Mark Vejvoda
9aca26a0f0
- bugfix for unit selection segfault on game exit
...
- added thread hardening to try to ensure we never try to delete a thread more than once.
2012-04-12 20:43:19 +00:00
Mark Vejvoda
76c3fa1949
- fixed segfault when a unit is selected and they die (this is a long standing bug and not related to savegame)
2012-04-12 15:38:53 +00:00
Mark Vejvoda
22f43f4267
- added new lua method for setting the direct position of a unit (can be used for teleporting):
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setUnitPosition(int unitId, Vec2i pos)
2012-04-11 05:41:40 +00:00
Titus Tscharntke
6c12bfbec8
Improved resource object selection implementation which allows highlight effects now too.
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Generally changed highlight effect to something more obvious
2012-04-04 00:30:16 +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
Titus Tscharntke
d8ba2443cf
new switches "count-unit-death-in-stats", "count-unit-production-in-stats" and "count-unit-kill-in-stats" for unit.xml ( allows better "resource" production for example )
2012-03-30 23:38:05 +00:00
Mark Vejvoda
af5c38b4c4
- fixed save / load of fire particle when unit is burning
2012-03-30 03:20:33 +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)
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- 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
98351fedba
- bugfix when morphing, do a level check to see if the morphed unit should have its level updated based on current kills
2012-03-25 20:38:05 +00:00
Mark Vejvoda
bc3cc07aba
- corrected multiple model processing based on hp
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- fixed cmake scripts (thanks Andrew Clarke)
- fixed streflop files to ignore softfloats if not used during build
2012-03-24 18:30:49 +00:00
Mark Vejvoda
a7e45eb354
- added the ability to record all game command to a replay file. To test saving / loading games from a replay file, add this to glestuser.ini:
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SaveCommandsForReplay=true
2012-03-20 04:53:26 +00:00
Mark Vejvoda
b481fbcbb5
- proper save and restore for particles
2012-03-19 21:35:54 +00:00
Mark Vejvoda
6571281a48
- proper restore of meeting point
2012-03-17 22:08:04 +00:00
Mark Vejvoda
8d5de12d42
- added some particles to load game logic
2012-03-14 07:23:41 +00:00
Mark Vejvoda
4481151c5b
- check if unit is dead when loading game and do NOT set cell map for dead unit
2012-03-13 23:51:39 +00:00
Mark Vejvoda
d4ca1c36cb
- fixed some particle issues
2012-03-13 23:18:09 +00:00
Mark Vejvoda
aa93999dce
- fixed map placement when loading untis from file
2012-03-13 22:55:11 +00:00
Mark Vejvoda
d1a0eeca2e
- check for null for particles
2012-03-13 22:37:47 +00:00
Mark Vejvoda
917adc8c98
- bugfix for game save and load (string buffer was too small for one item)
2012-03-13 21:58:31 +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
e3fde99359
- fixed gamma correction so it works now
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- added more state when loading saved game
2012-03-13 01:34:14 +00:00
Mark Vejvoda
9271d7d7f6
- initial loading logic for loading of saved games.
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- 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
Mark Vejvoda
c5331b7e8a
- 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
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(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00
Mark Vejvoda
4ad42518c0
- updated for better handling of streflop on different platforms
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- attempt for bugfix on windows when socket send buffer is continuously full
2012-02-10 06:21:06 +00:00
Mark Vejvoda
2dd2afb296
- changed selection code to use color picking, can disable using new ini setting:
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EnableColorPicking=false
2011-12-13 01:30:52 +00:00
Mark Vejvoda
01ea0787a3
- a few more updates to cut down on RAM use for headless server
2011-12-03 00:39:03 +00:00
Mark Vejvoda
8bdf863636
- cleanup of masterserver global flag
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- attempt to cut down on resources required for masterserver mode to minimize RAM
2011-12-02 22:04:02 +00:00
Mark Vejvoda
66f44ff7c4
- more cleanup from cppcheck (using eclipse plugin now)
2011-12-02 17:46:02 +00:00
Mark Vejvoda
d33e1174a5
- bugfixes related to cppcheck report
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- bugfixes found using valgrind (memory leaks)
2011-12-02 16:07:59 +00:00
Titus Tscharntke
1cd6520335
fast commands only for fighting / no regeneration when in "be_build" state
2011-11-29 00:54:38 +00:00
Mark Vejvoda
21d06fd386
- bugfix for hp regeneration (Thanks for pointing this out Ishmaru)
2011-11-28 06:25:20 +00:00
Mark Vejvoda
2d367bd26e
- added new lua functions from Muwum:
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new events:
unitAttacked
unitAttacking
methods:
lastAttackedUnitName()
lastAttackedUnit()
lastAttackingUnitName()
lastAttackingUnit()
giveKills(unit,amount)
2011-11-16 21:38:12 +00:00
Mark Vejvoda
0039354c15
- added name to attack-boosts and shared attack boosts per unit type
2011-11-11 04:17:55 +00:00
Mark Vejvoda
0b511efe36
bugfix for particles, proper checking for valid particle states when using particles
2011-11-05 05:45:02 +00:00
Mark Vejvoda
0f6e8ba928
attempt to bugfix attackboost segfault discovered while playing vs Romans
2011-10-30 06:12:40 +00:00
Mark Vejvoda
ca45749cd8
see if this fixes command transitions issues outstanding
2011-10-28 22:49:00 +00:00
Mark Vejvoda
64eeba93cb
bugfix for command transition not properly resetting status
2011-10-28 04:37:10 +00:00
Mark Vejvoda
4223567f2b
attempt to fix weird command transition behavior
2011-10-28 04:17:26 +00:00
Mark Vejvoda
421e38cab4
cleaned up the code a bit for the command transition
2011-10-28 01:22:36 +00:00
Mark Vejvoda
b08516e7de
fixed command transition choppiness
2011-10-28 01:11:42 +00:00
Mark Vejvoda
fdb2b65bf7
make transition to new command less choppy
2011-10-28 00:51:01 +00:00
Mark Vejvoda
f2e497f855
bugfix for switching to another command should be immediate and not wait until the current skill in finished
2011-10-28 00:22:03 +00:00
Mark Vejvoda
b1ed59959e
- bugfix so player who dies and becomes an observer can hear sounds from other players units
2011-10-12 16:03:55 +00:00
Mark Vejvoda
e25e925ff0
- bugfix for ep regen being done twice per tick
2011-10-12 02:46:31 +00:00
Mark Vejvoda
aed293bba2
- fixed a bunch of memory leaks that will hopefully mean less overall memory requirements.
2011-09-28 06:57:42 +00:00
Mark Vejvoda
21005cc1e7
- in headless mode skip call to set window icon
2011-09-27 17:15:56 +00:00
Mark Vejvoda
2a86cb4f7d
- added support for proper quiting and console input/output in headless mode. Type: quit followed by return into the console to properly shutdown in headless mode.
2011-09-27 10:16:09 +00:00
Mark Vejvoda
9caff9dac3
- in headless mode avoid init of sdl's video surface so that we stay in console window (no graphics window shown)
2011-09-27 07:01:08 +00:00
Mark Vejvoda
ece2927350
- attempt to fix command grouping
2011-09-25 04:07:59 +00:00