which is just "class C { void C::f(); }" code, which other compilers
seem to have ignored.
Also removed HAVE_PCH from GCC because our build system doesn't have
PCH. Added necessary headers to make it compile again.
This was SVN commit r4437.
-Auras now take additional parameters from XML, containing a tag for r,
g, b, and a. No line thickness parameter yet.
-For territories, added function to frustum for determining if line
segment passes through the frustum.
This was SVN commit r4242.
Bars and rank icons now scale with zoom level. I've left in the old
render functions for now, but they can be removed later.
This was SVN commit r4120.
Greek basket texture
# New Greek vases
# housekeeping
documentation fix: trailing / in directory names is mandatory
# Atlas: Sky texture selection; save with maps
Atlas code tidying: Slightly nicer syntax for defining command handlers,
and some explanation of how it works
Automated build.
This was SVN commit r4008.
# Attempted to make compilation faster
by including as little as possible in some .h files, and moving it into
.cpp.
Fixed BaseTechCollection memory leak.
This was SVN commit r3992.
-Changes to notifications. They take different parameters now-see
template_entity_script.js. You can choose to destroy the notifiers
yourself in the script (useful for idle)
-Added "idle" event with registerIdle and registerDamage to assist with
the angle penalty.
-Bar border stuff
-Angle penalty is set up but untested-it just needs to use
this.getAttackDirections() to find the number of directions the entity
is being attacked from. The penalty is specified in template_unit
There is a problem when the game exits-it attempts to destroy the
notifiers in entity.cpp's constructor, where it calls
DestroyAllNotifiers(). The problem is that the notifiers don't exist
any longer because they've been destroyed. I would fix it but I'm
leaving for vacation (Jason told me it was OK to comitt). Hope it isn't
too much of a problem.
This was SVN commit r3732.
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original). Also, base switching is
untested so no garuntees for next and prior formation things.
This was SVN commit r3710.
textureentry: add performance note
list, text: fix mousewheel direction
input: was going to add a deque to allow registering handlers in back
and front. obviated by minimap fix, though. cleaned up a bit and renamed
stuff (again, sigh).
loaderthunks: fixed weird alignment/padding warning
This was SVN commit r2979.
Also a small fix: made the selection bandbox not appear when the view is
being rotated using left+right drag (it doesn't make sense to show it
then).
This was SVN commit r2674.
- Ported lockless code to gcc inline assembly
- A few new net messages (gather, attack, add waypoint)
- Support for new messages in network->entity order converter
- Implemented rudimentary JS interface for Interaction
- issueCommand JS API, connected to the network
- Removed Interaction stuff now replaced by JS
- And something in there should probably break VS builds :P
This was SVN commit r2316.
- g_Terrain and g_Camera totally eradicated as globals, is now m_Terrain
of CWorld and m_Camera of CGameView
- terrainMain.cpp is almost completely empty with functionality moved
into the relevant core classes
- Miscellaneous global functions moved into Core Classes (mostly
GameView)
This was SVN commit r865.