg logo for completeness in svn
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2011-05-03 07:58:59 +00:00 |
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Mark Vejvoda
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7d38aec84a
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- new commandline options to discover and optional delete unused files in techtrees
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2011-03-15 15:30:28 +00:00 |
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Mark Vejvoda
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b5e4eb53d8
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- added numerous guards around spawn code because we had a number of crashes from this code somehow tonight
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2011-02-11 07:39:58 +00:00 |
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Titus Tscharntke
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e856d5e4f0
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MuwuMs changes ( spawn attack and more )
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2011-02-06 18:33:49 +00:00 |
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Mark Vejvoda
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c54e6dbf5d
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- a little bit of plumbing for VBO's for static models (currently disabled via # define)
- small small speed improvement when calculating interpolations
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2011-01-18 07:52:06 +00:00 |
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Mark Vejvoda
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ab44c83168
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- added leak_dumper header all over the place (not yet functional in linux)
- Bugfix for particle cleanup
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2010-09-07 05:25:40 +00:00 |
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Mark Vejvoda
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43c3f2457e
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Code Restructuring to make mega-glest more standard
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2010-03-12 05:20:53 +00:00 |
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Mark Vejvoda
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7cb4f99ec4
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Code Restructuring to make mega-glest more standard
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2010-03-12 05:11:28 +00:00 |
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Titus Tscharntke
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daa9c94129
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multiple particle systems for every skill
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2010-02-21 13:56:17 +00:00 |
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Titus Tscharntke
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0550d06faf
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particles for te skills
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2010-02-16 01:12:48 +00:00 |
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Titus Tscharntke
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0ce9b5fcac
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initial version ( megaglest 3.2.3-beta3 )
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2010-01-22 01:45:58 +00:00 |
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