Cyp
275428c161
Remove floats related to map height.
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The MAPTILE.height and MAPTILE.waterLevel fields are now integers and are pre-multiplied by ELEVATION_SCALE (which was 2), and therefore now store the actual heights.
Preserved old behaviour including a couple of ELEVATION_SCALE-related bugs, which will be fixed in the next commit.
Might reduce desynchs, due to reduced floats.
For several recent commits:
Changelog: Removed lots of floats, which hopefully reduces the risk of desynchs.
2010-11-16 20:17:58 +01:00
Cyp
902ec04272
Remove floats from src/droid.c.
2010-11-16 19:00:55 +01:00
Cyp
3359fac395
Fix broken moveCalcBlockingSlide comparisons, and make DEG(42) evaluate to 7645 without use of floating point.
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After making DEG avoid using float (unless given a float argument), had to fix moveCalcBlockingSlide to avoid out-of-range-comparison error-warnings.
The moveCalcBlockingSlide's int16_t instead of uint16_t was introduced in 6c811c1ecb
.
Also, remove lots of unused stuff.
2010-11-16 18:33:20 +01:00
Cyp
2af8f9c712
Remove some float usage from src/structure.c.
2010-11-16 14:48:06 +01:00
Cyp
a0c1c9de0d
Change droid experience from float to uint32_t.
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Less floats generally reduces the risk of desynchs, don't know if the droid experience caused desynchs, but it might have been possible. Added experience to syncDebugDroid.
Also, fixed QualityFactor and droidResistance integer truncation and made single-player skirmish damage not affected by difficulty level either.
2010-11-16 14:18:01 +01:00
Cyp
48c4958062
Convert iIMDShape.min/max from Vector3f to Vector3i, since they are used in the game state.
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Don't know if that could cause any desynchs, but better not to risk it.
2010-11-16 12:01:43 +01:00
cybersphinx
6a2991c390
Turkish translation update by Ayhan Görgülü.
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Closes #2316 .
2010-11-15 23:15:36 +01:00
cybersphinx
985d2b8de2
Fix mod shortcuts for the Windows Installer.
2010-11-15 22:54:42 +01:00
cybersphinx
ed8db06302
Add missing include.
2010-11-15 21:45:08 +01:00
Cyp
7df59bafdb
Fix desynch when constructing and demolishing the same structure at the same time.
2010-11-15 14:31:28 +01:00
Cyp
40602d428e
Verify in syncDebug that generated paths are identical.
2010-11-15 13:11:19 +01:00
buginator
df83ed0caa
Bump netcode's NETCODE_VERSION_MINOR to sync with new testing build.
2010-11-14 22:38:20 -05:00
buginator
341d4d3bf8
Use 'Warzone 2100 master' as the default directory, and the default crash handler (on windows) directory.
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fixes ticket:2317
2010-11-14 22:30:45 -05:00
buginator
bc295c0110
Don't assume the macro WEAPON_MOUNT_IMD is the same as it is in 3.0.
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The 2nd parameter is used in master, but not 3.0.
This was broken in f825a85f5d
Thanks to Berg for the report.
2010-11-14 22:05:25 -05:00
dak180
654819950b
Update the dmg script to allow for code signing.
2010-11-14 20:13:59 -05:00
dak180
57b82cc458
Add new (for the mac) translations to the xcode project.
2010-11-14 20:10:43 -05:00
Cyp
487c875dc6
Fix extra '/'s in previous commit.
2010-11-14 20:28:35 +01:00
Cyp
384aa5dab3
Add releaseBranch script.
2010-11-14 18:46:29 +01:00
buginator
44ffff798a
make -Cpo update-po
2010-11-13 17:37:59 -05:00
Cyp
66ab1ce53c
Fix invalid pointer usage in droidSetBits, due to using getPropulsionStats(psDroid) too soon.
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Found by valgrind. Introduced in bb72422a01
. Could probably cause desynchs or crashes.
2010-11-13 20:46:50 +01:00
buginator
d4588c69f3
Never call mapShutdown() or environReset() in mid-missions, since we come back
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to the main map, and that data must be valid or we get no textures, and the water
heights will be incorrect.
Also complain loudly if the mission type is wrong (should never happen!)
fixes ticket:2262
(cherry picked from commit b859c3d6997a9860662b1be8753c643fc48f2a72)
2010-11-13 13:57:00 -05:00
buginator
c1b44daf1e
Fix underflow, if a pre-built structure has part of it in water.
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NOTE: since this is going on, on our mission maps, we just fix the issue, instead of
removing the item, since the item in question might be used by the scripts, and removing
it would break things.
fixes ticket:2302
(cherry picked from commit 94bedce442051a0cb1562fb0f8962c54e60e9fa3)
2010-11-13 13:56:51 -05:00
buginator
03914be31b
When doing a map preview, no need to process stuff that is only useful in-game.
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This speeds up the preview screen back to 2.x speeds.
(cherry picked from commit 5f42d0032a9c8dc0b4de60cbef7f9bba8b0b70f0)
Conflicts:
src/game.c
src/map.c
2010-11-13 13:48:18 -05:00
buginator
f8517a7716
Fix another memory clobbering issue. (dereferenced pointer)
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Patch Author: Safety0ff
fixes ticket:2300
Original detective work done by Ai_Tak (ticket:1656)
Signed-off-by: buginator <buginator@gna.org>
(cherry picked from commit 1a6fb8a7547f23ce2bd7af153ac839cba999e2b0)
2010-11-13 13:40:58 -05:00
buginator
0ed42c0b2d
Forgot the include for f4e8221ef53c4f9af6b3f5f2af3c7e5b28c89654
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(cherry picked from commit d4639fea223ab74f4953af8ee4263c2699f712e4)
2010-11-13 13:40:35 -05:00
buginator
f825a85f5d
CHANGELOG: Fix unit explosion color for turret
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fixes ticket:2294
(cherry picked from commit f4e8221ef53c4f9af6b3f5f2af3c7e5b28c89654)
Conflicts:
src/component.c
src/effects.c
src/effects.h
2010-11-13 13:40:10 -05:00
buginator
b6baa8338e
Actually copy the default template name
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(cherry picked from commit 5132e5cace5f6e2299e4ef0b6ed9267738e28ff5)
2010-11-13 13:15:47 -05:00
Per Inge Mathisen
e41fa8fbef
Change savegame date description format to %x %X which is short, descriptive and locale-dependent. Patch by Emdek, closes ticket:2303
2010-11-13 13:57:15 +01:00
Per Inge Mathisen
28c1b3ea8d
Run simplipie over all PIE models. This removes team colour info when tcmask is used in the model and the number of frames is 8. Also fixes some other issues found by simplipie.
2010-11-12 22:55:30 +01:00
Per Inge Mathisen
26d51104f9
simplipie: Remove old style team colour information if tcmask is used.
2010-11-12 22:23:05 +01:00
Per Inge Mathisen
f4192aa462
Remove some now unnecessary texture references to stress lazy texture loading. See ticket:2304 for more info.
2010-11-12 21:32:56 +01:00
Per Inge Mathisen
9b3cf3a382
Allow you to load textures on demand, both ordinary textures and tcmask textures.There is really no reason now to list tcmask textures in the wrf files at all. You can still put a texture in the wrf to override the usual texture loaded with a model (necessary for campaign and terrain dependent base plates). Closes ticket:2304
2010-11-12 21:31:56 +01:00
Per Inge Mathisen
8d4111886b
Add proper filenames to textures for models that are missing this. Required for lazy texture loading, see ticket:2304
2010-11-12 21:30:22 +01:00
Per Inge Mathisen
bf4ffed04c
Allow texture animation and tcmask to be used together.
2010-11-10 20:10:40 +01:00
Per Inge Mathisen
77fb642247
The current algorithm for matching a defensive structure to terrain looks at the higher corner of a tile. This new algorithm looks instead at the higher position on a tile where a vertex in the model would intersect the terrain if it were level with the ground. This makes defensive structures match up with the terrain much closer, avoiding the 'jutting out of the terrain' effect of building defensive structures on uneven terrain. This closes ticket:2299
2010-11-09 19:11:15 +01:00
cybersphinx
268f2d0523
Polish translation update by Emdek.
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Closes #1347 .
2010-11-09 15:57:08 +01:00
cybersphinx
8facf5e178
Include autorevision.h in the tarball for Mac builds.
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(cherry picked from commit fa3abb70e5ad9dfdd41451c1135648e240f2f2b3)
2010-11-08 02:55:40 +01:00
dak180
475398b0d2
Update the autorevision script so we can get something out of tarballs; also some minor fixes to data copying.
2010-11-07 16:09:35 -05:00
cybersphinx
24f204863c
Update changelog formatting script for git commit hashes.
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sed magic by Kreuvf.
2010-11-07 19:15:28 +01:00
Per Inge Mathisen
4eedc06362
Use Mysteryem's new tree textures ( http://forums.wz2100.net/viewtopic.php?f=33&t=3485 ) for rockies tileset.
2010-11-07 17:44:27 +01:00
Cyp
be5285f916
Fix duplicate structure IDs by removing GAME_BUILD message type.
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The only remaining purpose of GAME_BUILD was to hackishly change structure IDs around, which is not useful since structure IDs are already synchronised.
Changelog: Fix inability to select or target some structures due to duplicate structure IDs.
2010-11-07 14:16:56 +01:00
Cyp
c53a59b709
Don't call glBufferSubData(GL_ARRAY_BUFFER, *, 0, *), which crashes some drivers.
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Probably shouldn't have crashed... Fixes ticket:2293.
Changelog: Work around crash in some graphics drivers on some maps.
2010-11-07 11:46:51 +01:00
buginator
5a35eb9f89
CHANGELOG: Correctly handle unicode strings for edit boxes.
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fixes ticket:2209
(cherry picked from commit 3012fde61ef92151e0ec5125551a7b3481f05fb8)
Conflicts:
lib/widget/editbox.c
2010-11-06 15:59:57 -04:00
Per Inge Mathisen
4492a1fbff
Add higher resolution feature textures by Black Project. Closes ticket:2279
2010-11-06 17:56:01 +01:00
Per Inge Mathisen
f78910162b
Universal feature support by Mysteryem from ticket:872
2010-11-06 17:35:17 +01:00
Per Inge Mathisen
97f0d5b3e3
Do not crash when building ugly gates in L-formation. Closes ticket:2292 reported by Cyp.
2010-11-06 16:26:19 +01:00
Per Inge Mathisen
f17981b6d6
semperfi: There is no point in rushing out to fortify an oil well that the enemy cannot (safely) get to.
2010-11-05 22:15:00 +01:00
Per Inge Mathisen
d9be3f5bf4
semperfi: Do not send trucks to build at oil derricks where they will be shot to pieces en route.
2010-11-05 21:39:38 +01:00
Per Inge Mathisen
ba0d8f3509
Do not make AIs build gateway fortifications in places where they can be shot at.
2010-11-05 21:39:07 +01:00
Per Inge Mathisen
bd82f2b8e2
Make danger map accessible to scripts. New functions: safeDest(plr, x, y) and threatAt(plr, x, y) for querying it.
2010-11-05 21:16:05 +01:00