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forked from 0ad/0ad
0ad/source/simulation
janwas 0fa0bfcb28 ConfigDB.cpp: fix vfs_load return value check
baseentity, entity: remove multiple property adds (source of
scriptablecomplex memory leak)
scriptablecomplex: add code to check for leak regression and prevent
them; add suballocator for properties, since 60k are allocated in a
short while (!) - saves time and memory

This was SVN commit r3429.
2006-01-28 22:21:54 +00:00
..
scripting - fix w4 warnings 2005-08-09 15:55:44 +00:00
Aura.cpp Lots of fixes for the Linux build: 2005-12-17 22:00:54 +00:00
Aura.h Added C++ code for auras. Some things that still need to be implemented are: 2005-12-13 08:05:30 +00:00
BaseEntity.cpp ConfigDB.cpp: fix vfs_load return value check 2006-01-28 22:21:54 +00:00
BaseEntity.h Health regen, run bugfix 2006-01-21 11:17:15 +00:00
BaseEntityCollection.cpp - fix w4 warnings 2005-08-09 15:55:44 +00:00
BaseEntityCollection.h all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up) 2005-05-03 21:36:57 +00:00
BoundingObjects.cpp - fix w4 warnings 2005-08-09 15:55:44 +00:00
BoundingObjects.h Projectile code and updates to some actors that can use it (celt_ijv and hele_iar) 2005-05-10 07:13:25 +00:00
Collision.cpp Added a "collision patch" system that groups entities into a grid on top of the map to make aura checking and collision detection faster. 2005-12-16 05:35:26 +00:00
Collision.h Added a "collision patch" system that groups entities into a grid on top of the map to make aura checking and collision detection faster. 2005-12-16 05:35:26 +00:00
Entity.cpp ConfigDB.cpp: fix vfs_load return value check 2006-01-28 22:21:54 +00:00
Entity.h Health regen fix for ranged attack. 2006-01-23 03:56:48 +00:00
EntityHandles.cpp - fix w4 warnings 2005-08-09 15:55:44 +00:00
EntityHandles.h Fixed warnings 2005-05-18 21:19:56 +00:00
EntityManager.cpp - Added pause game functionality. 2006-01-02 03:07:29 +00:00
EntityManager.h (see EntityManger.cpp log) 2005-12-29 04:58:41 +00:00
EntityMessage.h Linux/GCC Compat 2004-11-23 23:56:10 +00:00
EntityOrders.h This was SVN commit r3402. 2006-01-22 11:09:13 +00:00
EntityPredicate.h Forcing update of EntityPredicate.h 2005-03-30 18:25:07 +00:00
EntityProperties.cpp - fix w4 warnings 2005-08-09 15:55:44 +00:00
EntityProperties.h - fix w4 warnings 2005-08-09 15:55:44 +00:00
EntityStateProcessing.cpp Fixes to the melee/ranged attack split. 2006-01-22 11:55:16 +00:00
EntitySupport.h Removed references to the old attack, gather, heal and damage events (that were no longer used). 2006-01-20 21:38:58 +00:00
EventHandlers.cpp Removed references to the old attack, gather, heal and damage events (that were no longer used). 2006-01-20 21:38:58 +00:00
EventHandlers.h Removed references to the old attack, gather, heal and damage events (that were no longer used). 2006-01-20 21:38:58 +00:00
LOSManager.cpp - vfs_load now returns error code and takes FileIOBuf; that must be freed via file_buf_free. if Handle is needed, use mem_wrap. 2006-01-24 08:16:29 +00:00
LOSManager.h CTerrain, Brushes: made CalcFromPosition static and added float x,y overload 2005-11-06 01:33:16 +00:00
PathfindEngine.cpp Generic orders source commit. Also includes a fix to the animation bug where one frame of "idle" is played at the end of each cycle, and an enhancement to the entity script loading code to only load each script file once, which should save loading time and also allow script files to behave in a more logical way (e.g. no redeclaration errors when you have a constant). 2005-12-29 08:42:44 +00:00
PathfindEngine.h Generic orders source commit. Also includes a fix to the animation bug where one frame of "idle" is played at the end of each cycle, and an enhancement to the entity script loading code to only load each script file once, which should save loading time and also allow script files to behave in a more logical way (e.g. no redeclaration errors when you have a constant). 2005-12-29 08:42:44 +00:00
PathfindSparse.cpp rename assert2 debug_assert; use instead of all plain assert(), since there are no longer any issues (e.g. can't use while handling an exception) 2005-06-28 04:06:25 +00:00
PathfindSparse.h Combat code, some scripting, broken network, and fixed some bugs. 2004-11-11 07:09:32 +00:00
Projectile.cpp Terrain, Interact, LOSManager, Atlas, etc: Fixed some off-by-one and off-by-FLT_EPSILON problems with objects near/off the edge of the map. Also changed some model.GetBounds().GetCentre() into model.GetTransform().GetTranslation() to fix off-by-centre-of-bounds-minus-position problems. Thus, you can no longer make units in Atlas disappear off the edge and never be seen or selected again. Also changed out-of-bounds LOS value to make them visible if they somehow escape anyway. Also fixed out-of-bounds access of terrain heightmap. 2005-12-09 01:08:08 +00:00
Projectile.h - fix w4 warnings 2005-08-09 15:55:44 +00:00
Scheduler.cpp Added support for cancelling a timeout or interval set using setTimeout/setInterval, which is used by the infidelity aura. 2005-12-18 07:33:16 +00:00
Scheduler.h Removed a compile warning and changed scheduler's "tasks to cancel" set to a hash set. 2005-12-18 07:41:02 +00:00
ScriptObject.cpp - fix w4 warnings 2005-08-09 15:55:44 +00:00
ScriptObject.h Changes to actor speed specifications. 2005-05-27 00:38:30 +00:00
Simulation.cpp Advance water in sync with simulation and unit animations (so it stops when the game is paused). 2006-01-21 23:27:42 +00:00
Simulation.h Atlas: Vaguely usable object placement code. Bug fixes. 2005-12-02 21:08:10 +00:00
TurnManager.cpp New JavaScript interface for the network client, plus some linux/gcc/misc fixes 2005-01-17 04:52:02 +00:00
TurnManager.h Lots of gcc -Wall fixes. The common ones: 2005-10-07 15:24:29 +00:00