Save game version / time / openGL stats / and misc. other things
that we can use to debug issues to a gameinfo.ini (in savegames)
or WZdebuginfo.txt (on fatal errors) file that can be easily
uploaded to us.
On finding the optimal path for a droid, pathfinding was immediately terminated, on
reaching the droid, without considering paths crossing the droid's tile. The next droid
to pathfind to the same location would re-use the pathfinding map, which has a hole
around where the previous droid was, which could lead to long detours (or not finding a
path) if the previous droid/droids was/were in a 1-tile-wide/narrow passage.
For some weird reason, there are two completely different code paths for unloading
all droids at once, or unloading one droid at a time. In the latter case, the droid
height stayed as was whatever it was when it was loaded onto the transport. This
lead to levitating droids or droidmarines.
Fixes ticket:3169.
Avoids players seeing only flags, no player names or ready buttons, when joining a
re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
via sendOptions().
Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
single-player skirmish game, going back, and loading a game instead.
Fixes ticket:3309.
Clients actually get a game full message instead of a host has dropped connection
message.
Don't double-pop NET_REJECTED messages when joining (which were sent to a random socket
other than the joining client, anyway, due to being attempted to being sent to tmp
queues). To reproduce, apply this patch to the host but not to the client.
Hopefully fixes ticket:3245 and ticket:3300.
Fixes possible crash in zlib deflate routines when flushing sockets before any data has
been written to the socket.
Seems to be reproducible if applying the following tmp queue commit, hosting a game, and
joining it.
This caused crashes and probably general weird behaviour.
Introduced due to horrible grid system API involving global variables in 0b7605c4ee.
Fixes ticket:3287 and ticket:3301.
Let * = Cliff, D = Derrick, O = Oil well
*****
*OD
*Dx
*
In the above, trucks trying to build on the oil well will now pathfind to the tile
marked "x".
Fixes ticket:3215.
VTOL rearming pads no longer think that they are submarines. The corners of the pad
(baseplate) may still go below ground, but the centre square of the rearming pad
floats above ground. VTOL rearming pads no longer flatten the terrain under them.
Structures that flatten terrain re-float nearby pads and defenses.
STRUCTURE::pos.z is no longer mysteriously ignored when rendering most structures.
Fixes ticket:702.