Use automake's builtin lex/yacc handling.
Original patch by cazfi (http://forums.wz2100.net/viewtopic.php?p=88749#p88749). Refs #2936.
Make the src/autorevision.h target phony.
Else "make dist" from a clean source tree fails. Refs #2936.
Fix radar modes bug, where old radar mode 1 would not work properly d…
…ue to new radar visibility rules. Also reduce darkness a bit.
Fix for ticket:2928 - commanders unliked when loading game. Not fixed…
… unit stuck in terrain.
Make sure that F12 move-position-to-last-message does not reset map i…
…n (0, 0) position when sound is turned off.
Stop instantly, if trying to change scroll direction.
This should make scrolling less like hoverboarding.
Simplify build progress display code.
Adds missing tooltips as suggested by vexed.
Do not report incomplete structures as damaged, unless they actually …
…were. The maximum sizes of incomplete structure health bars are now correspondingly smaller. Fixes ticket:1911.
This prevents the displayed power bar from changing abruptly. Actual power levels are unaffected by this patch.
walls: Fix walls alignment with 2x2 fortresses and allied walls.
Don't search through all structures on the map when looking for nearby structures.
walls: Do not destroy and recreate walls when changing to corner type.
This would cause trucks to stop building the wall that was changed.
walls: Make blueprint walls match each other, and match real walls.
Fixes ticket:2581.
walls: Adjust wall orientation next to new hardpoints.
Wall orientation should no longer depend on whether the wall or the hardpoint was built first.
walls: Make walls rotate to visually block narrow passages.
Single walls should look less weird, when blocking narrow passages, now.
walls: If building a corner wall with two trucks, don't cancel the se…
…cond truck's order when it arrives.
Fix 3 extra trucks belonging to host on 4c-pyramidal.
The 3 extra trucks belonged to player 4, 5 and 6, and triggered an assertion. Fixes ticket:2945.
Do not cancel order queue, if trying to build an unresearched module.
Fixes ticket:2797.
Display order arrow, when queueing modules to be built.
Also, simplified
if (!bOrderEffectDisplayed && (psOrder->order != DORDER_BUILD || psOrder->order != DORDER_LINEBUILD || psOrder->order != DORDER_BUILDMODULE || psOrder->order != DORDER_HELPBUILD))
to
if (!bOrderEffectDisplayed)
since psOrder could never be all of DORDER_BUILD, DORDER_LINEBUILD, DORDER_BUILDMODULE and DORDER_HELPBUILD simultaneously. The original condition was
if (!bOrderEffectDisplayed AND (psOrder->order != DORDER_BUILD OR
psOrder->order != DORDER_LINEBUILD OR psOrder->order !=
DORDER_BUILDMODULE OR psOrder->order != DORDER_HELPBUILD))
which uses AND and OR, instead of && and ||, but didn't make much sense, either.
Fixes ticket:2602. Fixes ticket:2732.Allow unloading single droids from transporters again.
Fixes ticket:2617.
Remove droids fire and move slower when damaged rule. It was confusin…
…g and led to less tactical play.
Make newly-built structures and droids instantly visible to allies.
This prevents ally blueprints from disappearing before the structure is visible. And fix DROID::seenThisTick uninitialised due to wrong memset, might have been a possible cause of desynch.
Update lightmap even when game is paused.
Lightmap was updating every game tick, instead of up to once every 80ms of real time as was intended.
pie_SetTexturePage is implemented for 1 texture unit, don't use it to…
… bind textures to other ones.
Try to improve obstacle avoidance.
Droids still try to ram each other, though.
Teamcolourify the Cyborg Factory.
Also fix up the normal Factory a bit since it uses the same textures.
Re-add and fix up fallback for 1.4 ≤ OpenGL < 2.0.
Patch by some linear combination of safety0ff, cybersphinx and Cyp.
Try to fix displaced window content on 2% of startups.
Don't know why this seems to work.