KatrinaHoffert / megaglest-source Public
forked from MegaGlest/megaglest-sourcefeature-tags
Commits on Aug 4, 2014
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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.
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Tag "header" is now translated
IMPORTANT: Requires adding the following to the English lang file: TagDesc=Tag: -
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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.
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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).
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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.
Commits on Aug 3, 2014
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Note that only the application of tags is complete. Display and load/save still to come.
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Also fixed bad null pointer bug that was freezing the game when you hover over the upgrade button.
Commits on Aug 2, 2014
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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).
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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.
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Tags implemented for units and upgrades
Not yet available for attack boosts.
Commits on Jul 28, 2014
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Merge pull request MegaGlest#22 from titison/feature/spawnattack_at_e…
…nemy Feature/spawnattack at enemy
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Commits on Jul 27, 2014
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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.
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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)
Commits on Jul 24, 2014
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Merge branch 'develop' of github-tomreyn-megaglest:MegaGlest/megagles…
…t-source into develop
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Commits on Jul 23, 2014
Commits on Jul 22, 2014
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Renamed loss-percentage to faction-loss-percentage
Also renamed loss-value accordingly. As discussed with Titi in IRC.
Commits on Jul 20, 2014
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all given damage percents from the projectiles must sum up to exactly 100%
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multiple sounds timed sounds for all skills. By this you can now play a sound for shooting every single shot too.