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Commits on May 4, 2012
  1. @cybersphinx
  2. @cybersphinx

    Update translations.

    cybersphinx committed May 4, 2012
  3. @cybersphinx

    Merge branch 'bugfixes' into 3.1

    * bugfixes:
      Update ChangeLog.
    cybersphinx committed May 4, 2012
  4. @cybersphinx

    Update ChangeLog.

    cybersphinx committed May 4, 2012
  5. @cybersphinx

    Merge branch 'bugfixes' into 3.1

    automerge committed with cybersphinx May 4, 2012
  6. @Cyp

    Fix kicking of AIs.

    See 93f0e61, introduced in 2309f16.
    
    Fixes ticket:3439.
    Cyp committed May 4, 2012
Commits on May 3, 2012
  1. @cybersphinx

    Update ChangeLog.

    cybersphinx committed May 3, 2012
  2. @cybersphinx

    Update translations.

    cybersphinx committed May 3, 2012
  3. @cybersphinx

    French translation update by Amiral JCDG.

    Closes #3430.
    cybersphinx committed May 3, 2012
  4. @cybersphinx

    Turkish translation update by Ayhan Görgülü.

    Closes #3417.
    cybersphinx committed May 3, 2012
  5. @Cyp

    Do not freeze on player leaving, either.

    Introduced in 2309f16. (Although freezing isn't much
    worse than desynch.)
    Cyp committed May 3, 2012
Commits on May 2, 2012
  1. @cybersphinx

    Remove unused variable to shut up gcc 4.7.

    Leftover from fcd5510.
    cybersphinx committed May 2, 2012
  2. @Cyp

    Update ChangeLog.

    Cyp committed May 2, 2012
  3. @Cyp

    Let structures look for good targets, instead of shooting at the near…

    …est target.
    
    The targetAttackWeight() function with special cases for structures is now actually
    used for structures.
    Cyp committed May 2, 2012
  4. @Cyp

    Prefer targets not too close to fire, and prefer very damaged targets.

    Previously, preferred damaged over non-damaged, but not very damaged over lightly
    damaged, due to integer truncation.
    Cyp committed May 2, 2012
  5. @Cyp

    Do not make all tanks suddenly accelerate to hover speeds at end of p…

    …ath.
    
    Fixes ticket:3424.
    Cyp committed May 2, 2012
  6. @Cyp

    Add new corner gate models by Berg.

    And fix old gate model (also fixed by Berg).
    Cyp committed May 2, 2012
  7. @Cyp

    Allow shooting through open gates.

    Also, raise fully-opened gates by 1 unit, to better support models of ┼-shaped gates,
    where the heights of the gate pieces differ by one unit to avoid Z-fighting.
    Cyp committed May 2, 2012
  8. @Cyp

    Add ┼-shaped gate model.

    The ┴- and ┘-shaped model files are currently ┼-shaped, and the ┼-shaped model will
    need updating to avoid Z-fighting.
    
    Fixes ticket:3336.
    Cyp committed May 2, 2012
  9. @Cyp

    Fix destroyed structure count to count destroyed non-walls instead of…

    … destroyed walls.
    
    Introduced in f6ddbf1.
    
    Fixes ticket:3380 and ticket:3435.
    Cyp committed May 2, 2012
  10. @Cyp

    Adjust turret pitch as far as possible, and no farther.

    Weapons could fail to fire, if the desired pitch was outside the limits.
    
    Fixes ticket:3267.
    Cyp committed May 2, 2012
Commits on May 1, 2012
  1. @Cyp

    Try harder to prevent desynch on player leaving.

    There seem to be way too many ways that a player can leave, disconnect, drop, be
    kicked, leave (again), be destroyed and/or be cleared.
    
    During a game, NET_PLAYER_DROPPED must not be sent, since it is executed at a random
    game time, and GAME_PLAYER_LEFT must be sent instead. Independently of whether the
    player left, disconnected, dropped, was kicked, left, was destroyed, was eaten by a
    grue, or was cleared.
    Cyp committed May 1, 2012
Commits on Apr 30, 2012
  1. @cybersphinx

    Merge branch 'bugfixes' into 3.1

    automerge committed with cybersphinx Apr 30, 2012
  2. @Cyp
Commits on Apr 29, 2012
  1. @Cyp

    Truncate game state CRC sent over net to 16 bits.

    This should save a tiny bit of bandwidth, at least 20 bytes/second.
    Cyp committed Apr 29, 2012
  2. @Cyp

    Make net usage statistics more meaningful.

    Previous behaviour: Show bytes sent, before compression, per CPU-second. So with 50%
    cpu usage, the numbers would be doubled.
    
    New bevaviour: Show actual bytes sent, and also show bytes sent before compression,
    per actual second, independent of CPU usage.
    Cyp committed Apr 29, 2012
Commits on Apr 28, 2012
  1. @vexed

    Fixes Scavenger MRAs

    Patch by NoQ
    Original model by Berg
    
    Fixes ticket:3365
    vexed committed Apr 28, 2012
  2. @vexed

    Change objmemDestroy() to return a bool.

    When we have droids that are "dead" but still have actions/orders concerning them,
    we delay killing them completely (as in, free their memory /cleanup routines)
    until those actions/orders are cleared on the next cycle.
    
    Use logging of life, death, and memory to see what is going on.
    
    fixes ticket:3419 ref:3338
    vexed committed Apr 28, 2012
  3. @vexed

    Make 'autogame' work in *debug* mp games.

    fixes ticket:3369
    vexed committed Apr 27, 2012
  4. @Cyp

    Add (int) cast, for C++11 compatibility.

    Fixes ticket:3401.
    Cyp committed Apr 28, 2012
  5. @Cyp

    Flush net data immediately after sending GAME_GAME_TIME.

    This allows accelerated multiplayer games to run faster.
    
    Probably also reduces game latency slightly.
    Cyp committed Apr 28, 2012
Commits on Apr 27, 2012
  1. @Cyp

    Don't desynch in debug mode when pressing 'A' or 'W'.

    Accidentally pressing the 'A' and 'W' keys in debug mode lowers and raises the terrain
    by an unnoticable amount, causing mysterious hard-to-reproduce and hard-to-debug
    desynchs some time later, when a droid crosses the affected tile.
    
    Steps to reproduce: Start a multiplayer game, and set all players to autogame for easy
    debugging (this requires enabling debug mode). In one of the clients, press Control+A
    to select all units, using a keyboard where the Control key sometimes but rarely fails.
    Scroll around the map, or do something else, until a droid crosses the tile where the
    mouse cursor happened to be when Control+A was pressed. Watch the game mysteriously go
    out of synch due to an apparent miscalculation in the droid position. Try to debug what
    went wrong with the droid position.
    
    Also, remove redundant test in buildFlatten().
    Cyp committed Apr 27, 2012
  2. @cybersphinx

    Merge branch 'bugfixes' into 3.1

    automerge committed with cybersphinx Apr 27, 2012
  3. @vexed
  4. @vexed

    add sequences to base with 9 FMVs as discussed on ML. Fix Makefile

    git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/tags/2.3.5@11721 4a71c877-e1ca-e34f-864e-861f7616d084
    (cherry picked from commit e151241)
    
    Conflicts:
    	data/Makefile.am
    vexed committed Mar 29, 2012
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