Commits on Apr 22, 2012

  1. Revert "Update version numbers for 3.1 beta8."

    This reverts commit 7dc7d95.
    
    Revert "Update translations."
    
    This reverts commit 5996b89.
    cybersphinx committed Apr 22, 2012
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  2. Add oil barrels on all clients.

    Fixes desynch 10 minutes after picking up an oil barrel.
    
    Introduced in 29966c5.
    
    Fixes ticket:3396 and ticket:3413.
    Cyp committed Apr 22, 2012
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Commits on Apr 23, 2012

  1. Only send 2 desynch logs per player on desynch.

    Reset desynch count between games.
    
    Since sending 2 logs instead of 5, it should take less time for players to figure out
    what is going on, when people have slow connections.
    Cyp committed Apr 23, 2012
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  2. Add assertion against duplicate file descriptors.

    Probably can't happen, but no idea why the send() call blocks when it shouldn't.
    Cyp committed Apr 23, 2012
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  5. Merge branch 'bugfixes' into 3.1

    * bugfixes:
      Add scripts to generate translation statistics.
      Update custom translations.
      Add assertion against duplicate file descriptors.
      Only send 2 desynch logs per player on desynch.
      Add oil barrels on all clients.
    cybersphinx committed Apr 23, 2012
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Commits on Apr 24, 2012

  1. Clarify when we reach unit cap.

    vexed committed Apr 24, 2012
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  3. Disable being shown the option to save at the end of the mission (in …

    …the mission summary screen), this is a work around for a flaw in the level loading code in some levels. Also disable autosaves, for the same problem. refs #3377
    vexed committed Apr 24, 2012
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  4. Cleanup leaks in floodbucket

    refs #3395
    vexed committed Apr 24, 2012
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  7. Cleanup some leaks in the NET* routines.

    refs #3395
    vexed committed Apr 24, 2012
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  8. Savegames are now stored by type. Campaign saves are located in saveg…

    …ames/campaign/ Skirmish saves are located in savegames/skirmish/
    vexed committed Apr 24, 2012
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  9. Do away with apsStaticTemplates completely, it caused multiple issues…

    …. There is no difference in accessing the templates for the AI or Humans now. Only write templates out for active players. Make each template's group unique to each player. Fix clone wars templates. Remove hacky functions GetHumanDroidTemplate & GetAIDroidTemplate fixes ticket:3146 close ticket:3369
    
    refs b99e845
    refs 0cc7c31
    vexed committed Apr 24, 2012
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Commits on Apr 25, 2012

  1. Let's try to stop checking for tiles when we are offscreen via a Tran…

    …sporter.
    
    fixes ticket:3403
    vexed committed Apr 25, 2012
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  2. Merge branch 'bugfixes' into 3.1

    automerge authored and cybersphinx committed Apr 25, 2012
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  4. Merge branch 'bugfixes' into 3.1

    Cyp committed Apr 25, 2012
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  6. Update ChangeLog.

    cybersphinx committed Apr 25, 2012
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Commits on Apr 26, 2012

  1. Trying to find out why savegames are being broken.

    Possibly helps in finding out why #3416 happens.
    
    refs:3416
    vexed committed Apr 26, 2012
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  3. Merge branch 'bugfixes' into 3.1

    automerge authored and cybersphinx committed Apr 26, 2012
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Commits on Apr 27, 2012

  1. Fix typo for SuperTransport.

    Fixes ticket:3426
    vexed committed Apr 27, 2012
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  2. Try to fix the autogame hack by introducing a new bool to keep track of

    when we should be using the AI's templates.
    
    This only works in debug mode!
    
    TODO: Move the actual setting of this bool script side, in case the user picks
    a AI that doesn't support the 'autogame' command.
    
    close ticket:3369
    vexed committed Apr 27, 2012
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  3. 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 Apr 27, 2012
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  5. Merge branch 'bugfixes' into 3.1

    automerge authored and cybersphinx committed Apr 27, 2012
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  6. 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
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Commits on Apr 28, 2012

  1. 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
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  2. Add (int) cast, for C++11 compatibility.

    Fixes ticket:3401.
    Cyp committed Apr 28, 2012
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  3. Make 'autogame' work in *debug* mp games.

    fixes ticket:3369
    vexed committed Apr 28, 2012
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  4. 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
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  5. Fixes Scavenger MRAs

    Patch by NoQ
    Original model by Berg
    
    Fixes ticket:3365
    vexed committed Apr 28, 2012
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Commits on Apr 29, 2012

  1. 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
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  2. 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
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Commits on Apr 30, 2012

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  2. Merge branch 'bugfixes' into 3.1

    automerge authored and cybersphinx committed Apr 30, 2012
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Commits on May 1, 2012

  1. 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
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Commits on May 2, 2012

  1. 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
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  2. 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
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  3. 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
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  4. 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
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  5. Add new corner gate models by Berg.

    And fix old gate model (also fixed by Berg).
    Cyp committed May 2, 2012
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  6. Do not make all tanks suddenly accelerate to hover speeds at end of p…

    …ath.
    
    Fixes ticket:3424.
    Cyp committed May 2, 2012
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  7. 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
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  8. 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
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  9. Update ChangeLog.

    Cyp committed May 2, 2012
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