In theory, this should make the UI usable, even on machines that don't consistently get 10000 FPS.
Because WZ widgets are weird, just make the widgets pretend that the mouse stopped moving after clicking or releasing in a given frame.
If you click twice in the same frame, the second widget will still greedily steal the mouse click from the first widget.
Changelog: Try to improve UI responsiveness under low framerates.
Add entries to palette.txt for the new colors used in map preview.
Draw location of oil features.
Changelog: Enhance map preview to show oil locations.
Only change colors if you are the host on the setup screen.
Fixes ticket:2329
(cherry picked from commit fd2843e6431e43cc72b635c422fd18bb19d42c47)
Conflicts:
lib/netplay/netplay.c
It will only do this once every ~30 secs since the last LOG_ERROR was generated to prevent spamming.
This is to help windows and mac users know that there was a error condition, and they need to check their logs.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/2.3@11702 4a71c877-e1ca-e34f-864e-861f7616d084
(cherry picked from commit 9e4688803ac044a3f9b20bbd4f8b4cc0c7cbc01e)
Conflicts:
src/display3d.c
The exact solution to the camera height d²/dt² height = -ACCEL_CONSTANT * (height - desiredHeight) - VELOCITY_CONSTANT * d/dt height ended up a bit complex.
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)
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.
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.
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)