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command_type.cpp
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- 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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2012-03-27 03:23:03 +00:00 |
command_type.h
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- 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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2012-03-27 03:23:03 +00:00 |
damage_multiplier.cpp
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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
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2012-03-10 03:27:25 +00:00 |
damage_multiplier.h
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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
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2012-03-10 03:27:25 +00:00 |
element_type.cpp
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- 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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2012-03-27 03:23:03 +00:00 |
element_type.h
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- 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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2012-03-27 03:23:03 +00:00 |
faction_type.cpp
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- added a new EnumParser class to convert enum to string and vice versa
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2012-03-31 05:54:24 +00:00 |
faction_type.h
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- added a new EnumParser class to convert enum to string and vice versa
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2012-03-31 05:54:24 +00:00 |
object_type.cpp
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- fixed Martiño Figueroa's name in all copyrights in source code
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2011-12-14 07:40:48 +00:00 |
object_type.h
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- fixed Martiño Figueroa's name in all copyrights in source code
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2011-12-14 07:40:48 +00:00 |
resource_type.cpp
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- a ton more load game state now working (including commands)
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2012-03-13 15:21:25 +00:00 |
resource_type.h
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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
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2012-03-10 03:27:25 +00:00 |
skill_type.cpp
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- bugfixes and code cleanup found using cppcheck
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2012-03-28 06:25:57 +00:00 |
skill_type.h
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- corrected multiple model processing based on hp
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2012-03-24 18:30:49 +00:00 |
tech_tree.cpp
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- initial loading logic for loading of saved games.
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2012-03-12 23:08:22 +00:00 |
tech_tree.h
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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
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2012-03-10 03:27:25 +00:00 |
tileset_model_type.cpp
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- tilesets now support animated models:
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2012-03-26 23:24:29 +00:00 |
tileset_model_type.h
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- tilesets now support animated models:
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2012-03-26 23:24:29 +00:00 |
unit_type.cpp
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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 )
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2012-03-30 23:38:05 +00:00 |
unit_type.h
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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 )
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2012-03-30 23:38:05 +00:00 |
upgrade_type.cpp
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- a ton more load game state now working (including commands)
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2012-03-13 15:21:25 +00:00 |
upgrade_type.h
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- a ton more load game state now working (including commands)
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2012-03-13 15:21:25 +00:00 |