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Commit Graph

7 Commits

Author SHA1 Message Date
4fb0f2ae5d Added CEventTargetExhausted, used by the unit AI for gather and build, as well as GetDistance and GetVisibleEntities JS functions in CEntity that are required by the JS code for these events.
This was SVN commit r4531.
2006-10-09 04:17:15 +00:00
0df95f3e8f Things without a death animation will now disappear when killed.
Also removed some debug info and added some checks for passability in
pathfinding to avoid long searches when the source or destination is
impassable.

This was SVN commit r4495.
2006-10-06 05:38:57 +00:00
2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).

This was SVN commit r4392.
2006-09-26 01:44:20 +00:00
5e28c4bebf - Fixed a bug with aura rendering that was causing a crash when rendering auras that were added to a unit after its creation (initAuraData was not called on subsequent AddAura calls). This caused objects like Settlements, Mills, Farmsteads and Temples to crash when you mouseover them since they do not gain the aura until construction is complete.
- When the map contains no territories, ignore territory-related
building placement rules.

Fixes #149.

This was SVN commit r4349.
2006-09-17 02:49:29 +00:00
0baca62d61 # Fixes to terrain conformance and movement speed bonus.
- Simplified CTerrain::getSlopeAngleFace and made it work correctly in
all cases (before, it sometimes returned NAN and used an overly
complicated method based on 8 angle sectors instead of a "continuous"
method).
- Removed the EntityMovement event - instead, movement speed modifier is
calculated in C++ for performance.

This was SVN commit r4339.
2006-09-16 20:13:40 +00:00
aa6ca7d1e8 Modified world intersection so that you can also intersect with the water plane, which is useful for making ships move around as expected when you rightclick a spot on the water.
This was SVN commit r4319.
2006-09-10 20:38:39 +00:00
aa50820d9a #Unit AI: Aggressive, defensive and stand ground stances.
Also split Entity.cpp further, moving the rendering code to
EntityRendering.cpp and the JS interface code to
EntityScriptInterface.cpp. This makes each individual file smaller
(about 1000 lines still!) and lets them be compiled independently.

This was SVN commit r4314.
2006-09-09 00:00:23 +00:00