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Commit Graph

4791 Commits

Author SHA1 Message Date
a68adf3851 Fixed bad a loop here (removed click)
This was SVN commit r5798.
2008-03-31 07:20:06 +00:00
31e0770812 This was SVN commit r5797. 2008-03-31 06:39:16 +00:00
a9fcc1a87c small fixes required by use of lib codebase at work
This was SVN commit r5796.
2008-03-29 18:29:26 +00:00
74a820c2e8 This was SVN commit r5795. 2008-03-28 03:30:12 +00:00
bfd9ea0a01 This was SVN commit r5794. 2008-03-27 07:36:15 +00:00
099a28b46e This was SVN commit r5793. 2008-03-27 01:28:54 +00:00
f5a052699b This was SVN commit r5792. 2008-03-26 23:15:50 +00:00
6f78595bee This was SVN commit r5791. 2008-03-26 22:53:09 +00:00
5b1cb592cf This was SVN commit r5790. 2008-03-26 21:39:17 +00:00
bc999e00d7 paranoid error checking of pthread mutex functions (safely fails use-after-free requests)
fixes a crash at shutdown after a client has connected

This was SVN commit r5788.
2008-03-25 21:20:43 +00:00
1aa514a6ef fix (i.e. remove) mahaf warnings when running on least-permission account or when running multiple game instances
cpu, timer: fixes for when using lib code from DLL (required for work)

This was SVN commit r5787.
2008-03-24 15:44:37 +00:00
3b2a4c2066 This was SVN commit r5784. 2008-03-21 02:11:09 +00:00
d45e0d0a18 This was SVN commit r5777. 2008-03-19 05:14:32 +00:00
b2b277c628 Correction to Celts pop adjustment for The fortresses and market. (I did not know those buildings already gave a population space addition)
This was SVN commit r5775.
2008-03-18 07:03:45 +00:00
2a18b9e884 #Speed of units realism modification work documentation
#Allen ROBOT Van Wert 03/18/08

This was SVN commit r5774.
2008-03-18 05:39:25 +00:00
0968ef41e8 #For the Celts only, these functional buildings add #2 to the population limit each because of the #historic factor of Celts having functional #structures built off of houses. This will add a #different dynamic and bonus to the Celts. I did not #include the civic centre and the scout tower #because the centre did not seem to make sense as #being attached to a house and the scout tower is a #basic structure that would not logically be paired #to a house. It could be however that would probably #mean remodeling the Celt scout tower etc.
#
#celt_barracks.xml
#celt_dock.xml
#celt_farmstead.xml
#celt_fortress.xml
#celt_fortress_b.xml
#celt_fortress_g.xml
#celt_market.xml
#celt_mill.xml
#celt_sb1.xml
#celt_temple.xml
#
#_____________________________________________________
#Changes by Allen ROBOT Van Wert 03/17/08

This was SVN commit r5772.
2008-03-18 02:23:29 +00:00
597dc94b69 This was SVN commit r5769. 2008-03-17 22:11:54 +00:00
09040d0aab This was SVN commit r5750. 2008-03-14 00:55:56 +00:00
761f0e5fdf This was SVN commit r5718. 2008-03-07 07:14:59 +00:00
7fcde85b24 This was SVN commit r5717. 2008-03-07 06:01:33 +00:00
865876e9f6 This was SVN commit r5716. 2008-03-07 05:56:03 +00:00
688298e87f This was SVN commit r5715. 2008-03-06 07:12:46 +00:00
9414dbea6a This was SVN commit r5714. 2008-03-06 07:09:09 +00:00
49f8677e78 This was SVN commit r5713. 2008-03-06 06:55:53 +00:00
e69797788e This was SVN commit r5712. 2008-03-06 06:29:35 +00:00
f26e6f0ef1 This was SVN commit r5688. 2008-02-27 05:52:23 +00:00
74b4ac19c1 cleanup+fixes; wdbg_heap is now feature complete.
should be safe to distribute this build

code_annotation.h: add our own noncopyable to avoid DLL base class
warning
debug: remove some unicode functions (unnecessary); minor cleanup
debug_stl: disabled
mahaf: do not warn when running as non admin
wdbg: add wdbg_printf and wdbg_assert for use in allocation hook. add
header
wdbg_heap: now feature complete.
. allows storing 3..4 frames from the call stack with 0 space overhead.
. prevents garbage file/line output.
. takes care of allocation counting (previously done by profiler)
wdbg_sym.cpp: cleanup+fixes (locking, wdbg_*)

fix: properly specify __declspec(dllimport) for certain classes

This was SVN commit r5679.
2008-02-25 21:19:52 +00:00
3f23e37fac fix atlas screenshot (code that passes the extension wasn't updated when porting to boost::filesystem; the one inside the game engine was)
This was SVN commit r5672.
2008-02-23 18:30:30 +00:00
ebd46113f3 This was SVN commit r5671. 2008-02-23 08:13:23 +00:00
8726f663df This was SVN commit r5670. 2008-02-23 08:13:06 +00:00
6f46174bff This was SVN commit r5669. 2008-02-23 07:57:23 +00:00
3756888347 fixed some alternate roman textures
This was SVN commit r5650.
2008-02-20 04:44:36 +00:00
4cc33acff7 Updated alternate roman structure meshes to fix smoothing groups
This was SVN commit r5649.
2008-02-20 03:44:00 +00:00
8b0c8dd350 This was SVN commit r5648. 2008-02-20 02:16:24 +00:00
d8f4a0032e This was SVN commit r5647. 2008-02-20 02:16:15 +00:00
de18ea4fe1 This was SVN commit r5643. 2008-02-19 17:31:01 +00:00
8189a16458 This was SVN commit r5640. 2008-02-19 04:37:44 +00:00
59ad259fd2 This was SVN commit r5639. 2008-02-19 04:15:21 +00:00
af03c32043 # Iberian and Karthaginian stuff. :)
This was SVN commit r5632.
2008-02-16 20:09:43 +00:00
4743c4a503 This was SVN commit r5629. 2008-02-15 06:09:26 +00:00
facd9a580a This was SVN commit r5622. 2008-02-13 19:42:54 +00:00
bf31dd66b3 increase handle limit to 16k
in 2008-02-09 meeting, decided to stick with a fixed-size array for
simplicity. (changing to vector would require modifying the m_refd
bitset optimization. there is a 32k handle limit due to serialization
code anyway, and no pressing need to justify changing either)

This was SVN commit r5612.
2008-02-09 19:11:01 +00:00
df3198ce1e fix massive inefficiency in write_buffer (allocating new buffer each time)
This was SVN commit r5611.
2008-02-09 18:57:59 +00:00
871c71317c # fix filesystem bugs that prevented screenshots from being written
This was SVN commit r5600.
2008-02-05 07:40:57 +00:00
292975834b # remove potential confusion that was the source of map load/store bug
merge FilePacker and FileUnpacker into FileIo.
add CppDoc documentation
make clear what kind of 'size' is meant (file/buffer vs payload)

This was SVN commit r5599.
2008-02-04 11:40:42 +00:00
455556783e # Fixed walking on a multistep path, which sometimes stopped after the first few steps.
The problem was incorrect logic in the start-next-segment-of-the-path
code that was added to allow multiple segments to be handled within the
same update. I'm not sure how this worked before but it seemed to give
continuous paths! Likely that's because the pathing for contact actions
is different.

Also added more sanity checks in Aura.cpp for deleted entities in the
m_Influenced queue. There was a crash caused by something here though
it's hard to reproduce.

This was SVN commit r5597.
2008-02-04 08:24:17 +00:00
e4f3567d39 # Fixed a file save bug (wrong data size was being written, making the saved file invalid).
This was SVN commit r5595.
2008-02-04 07:30:15 +00:00
7773b9b204 # Some fixes to projectiles
- Removed use of erase() in the middle of iterating through projectiles
in CProjectileManager - that was dangerous! Replaced projectiles vector
with a linked list to make it easy and efficient to delete elements in
the middle.
- Fixed animation. It seemed like a problem with updating the Y position
came up and was more apparent as we lowered the turn length.

This was SVN commit r5593.
2008-02-03 09:10:15 +00:00
0201229520 Fixed build on Ubuntu.
This was SVN commit r5584.
2008-01-26 04:43:02 +00:00
da5c66e7c5 Manual build.
Modified shaders to avoid GLSL linker bug in some NVIDIA drivers.

This was SVN commit r5583.
2008-01-26 00:43:50 +00:00