Commit Graph

139 Commits

Author SHA1 Message Date
Mark Vejvoda 7d53df698a - added new in-game popup menu and new ability to switch teams in game (turned off by default in advanced settings) 2011-09-21 06:51:28 +00:00
Mark Vejvoda 0bbe34deee - added some missing translatable strings (thanks again uncle)
PublishDisabled= (disabling publish)
UnitType=Unit type:
2011-09-02 16:18:37 +00:00
Mark Vejvoda bb68106912 - phase 3 of cppcheck verbose fixes 2011-09-01 18:08:56 +00:00
Mark Vejvoda 57afc2d715 - phase 2 of cppcheck verbose fixes 2011-09-01 01:11:23 +00:00
Mark Vejvoda d99a8236ae - added the ability to synch unit particles with model animation using start-time and end-time attributes 2011-08-27 06:52:17 +00:00
Mark Vejvoda 7bc9394e85 - fixed some bugs around hp regeneration and attack-boost 2011-07-22 20:06:48 +00:00
Mark Vejvoda 82a0f23487 - attempt to add hp regen to upgrades and attack-boost 2011-07-22 07:05:47 +00:00
Mark Vejvoda ed3c0c253d - bugfix for multiplier rounding off issue 2011-07-16 00:44:30 +00:00
Mark Vejvoda 94e0fca857 - added unit-type support for attackboost all types (works as second level filter if used)
- try bugfix for titi's verticle rotation
2011-07-12 01:30:39 +00:00
Mark Vejvoda c108663f02 - bugfix for random animation selection when animation does not use min/max hp 2011-07-11 22:30:16 +00:00
Titus Tscharntke c21f07ec7d "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! 2011-07-07 23:02:46 +00:00
Mark Vejvoda 1b2d4fddea - merged in willvarfar's particle patch 2011-07-06 22:23:51 +00:00
Titus Tscharntke b8766a9388 somthing was missing in the header .... 2011-07-02 19:02:25 +00:00
Titus Tscharntke a1ab98d4b9 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 2011-07-02 16:07:04 +00:00
Mark Vejvoda 32950a168c - more bugfixes for attack-boost 2011-07-02 00:20:28 +00:00
Mark Vejvoda 850825695e - added support for min / max hp associated with damage particles 2011-07-01 21:47:54 +00:00
Mark Vejvoda 68e3ad8036 - better randomizing for model animation selection 2011-07-01 01:25:10 +00:00
Mark Vejvoda f5af03f8d7 - bugfix for using wrong xml names for min and max hp values for models (now look for names mentioned in forum) 2011-06-30 18:59:58 +00:00
Mark Vejvoda 82ccc21d5e - fixed a bug discovered by Elimnator when units are repairing another unit and the other unit morphs need to check of the repairers can still repair the newly morphed unit and if not stop repair 2011-06-30 04:45:17 +00:00
Mark Vejvoda 4e4825d752 - slight change in loading factiontype (load by folder names not *. to avoid errors when garbage files exist) 2011-06-29 06:42:49 +00:00
Mark Vejvoda 4d6f39d257 - added support for multipliers in attack-boost 2011-06-26 07:06:32 +00:00
Mark Vejvoda 26bf93eeed - bugfix again for negative upgrade sums 2011-06-26 03:59:28 +00:00
Mark Vejvoda a3cd886b9d - bugfix again for negative upgrade sums 2011-06-26 03:50:42 +00:00
Mark Vejvoda aa677cfc97 - attempt to NOT convert to utf8 twice 2011-06-26 03:38:28 +00:00
Mark Vejvoda fd8ed536bb - bugfix for upgrades (don't allow negative sums for each attribute) 2011-06-26 02:58:34 +00:00
Mark Vejvoda 4013af9447 - 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" />
2011-06-25 21:40:27 +00:00
Mark Vejvoda 1700cbba2d - working implementation of particles for new attack-boost xml tag 2011-06-25 20:44:46 +00:00
Mark Vejvoda 14b6f195e6 - 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" />
2011-06-25 15:30:18 +00:00
Mark Vejvoda c252402e71 - initial implementation of attack-boost logic (this is in progress code which is only triggered by new xml entries). Will explain later once tested. 2011-06-25 08:53:53 +00:00
Mark Vejvoda 5dda269151 - 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)
2011-06-25 07:31:01 +00:00
Mark Vejvoda e0860309c0 - added support for multiple animation models for each skill and display a them randomly during game play 2011-06-25 05:23:41 +00:00
Mark Vejvoda 1ea57853c5 - updated win32 project files with newly added files 2011-06-23 22:05:48 +00:00
Titus Tscharntke 3401673918 forgot to checkin 2011-06-23 21:14:00 +00:00
Titus Tscharntke 8b9d4a662a switch for non rotatable objets in tilesets; cleaned up the way the particles were bound to tileset objects 2011-06-22 20:26:39 +00:00
Mark Vejvoda 449e3f25c8 - updates to commondata handling. From now on commondata tag specified the commondata folder under a techtree making it easier to share data and portable since you just need to copy the techtree and its contents, this means no sharing data between techtrees (which is good since we don't want such dependencies) 2011-05-06 22:12:16 +00:00
Mark Vejvoda e34e70a0c8 - added code to merge duplicate sounds used in a techtree 2011-05-06 07:47:31 +00:00
Mark Vejvoda c258dc0822 - display which files contain the reference (the parents) to duplicate data in validation report 2011-05-05 20:18:38 +00:00
Mark Vejvoda 6492832c35 - added initial validation code to warn about duplicate data used in factions 2011-05-05 19:21:50 +00:00
Mark Vejvoda c3d1d6fca0 - add support for models, sounds and images to be able to load from commondata 2011-05-05 07:15:12 +00:00
Mark Vejvoda 102363f151 - added initial folder(s) and code to handle loading common data to save duplicated files space 2011-05-05 06:17:34 +00:00
Mark Vejvoda e4f0e8bfbf - step #1 towards a working make install via cmake 2011-05-03 18:25:35 +00:00
Mark Vejvoda bda831861a 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
2011-05-03 07:58:59 +00:00
Mark Vejvoda 9def99c8f5 - bugfix on new cellmap pos, need to check first if unit has a cellmap 2011-05-01 05:40:45 +00:00
Mark Vejvoda f71f83d2b8 - 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). 2011-05-01 05:36:04 +00:00
Mark Vejvoda 89de9f4c8b - fixed to handle duplicate resources in unit requirement costs without crashing 2011-04-26 22:28:37 +00:00
Mark Vejvoda 5a6418ac60 - removed some debug statements to see if it will improve debug logging performance 2011-04-11 00:11:52 +00:00
Mark Vejvoda c71480739b - added a new check to faction validator to report on sound files with a bitrate > 200K 2011-04-09 03:14:05 +00:00
Titus Tscharntke 5aa6092f1f produce commands are not ALWAYS queued! Behaviour should be like in original glest! 2011-04-08 20:25:03 +00:00
Mark Vejvoda a6ccf539e6 - added more techtree validations to indicate things that may make a problem for the AI and invalid xml configurations (like harvest skill but no move skill) 2011-04-06 18:03:22 +00:00
Mark Vejvoda d8c337ae7b - bugfix for resource usage checking
- added new techtree validation in validation report to tell if a techtress has resources that are ununsed by the techtree
2011-04-06 17:50:20 +00:00