Fix crash due to transporter trying to unload itself from itself when…
… clicking fast. Unloading single droids from transporters should now be more responsive, too.
Fix missing visibility on game start.
Introduced in a74281b. Fixes ticket:2964.
Fix loading of droids in transporters.
Hopefully fixes ticket:2889 and ticket:2959, but does not handle the corrupted savegame in ticket:2959, which has duplicate droids in droid.ini and mdroid.ini.
Add new qtscript functions for AI implementatation. The pick build po…
…sition function was ported pretty much as is from wzscript implementation, hence its ugliness.
qtscript: Functions for enumerating features and ordering droids to d…
…o things to objects. Add access to structure types.
Remove dead function. getDerrick() is now unnecessary that we have al…
…l this info available from global.
The GAME_* messages should now be better sorted by whether or not they are useful.
Use version_getVersionString() for net version.
Since any change that affects game state breaks synchronisation, and most changes break synch, and it's not convenient for most commits to bump the version in netplay.cpp, it's probably a good idea to announce the exact version when hosting.
Fix remaining progress bar after research.
Was a missing popStatusPending(). Fixes ticket:2966.
Fix crash on opening empty production menu after loading savegame con…
…taining commander templates. Introduced in 9474ae3. Fixes ticket:2968.
Fix assertion spam on ordering a group containing some non-trucks to …
…build something. info |12:05:14: [orderDroidBase] Mini-Rocket Array Viper Hover cannot construct things! info |12:05:14: [orderDroidBase] Assert in Warzone: ../../src/order.cpp:1563 (isConstructionDroid(psDroid)), last script event: 'N/A'
Use repair delivery point when plonking down droids in debug mode, an…
…d squelch valgrind uninitialised warning. Flipping !psPosition->selected && !blueprint to !blueprint && !psPosition->selected helps since blueprint ← true and psPosition->selected ← uninitialised. ==28422== Conditional jump or move depends on uninitialised value(s) ==28422== at 0x494CCC: renderDeliveryPoint(FLAG_POSITION*, bool) (display3d.cpp:2489) ==28422== by 0x496F0D: _ZL9drawTilesP5iView.clone.53 (display3d.cpp:1622) ==28422== by 0x496FAC: draw3DScene() (display3d.cpp:851) ==28422== by 0x49BD30: displayWorld() (display.cpp:1358) ==28422== by 0x50DEE6: gameLoop() (loop.cpp:614) ==28422== by 0x50FBDC: mainLoop() (main.cpp:907) ==28422== by 0x62EEDA: WzMainWindow::paintGL() (wzapp.cpp:264) ==28422== by 0x6D5A0EF: QGLWidget::glDraw() (qgl.cpp:4483) ==28422== by 0x6D58E38: QGLWidget::paintEvent(QPaintEvent*) (qgl.cpp:4281) ==28422== by 0x723D40C: QWidget::event(QEvent*) (qwidget.cpp:8405) ==28422== by 0x6D62580: QGLWidget::event(QEvent*) (qgl.cpp:4264) ==28422== by 0x71E78DB: QApplicationPrivate::notify_helper(QObject*, QEvent*) (qapplication.cpp:4462) ==28422== Uninitialised value was created by a stack allocation ==28422== at 0x4960DF: _ZL9drawTilesP5iView.clone.53 (display3d.cpp:918)
Shutdown dangerThreadFunc() on closing program.
Valgrind appeared to be warning about a bad free() in _vgnU_freeres(), but the warning appears anyway with a different stack trace, possibly a valgrind bug.
Fix problem with saving due to QSettings not believing that files wer…
…e writable unless they were created beforehand. This is an ugly hack.
Remove useless floats from visibility.cpp.
Probably couldn't break synch, since all floats always contained exactly representable integers.
Allow multiple logical updates per rendered frame.
Allows maintaining game speed when the GPU can't keep up.
Found by clang's analyzer. Closes #2970.
Change subtitle timing from frames to seconds.
Based on patches by Emdek and Beliar. Closes #748.
Move some Qt-related stuff from lib/framework/wzapp.cpp and src/main.…
…cpp to lib/qtgame/. And restored scrap.cpp into lib/sdl/.
Rename the generic wzapp_c.h to wzapp.h.
The _c was a leftover from the good old days, when this was written in C and everyone used RFC 1149.
Fix desynch when melting scavengers.
Droid animations should not affect game state... Even if you're melting scavengers with lasers or bombs.
Remove RESEARCH_FACILITY::timeStarted, don't finish research when can…
…celling it. Fixes ticket:2977.
Adjust the xcode build to moves and additional files.
Some additional changes to set up support SDL for mac builds.
Ignore buildings on source or destination when pathfinding.
Droids should now go to the nearest point instead of a point which might not even be accessible, when trying to build modules or derricks. Fixes ticket:2978.
More updates to bring the xcode project inline with previous changes.
Also some #if and #include clarity.
Re-add SDL stuff from frameInitialise and screenInitialise.
It now compiles, links and even starts under SDL, even if it doesn't run for more than ¼ of a second.