safety0ff
ae6b76dda5
Fix for ivis state desync, fixes menu colour bug noticed by vexed.
2010-11-22 01:02:11 -05:00
safety0ff
b4abb4f8eb
Reset colors after drawing droid selections.
...
Closes #2341 .
2010-11-22 00:58:18 -05:00
safety0ff
7e872312b8
Fix opengl state clobbering, optimize terrain rendering a little.
2010-11-22 00:05:42 -05:00
Per Inge Mathisen
1401fbd13d
Uh. I hate git.
2010-11-21 23:25:35 +01:00
Per Inge Mathisen
6f29cab638
Rework the cached information in psTiles to be easily copied for use in threads. Put danger map processing in a separate work thread. See ticket:2203
2010-11-21 23:22:37 +01:00
safety0ff
8c9e7d5bd0
Fix an invalid pointer dereferencing issue in the script events system.
...
Closes #2300 .
2010-11-21 15:48:31 -05:00
safety0ff
16681df600
Revert "Fix another memory clobbering issue. (dereferenced pointer)"
...
This reverts commit 1a6fb8a7547f23ce2bd7af153ac839cba999e2b0.
2010-11-21 15:48:31 -05:00
Cyp
00d69c1317
Initialise psFeature->lastHitWeapon to avoid valgrind warning found by Safety0ff.
...
Also changed lastHitWeapon from UDWORD to WEAPON_SUBCLASS.
2010-11-21 14:18:31 +01:00
Cyp
ea1e76a09d
Handle floating point connector coordinates as well as integer (ignores the floating point part).
...
Correctly handles "42 127 -3", "42.999 127. -3.1415926535897932384626" and "42... 127.0.0.1 -3.0..0...0" as (42, 127, -3).
Doesn't handle the floating point and integer mixture "42 127.0 -3".
2010-11-21 11:38:36 +01:00
Cyp
bdca765f06
Change connector locations and pie_TRANSLATE from floats to ints.
...
Probably fixes desynchs involving different projectile sources.
Hope no floats are left to affect the game state...
2010-11-20 20:44:40 +01:00
buginator
4fdba622e6
update .gitignore for profiler noise
2010-11-19 23:31:26 -05:00
Cyp
701abfdaa1
Fix multiturret droids trying to look at invalid weapon slots of structures when looking at their targets.
...
Fixes a desynch when multiturreted droids are present.
2010-11-19 17:29:15 +01:00
Cyp
3da5952483
Fix broken check for giving too many trucks to a player. Caused desynchs due to players not agreeing who owned what.
...
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.
2010-11-19 15:29:12 +01:00
Cyp
a0ea827340
Fix VTOLs teleporting to a planet 2.5 million tiles up, due to missing cast before division in last commit.
2010-11-19 12:42:19 +01:00
Cyp
53da8ac0d0
Fix desynch due to deltaGameTime not being deterministic during message processing.
...
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.
2010-11-18 10:56:41 +01:00
cybersphinx
e45ee5024c
Spanish translation update by Saberuneko.
...
Closes #2327 .
2010-11-17 05:43:59 +01:00
Cyp
6ea8e50b65
Fix broken mapObjIsAboveGround and incorrect lighting normals due to ELEVATION_SCALE.
...
Changelog: Fix projectiles going through terrain due to bad terrain height calculations.
Changelog: Fix terrain shading.
2010-11-16 20:20:54 +01:00
Cyp
275428c161
Remove floats related to map height.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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
...
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.
...
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.
...
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)
...
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
...
(cherry picked from commit d4639fea223ab74f4953af8ee4263c2699f712e4)
2010-11-13 13:40:35 -05:00
buginator
f825a85f5d
CHANGELOG: Fix unit explosion color for turret
...
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
...
(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