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Commits on Mar 20, 2012
  1. @perim
Commits on Mar 19, 2012
  1. @perim
  2. @perim
  3. @perim
Commits on Mar 18, 2012
  1. @cybersphinx

    Merge branch 'bugfixes'

    * bugfixes:
      Update translations.
      Update files to translate.
    cybersphinx committed Mar 18, 2012
  2. @cybersphinx

    Update translations.

    cybersphinx committed Mar 18, 2012
  3. @cybersphinx

    Update files to translate.

    cybersphinx committed Mar 18, 2012
  4. @cybersphinx

    Merge branch 'bugfixes'

    * bugfixes:
      Update ChangeLog.
      Spanish translation update by Saberuneko.
      dpkg: Explicitly depend on xmlto.
    cybersphinx committed Mar 18, 2012
  5. @cybersphinx

    Update ChangeLog.

    cybersphinx committed Mar 18, 2012
  6. @cybersphinx

    Spanish translation update by Saberuneko.

    Closes #3335.
    cybersphinx committed Mar 18, 2012
  7. @cybersphinx

    dpkg: Explicitly depend on xmlto.

    The asciidoc package only recommends it, but it's needed to create the
    manpage.
    cybersphinx committed Mar 18, 2012
  8. @cybersphinx

    Merge branch 'bugfixes'

    automerge committed with cybersphinx Mar 18, 2012
  9. @nanotech @dak180

    Simplify the OS X crash dialog.

    With the option to automatically open relevant
    directories and the new ticket page.
    nanotech committed with dak180 Mar 16, 2012
Commits on Mar 17, 2012
  1. @vexed

    Save our openGL info so we can write it out.

    Save game version / time / openGL stats / and misc. other things
    that we can use to debug issues to a gameinfo.ini (in savegames)
    or WZdebuginfo.txt (on fatal errors) file that can be easily
    uploaded to us.
    vexed committed Mar 17, 2012
  2. @cybersphinx

    Merge branch 'bugfixes'

    * bugfixes: (24 commits)
      Don't change radar option when clicking on scanlines.
      Use the same text for the unit colour options everywhere.
      Improve factory selection.
      cleanup: Remove some useless code.
      French translation update by Amiral JCDG.
      Load and save factory numbers.
      Properly disable unit design/radar without HQ in mp/sk.
      Add __LINE__ to debug() routines to show exact line it is being called from. On LOG_WARNING, only ouput the warning one time and supress the rest.
      Change it so you can deconstruct anything but blueprints. Fixes ticket:3312
      When debug mode is enabled also enable the flag
      Change defaults to window mode & 640x480, so people can see the system dialog popups if something goes wrong on init.
      Fix spacing a bit for host lobby screen
      Fix Assert to check for Super Transporter as well
      update MSVC solution file Disable mimimalRebuild since it was slower than doing /Mp
      Fix suboptimal paths on multiple droids pathfinding to same location.
      Show correct AI names, even when AI list differs from the host's.
      Remove unused SS_BEING_DEMOLISHED.
      Update droid height after unloading specific droid from transport.
      Show health as well as build progress when selecting incomplete enemy structures.
      Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().
      ...
    cybersphinx committed Mar 17, 2012
  3. @cybersphinx

    Don't change radar option when clicking on scanlines.

    Fixes #3326.
    cybersphinx committed Mar 17, 2012
  4. @cybersphinx

    Use the same text for the unit colour options everywhere.

    Yay for duplication! Fixes #3324.
    cybersphinx committed Mar 17, 2012
  5. @cybersphinx

    Improve factory selection.

    Always select a factory, either by clicking on it, or clicking on the
    top or bottom icon in the bottom panel, and only mark one factory as
    selected.
    cybersphinx committed Mar 17, 2012
  6. @cybersphinx
  7. @cybersphinx

    French translation update by Amiral JCDG.

    Closes #3311.
    cybersphinx committed Mar 16, 2012
  8. @cybersphinx

    Load and save factory numbers.

    Hopefully fixes #3244.
    cybersphinx committed Mar 16, 2012
  9. @cybersphinx
  10. @vexed

    Add __LINE__ to debug() routines to show exact line it is being calle…

    …d from.
    
    On LOG_WARNING, only ouput the warning one time and supress the rest.
    vexed committed Mar 17, 2012
  11. @vexed
  12. @vexed
  13. @vexed

    Change defaults to window mode & 640x480, so people can see the syste…

    …m dialog popups if something goes wrong on init.
    vexed committed Mar 14, 2012
  14. @vexed
  15. @vexed
  16. @vexed
  17. @Cyp

    Fix suboptimal paths on multiple droids pathfinding to same location.

    On finding the optimal path for a droid, pathfinding was immediately terminated, on
    reaching the droid, without considering paths crossing the droid's tile. The next droid
    to pathfind to the same location would re-use the pathfinding map, which has a hole
    around where the previous droid was, which could lead to long detours (or not finding a
    path) if the previous droid/droids was/were in a 1-tile-wide/narrow passage.
    Cyp committed Mar 17, 2012
  18. @Cyp

    Show correct AI names, even when AI list differs from the host's.

    Fixes ticket:3226.
    Cyp committed Mar 17, 2012
Commits on Mar 16, 2012
  1. @Cyp

    Remove unused SS_BEING_DEMOLISHED.

    Structures being demolished had status SS_BEING_BUILT, not SS_BEING_DEMOLISHED.
    Cyp committed Mar 16, 2012
  2. @Cyp

    Update droid height after unloading specific droid from transport.

    For some weird reason, there are two completely different code paths for unloading
    all droids at once, or unloading one droid at a time. In the latter case, the droid
    height stayed as was whatever it was when it was loaded onto the transport. This
    lead to levitating droids or droidmarines.
    
    Fixes ticket:3169.
    Cyp committed Mar 16, 2012
  3. @Cyp

    Show health as well as build progress when selecting incomplete enemy…

    … structures.
    
    Fixes ticket:3256.
    Cyp committed Mar 16, 2012
  4. @Cyp

    Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().

    Avoids players seeing only flags, no player names or ready buttons, when joining a
    re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
    via sendOptions().
    
    Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
    single-player skirmish game, going back, and loading a game instead.
    
    Fixes ticket:3309.
    Cyp committed Mar 16, 2012