Don't know whether aquatic ground heights could affect game state, but changing in case, and since it means less to debug.
Also, removed unused parts of src/environ (which is pretty much everything).
src/environ is now even more useless, and should probably be deleted in a future commit.
Some distributions disallow this (newer Ubuntu for example), so the gdb call
didn't output anything useful. Based on a patch by Safety0ff.
(cherry picked from commit 023ea5b2cea6f57b6690ac7d25fd472aefc911eb)
(When player drops / leaves, you will still see their name instead of the default color name).
Also fix a log line.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/2.3@11495 4a71c877-e1ca-e34f-864e-861f7616d084
(cherry picked from commit 847edec81737e6c6a42e4c91aede5c99b9a755ce)
The check against selectedPlayer was incorrect, it caused clients with max trucks + 1 to not believe anyone could give trucks to anyone else.
Introduced in d6b47d1122.
Changelog: Really fix truck limit when giving trucks.
Fixed by setting deltaGameTime = 0 in src/loop.c, after each game-state update.
Also, cleaned up lib/gamelib/gtime slightly.
To reproduce locally, start 2 clients, set one to 20x speed, the other to normal speed, and create droids on uneven terrain using the debug menu.
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.
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.
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.
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)
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)
This speeds up the preview screen back to 2.x speeds.
(cherry picked from commit 5f42d0032a9c8dc0b4de60cbef7f9bba8b0b70f0)
Conflicts:
src/game.c
src/map.c
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)