Commit Graph

206 Commits

Author SHA1 Message Date
Mark Vejvoda
fe942809e6 - fixed a few issues found by JeffM (debian games team irc channel) while testing on Windows 7 64 bit 2013-01-30 06:08:14 +00:00
Mark Vejvoda
d9fac85d21 - added more debug logging 2013-01-27 07:26:35 +00:00
Mark Vejvoda
8cd7aa0e43 - code cleanup from cppcheck 2013-01-25 02:55:28 +00:00
Mark Vejvoda
4d0811f0ec - update debug stats to remove unused items
- disable interpolation when doing unit or resource selection
2013-01-12 07:36:14 +00:00
Mark Vejvoda
69a15d4544 - added a new skill to toggle fog of war for any command. 2013-01-11 18:40:47 +00:00
Mark Vejvoda
7b99501697 - added a new skill to toggle fog of war for any command. 2013-01-11 18:18:58 +00:00
Mark Vejvoda
5d2066fdbb - added a new thread manager to try to see if it takes less CPU cycles while the thread controller waits for slaves to do their work. To enable the experimental thread manager set: EnableNewThreadManager=true 2013-01-10 21:16:28 +00:00
Mark Vejvoda
b96eba3829 - a better way to cache fog of war and use much less memory 2013-01-04 18:00:51 +00:00
Mark Vejvoda
1f49886755 - re-enabled fog of war cache to improve performance
- improve xml file loading speed
2013-01-03 17:30:59 +00:00
Mark Vejvoda
1dbcabf12c - minor feature request added from sourceforge, when command given cannot be executed, sometimes we show the requirements of the command so the user knows why it failed 2012-11-10 19:39:55 +00:00
Mark Vejvoda
81989f5947 - bugfix if user clicks around while game loading
- cleanup from last checkin (corrections)
2012-10-26 04:35:14 +00:00
Mark Vejvoda
28d65e8d55 - cleanup from last checkin (corrections) 2012-10-26 03:08:40 +00:00
Mark Vejvoda
3419127632 - proper way to handle size_t objects (cleanup warning on other platforms) 2012-10-26 02:42:10 +00:00
Mark Vejvoda
011e0263b0 - lots more code cleanup, using safe buffer size code to avoid buffer overflows 2012-10-19 01:31:20 +00:00
Mark Vejvoda
505206059b - added new lua method for Muwuum:
void giveStopCommand(int unitId)
	bool selectUnit(int unitId)
	void unselectUnit(int unitId)
	void addUnitToGroupSelection(int unitId,int groupIndex)
	void recallGroupSelection(int groupIndex)
	void removeUnitFromGroupSelection(int unitId,int group)
	void setAttackWarningsEnabled(bool enabled)
	bool getAttackWarningsEnabled()
2012-10-17 20:15:50 +00:00
Mark Vejvoda
b65bdee592 - added more info to error message 2012-10-15 00:48:05 +00:00
Mark Vejvoda
e63e634e1e - added a bit more lua and updated capture enemy flag 2012-10-13 07:33:33 +00:00
Mark Vejvoda
0180aa6bba - added new lua functions:
triggeredCellEventUnitId()
showMarker(int flashCount, int factionIndex, string note, string textureFile,Vec2i pos)

1. The first one can be called in a cell trigger event and tell you which unit triggered the event
2. The second flashes a position in the minimap
2012-10-13 05:06:53 +00:00
Mark Vejvoda
87c3a11876 - bugfix for lua setUnitPosition method 2012-10-12 21:50:00 +00:00
Mark Vejvoda
5e42c6dc03 - loads of code cleanup based on verbose output from the latest git version of cppcheck 2012-10-06 07:06:40 +00:00
Mark Vejvoda
7c0e10684a - added lua functions to add / remove cell markers:
addCellMarker(0,'test from scenario!','',cellMarker)
param1=factionindex
param2=cell hint
param3=empty string
param4=cellPosition

removeCellMarker(0,{46,13})
param1=factionindex
param2=cellPosition
2012-09-25 07:05:52 +00:00
Mark Vejvoda
3ede912b9a - added support for custom video's on battle end screen:
look for videos in the following order:
1. check faction xml file for the following attributes (depends on win/lose) on the faction tag:
faction-battle-end-win-video="<path to video>"
faction-battle-end-lose-video="<path to video>"

if not defined 2. check the faction folder for the files:
battle_end_win_video.*
battle_end_lose_video.*

if not found check the data/core/menu/videos/ paths for:
battle_end_win.*
battle_end_lose.*
2012-09-25 00:23:25 +00:00
Mark Vejvoda
8e88b36723 - removed pathfinder from GAE and all references 2012-09-22 21:39:13 +00:00
Mark Vejvoda
0b9ad4c457 - added support for throwing known errors and skipping stack traces (For friendlier error messages) 2012-07-20 23:51:10 +00:00
Mark Vejvoda
ed9ae076c5 - attempt to fix pizza's crash
- safer use of random # in unit updater (not backward compatible with other builds)
2012-07-20 23:07:44 +00:00
Mark Vejvoda
c42d44a53a - attempt to fix pizza's crash 2012-07-20 22:18:34 +00:00
Mark Vejvoda
9f0546c008 - set correct exit codes (for tomreyn)
- fix loading when too many units on map (do not segfault)
- deprecate ThreadedNetworkClient setting
2012-07-17 23:04:30 +00:00
Titus Tscharntke
e311c439f6 sound is no more switched on when switching factions ( not a 100% fix but I think good enough ) 2012-07-15 19:45:55 +00:00
Mark Vejvoda
d9e2a64bb3 *NOTE: This is not backwards compatible with previous builds
- disable the alpha fog of war cache as it takes too much RAM (not sure if it really improves performance that much)
- inline some common functions for speed
2012-07-03 19:31:52 +00:00
Mark Vejvoda
0f5cb29919 - build silhouette now uses team colour and you see all team players building placement
- improve performance when rending cell markers
2012-06-22 13:30:15 +00:00
Mark Vejvoda
acc2a5f9c9 - show light green with alpha silhouette of building when unit is moving to a location to build another unit 2012-06-22 04:58:44 +00:00
Mark Vejvoda
8fd436b612 - added new lua method to play video's in scenarios:
playStaticVideo
2012-05-22 06:17:56 +00:00
Mark Vejvoda
0f25276e6f - applied patch from MuwuM 2012-05-21 20:15:37 +00:00
Mark Vejvoda
2d6cda1f6f - more pathfinder tweaks to try improve performance 2012-05-09 23:56:14 +00:00
Mark Vejvoda
3ff0796bec - some in progress pathfinder work 2012-05-04 21:03:52 +00:00
Mark Vejvoda
c8fdc9269f - fix win32 build
- cleanup a lot of win32 compiler warnings
2012-04-16 20:15:57 +00:00
Mark Vejvoda
8c0bf75bf5 - got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00
Mark Vejvoda
22f43f4267 - added new lua method for setting the direct position of a unit (can be used for teleporting):
setUnitPosition(int unitId, Vec2i pos)
2012-04-11 05:41:40 +00:00
Mark Vejvoda
d16396db0a - more save / loadgame bugfixes 2012-04-02 15:17:31 +00:00
Mark Vejvoda
fce4d55dd5 - better error handling, try to display proper error message and restore state as best as possible 2012-04-02 01:45:13 +00:00
Mark Vejvoda
152e83399d - added a new lua method isUnitAlive(unitId) 2012-03-31 20:17:19 +00:00
Mark Vejvoda
2f885406e0 - added logic to delay AI player from path finding more than 10 units per frame (we make him think he is blocked and he will retry another frame) 2012-03-31 19:50:45 +00:00
Mark Vejvoda
c02c90427b - added some more lua commands:
vector<int> getUnitsForFaction(factionIndex,commandTypeName, field)
int getUnitCurrentField(unitId)
2012-03-30 07:10:14 +00:00
Mark Vejvoda
45b92f4316 - allow for a scenario based faction to be 'neutral' by specifying a team # of 9
- added some new lua methods:
networkShowMessageForFaction(text,header,int factionIndex)
networkShowMessageForTeam(text,header,teamIndex)
2012-03-30 05:53:33 +00:00
Mark Vejvoda
9286130138 - bugfixes and code cleanup found using cppcheck 2012-03-28 06:25:57 +00:00
Mark Vejvoda
c0f3658faa - bugfix for network scenarios to NOT close unconnected network slots before loading, they will turn into AI players (this is required because the scenario code may require those factions)
- added ability to morph and indicate the morph command should ignore resource costs, add this to the command type:
<ignore-resource-requirements value="true" />
2012-03-27 03:23:03 +00:00
Mark Vejvoda
163271203d - tilesets now support animated models:
<model path="models/copter_sit.g3d" anim-speed="190"/>
2012-03-26 23:24:29 +00:00
Mark Vejvoda
4f1bee5aea - attempt to save and load scenario info in saved games 2012-03-26 06:48:58 +00:00
Mark Vejvoda
5f95b08c17 - a ton more load game state now working (including commands) 2012-03-13 15:21:25 +00:00
Mark Vejvoda
9271d7d7f6 - initial loading logic for loading of saved games.
- currently we always save the game during out of synch or on game quit.
- added a new commandline option to load the last saved game, this doesn't do much yet, just creates units in the map locations they were when the game was saved
./megaglest --load-saved-game
2012-03-12 23:08:22 +00:00