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feature-tags

Commits on Aug 4, 2014

  1. Tags now translatable

    Use the techtree translation key: `TagName_<actual name of tag>`.
    Eg, `TagName_warrior` for units that have `<tag name="warrior" />`.
    As with the rest of techtrees, the game setting "Allow translated
    techtrees" must be enabled (otherwise reasonable defaults are shown).
    
    Also, the TagDesc is now translated for upgrades, too. This makes
    everything related to tags translatable.
    KatrinaHoffert committed Aug 4, 2014
  2. Tag "header" is now translated

    IMPORTANT: Requires adding the following to the English lang file:
    
        TagDesc=Tag:
    KatrinaHoffert committed Aug 4, 2014
  3. Attack boosts now properly save tags

    I think I goofed this commit and part of the change is in the prior
    commit, which probably won't build because of this.
    KatrinaHoffert committed Aug 4, 2014
  4. Proper fix for iterating over unit tags

    Issue was returning by value was creating a copy of a set instead
    of returning a reference (which was what I expected).
    KatrinaHoffert committed Aug 4, 2014
  5. Descriptions display tags, now

    Note: not yet translated.
    
    Also fixed awful crash that occured due to how isAffected was
    implemented. Fix is rather unusual, but works.
    KatrinaHoffert committed Aug 4, 2014

Commits on Aug 3, 2014

  1. Split tags into their own set

    Note that only the application of tags is complete. Display and
    load/save still to come.
    KatrinaHoffert committed Aug 3, 2014
  2. Sorted upgrade hover text

    Also fixed bad null pointer bug that was freezing the game when you
    hover over the upgrade button.
    KatrinaHoffert committed Aug 3, 2014

Commits on Aug 2, 2014

  1. Upgrades use set now, too

    This prevents duplicate units (easy to do if you have multiple,
    overlapping tags). This also cleans up the code (the previous
    method of checking for duplicates was a bit messy).
    KatrinaHoffert committed Aug 2, 2014
  2. Converted list of affected units to set

    Ensures uniqueness of units. Only applies to attack boosts (regular
    upgrades are next). Requires changing how the set is accessed, since
    set has different methods than vector.
    KatrinaHoffert committed Aug 2, 2014
  3. Tags implemented for units and upgrades

    Not yet available for attack boosts.
    KatrinaHoffert committed Aug 2, 2014

Commits on Jul 28, 2014

  1. Merge pull request MegaGlest#22 from titison/feature/spawnattack_at_e…

    …nemy
    
    Feature/spawnattack at enemy
    titiger committed Jul 28, 2014

Commits on Jul 27, 2014

  1. Added the ability for SpawnAttacks to let the units spawn when the pr…

    …ojectile arrives at the targetpos.
    
    Unit will always try to attack if it has an attack command.
    Unit attacks the target POS and not the target UNIT of the attacker.
    titison committed Jul 27, 2014
  2. Added a bool spawnAtTarget to spawn attack in which you can define wh…

    …ether the unit spawns at the target or at the attacker.
    
    In Addition i changed the command which is given to the spawned unit to an attack command on the target cell.
    ( I think this makes way more sense than giving a move command to the meeting point)
    ( This also works if the spawned does not have a attack command. It will move to the enemy then)
    titison committed Jul 27, 2014

Commits on Jul 20, 2014

  1. damagePercent for projectiles

    all given damage percents from the projectiles must sum up to exactly 100%
    titiger committed Jul 20, 2014
  2. multi sounds

    multiple sounds timed sounds for all skills. 
    By this you can now play a sound for shooting every single shot too.
    titiger committed Jul 20, 2014
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