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Commits on Mar 14, 2012
  1. @cybersphinx
  2. @cybersphinx

    Merge branch 'bugfixes' into 3.1

    cybersphinx authored
    * bugfixes:
      Update ChangeLog.
      Only show landing lights when they're actually somewhere on the map.
      cleanup: Simplify setNoGoArea a bit.
      Make escape work again when the mouse is over the menu.
      Pathfind to oil wells which are only accessible from a diagonal tile.
      Rearm on rearming pads instead of beside rearming pads.
      Make VTOL rearming pads stay above ground.
      Move radar handling from processInput() to processRadarInput().
      Fix broken multiplayer.
      Externalize the custom build rule scripts.
  3. @cybersphinx

    Update ChangeLog.

    cybersphinx authored
Commits on Mar 13, 2012
  1. @cybersphinx
  2. @cybersphinx
  3. @cybersphinx
  4. @Cyp

    Pathfind to oil wells which are only accessible from a diagonal tile.

    Cyp authored
    Let * = Cliff, D = Derrick, O = Oil well
    
    *****
    *OD
    *Dx
    *
    
    In the above, trucks trying to build on the oil well will now pathfind to the tile
    marked "x".
    
    Fixes ticket:3215.
  5. @Cyp

    Rearm on rearming pads instead of beside rearming pads.

    Cyp authored
    Introduced in 9dcf5bd.
    
    Fixes ticket:3285.
  6. @Cyp

    Make VTOL rearming pads stay above ground.

    Cyp authored
    VTOL rearming pads no longer think that they are submarines. The corners of the pad
    (baseplate) may still go below ground, but the centre square of the rearming pad
    floats above ground. VTOL rearming pads no longer flatten the terrain under them.
    Structures that flatten terrain re-float nearby pads and defenses.
    
    STRUCTURE::pos.z is no longer mysteriously ignored when rendering most structures.
    
    Fixes ticket:702.
  7. @cybersphinx
  8. @Cyp

    Fix broken multiplayer.

    Cyp authored
    Broken in af5f329. D'oh.
    
    Fixes ticket:3281.
  9. @dak180
Commits on Mar 12, 2012
  1. @dak180

    Merge branch 'bugfixes' into 3.1

    dak180 authored
    * topic/bugfixes:
      Update the mac doc bundle.
  2. @dak180

    Update the mac doc bundle.

    dak180 authored
  3. @cybersphinx
  4. @cybersphinx
  5. @dak180
  6. @cybersphinx

    Update ChangeLog.

    cybersphinx authored
  7. @vexed @cybersphinx

    Use lower-res textures as default.

    vexed authored cybersphinx committed
  8. @cybersphinx

    Display game speed as decimals, not fractions.

    cybersphinx authored
    Also add 0.5. Refs #3277.
  9. @cybersphinx
  10. @cybersphinx

    Clear out blueprints when ending a game.

    cybersphinx authored
    Fixes #3181.
  11. @cybersphinx

    Update translations.

    cybersphinx authored
  12. @cybersphinx

    French translation update by Amiral JCDG.

    cybersphinx authored
    Closes #3276.
  13. @Emdek @cybersphinx

    Better descriptions for the unit colour options.

    Emdek authored cybersphinx committed
    Also moves the rotating radar option into graphics options.
    unitcolouroptions5.diff, closes #3265.
  14. @Emdek @cybersphinx

    Make in game options a bit wider (to give more room for translations)…

    Emdek authored cybersphinx committed
    … and improve sound options margins
    
    Refs #2650.
  15. @Emdek @cybersphinx

    Make keyboard mapping editor more consistent with menu

    Emdek authored cybersphinx committed
  16. @Emdek @cybersphinx

    Squeeze out additional 50 pixels for menu texts (preserving 640x480 c…

    Emdek authored cybersphinx committed
    …ompatibility)
    
    Refs #2650.
  17. @Cyp

    Try to avoid pointers to stack getting saved.

    Cyp authored
    Also, fix a harmless out of bounds »myUnusedPointer = &myVector[myVector.size()]«.
    
    Introduced in d818ff5.
    
    Hopefully fixes ticket:3200.
Commits on Mar 11, 2012
  1. @Cyp

    Disable target prediction for droids that are trying to drive through…

    Cyp authored
    … stuff.
    
    This implies that if the droid suddenly figures out how to tunnel through the wall it
    was trying to drive through for the last half hour, the shot will miss.
  2. @Cyp

    Fix divide-by-0 in updateFire() on effect with zero lifespan.

    Cyp authored
    Probably triggered by f6ddbf1 on destruction of 0%-built
    derrick.
  3. @Cyp
Commits on Mar 10, 2012
  1. @Cyp

    Return power on changing template in production.

    Cyp authored
    If changing a template which was currently in production, the production was cancelled
    without returning the power.
    
    Fixes ticket:3266.
  2. @Cyp

    Make destroyed half built structures burn half time.

    Cyp authored
    Except in the case of derricks, or in the case of adding oil wells in debug mode where
    the structure was, this is just a visual change.
    
    Clean up destroyStruct() slightly.
  3. @Cyp

    When targetting using sensors, use action target of droids doing DACT…

    Cyp authored
    …ION_OBSERVE.
    
    Previous behaviour was to use order target, independently of whether the droid was doing DORDER_OBSERVE.
    
    Artillery no longer shoots at oil barrels being picked up by sensor tanks.
    
    Fixes ticket:1281.
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