pavanvo
60d8bf7fd2
feat: custom UnitType,
...
for unit->computeCommandType
2022-09-06 02:21:35 +04:00
pavanvo
d2d691024e
fix: non-targed commands + TODO
2022-09-06 02:18:10 +04:00
pavanvo
37b6fbb12e
fix: checkCommand + TODO
2022-09-06 02:11:27 +04:00
pavanvo
0b1dcc70f5
feat: allow queue after Morph commands
2022-09-06 02:11:27 +04:00
Banestorm
35ff02052c
Remove command priority system
...
This was resulting in non-intuitive and surprising behaviour when queuing
commands. Removing this system results in Megaglest behaving more like
other RTS games.
For instance, the following are now possible and weren't previously:
- Queuing multiple attack ground commands to move along a specific path
attacking all enemies on the way.
- Queuing attack ground followed by hold position, which is a sensible
thing to do if you want a unit to guard a specific area.
- Queuing a move command followed by a produce command, if you want to
have your summoner summon a daemon at a specific location.
The behaviour of queuing the stop command is unchanged, and commands that
must be the last in the queue, such as morphing, are still properly replaced when something
else is queued.
2022-09-06 02:11:05 +04:00
Rampoina
332780950b
Fix unit/building progress not getting restored when loading a game
2022-08-23 00:07:20 +01:00
titiger
4e532db6dd
Food shortage warning sound
...
General sound to warn about consumable resources shortage
2021-06-18 17:25:37 +02:00
titiger
8cdca11c4f
Reset should reset all upgrades :)
2021-03-27 20:51:28 +01:00
titiger
ef313616c8
fixing upgrades again ...
2021-03-27 01:11:02 +01:00
titiger
bbd7df55c9
Air unit flying height above water
...
For flying above water we use the maps water height + airHeight if it
is higher than the normal height..
2021-01-17 20:20:31 +01:00
titiger
75651f3b2e
Fix for maxHP upgrades
...
Fixed the calculation of HP if value is given in percent.
2021-01-02 20:27:51 +01:00
titiger
805de06291
bugfix for MaxUnitCount
2020-12-13 03:47:50 +01:00
titiger
5b9f28f21c
MaxUnitCount did not work correctly for buildings
...
Buildings in state 'beeing build' were not taken into account. this is
fixed now.
2020-12-09 01:46:56 +01:00
titiger
011f38912e
red command icons if not enough resource
...
orange icons if not enough resources for whole selection
2019-10-21 00:46:06 +02:00
Jammyjamjamman
b6dab7ff8b
Disabled function causing OOS in windows-linux games, which was re-enabled in commit 26581a77d2
.
2018-04-11 00:52:25 +01:00
SoftCoder
588ec21d8a
- more cppcheck cleanup, AND some new inernal steam commandline parameters to reset stats and enable debugging
2017-10-09 23:09:52 -07:00
SoftCoder
865a665bf0
- round 2 of cppcheck code cleanup
2017-10-09 20:21:14 -07:00
SoftCoder
26581a77d2
- first round of cleanup from cppcheck report
2017-10-09 19:09:36 -07:00
titiger
2c0704b5a9
bugfix for ( no EP regeneration while being build )
2016-12-11 20:18:39 +01:00
titiger
fb845cb420
no EP regeneration while being build
2016-12-11 19:55:26 +01:00
filux
f40ac1d89f
corrected math logic
2016-09-13 21:08:02 +02:00
SoftCoder
56494f3cd2
- finally fixing issue #102 (bad cell visible handling when fog of war turned off)
2016-05-27 16:15:27 -07:00
SoftCoder
8a88c4f11e
- bugfix for xenial network ip address discovery for LAN games + float truncate
2016-05-23 17:02:44 -07:00
titiger
405f327836
"upgrade finished" message only for own faction.
2015-11-18 21:23:27 +01:00
titison
3385220430
Chat/Console message appears when an upgrade finishes.
2015-11-16 20:19:56 +01:00
Tom Reynolds
22e02cbf95
Improve output for missing mesh warning
2015-06-10 11:09:40 +02:00
titiger
14f04c5c35
fix for mesh bound particles
2015-03-15 01:46:49 +01:00
titiger
667b043393
Replace resource storage when morphing a unit instead of adding it.
...
"replace-storage" switch from morph command is removed too,
as it was not used and is quite useless now.
https://forum.megaglest.org/index.php?topic=9244.0
2015-01-17 00:06:17 +01:00
titiger
7006c26707
morph takes cellmaps into account ( needed for prax next )
2015-01-14 22:58:19 +01:00
titison
3875b80334
Fix: No Resources in Gui when loading savegame with shared team resources
...
See: https://forum.megaglest.org/index.php?topic=9641.0
2015-01-13 18:51:32 +01:00
titison
70248095e6
fix
2015-01-09 23:31:30 +01:00
titison
ce23353138
Fix
...
this was really dump. i edited some if-statements and didn't recognize that
building didn't work.
2015-01-02 16:26:24 +01:00
titison
00d367b725
Resource Storage calculated on team basis
...
fixing a debt-bug with sharedResources:
https://forum.megaglest.org/index.php?topic=9616.0
2015-01-02 02:45:44 +01:00
titiger
bcd6c7b310
the headless server has no need to handle unit boost particles
2014-12-30 20:34:05 +01:00
titison
7cd1cb242f
Fix for meshBound Particles
...
There was a bug if you used multiple units of the same type with mesh bound
particles. The given model was the same for all units with the same
unitType/skill.
2014-12-26 20:51:37 +01:00
titiger
2263e89da7
timed particles are meant to be bound to the animation progress
...
timed particles are meant to be bound to the animation progress and not to
the skill progress like it was before.
2014-12-25 03:38:07 +01:00
titiger
33dd93fc8b
Handle timed particles in a correct way
...
Before there were many iming issues because the timed particle system
where not queued often enough. Now all timed particle systems are
queued each time a new SkillCycle starts.
2014-12-24 15:45:38 +01:00
titiger
8925a8997c
fix for boosting sight
2014-12-22 21:11:58 +01:00
SoftCoder
f97f0ef852
- more general bugfixes (not all upgrade values were being used in the code)
2014-12-21 21:07:24 -08:00
SoftCoder
b0f7b078f6
- apply sight upgrades when units sight is involved in cacls
2014-12-21 17:23:20 -08:00
SoftCoder
0a55746ae2
- more attempts to fix attack boost with upgrades
2014-12-21 13:02:27 -08:00
titiger
d34e58ccb6
fix for too often applied boosts
2014-12-19 22:48:07 +01:00
SoftCoder
65a3ce6e86
- fix loading of deferred system particles
2014-11-27 15:28:49 -08:00
SoftCoder
cbf9a305c5
- attempt to improve loading of fire particle
2014-11-26 17:19:46 -08:00
titiger
eaec6e08ae
and one more bugfix for particle positioning
2014-11-27 00:35:37 +01:00
titiger
6ab51749e8
bugfix for particle positioning
2014-11-26 01:51:45 +01:00
titiger
3eb9c05b4a
Particlesystems can now be positioned unit height independend
...
In the faction.xml you can set teh following now:
<flat-particle-positions value="true"/>
By this the positions of the particle systems ( attack and unit particles )
can be done based of the units centered ground position and
by this height independend.
2014-11-26 00:38:04 +01:00
titiger
54905c0e5c
rename getCurrVector() to getCurrMidHeightVector()
2014-11-25 23:40:47 +01:00
titiger
024338429a
special height for fire and hitposition can be set in a units
2014-11-25 22:36:19 +01:00
SoftCoder
29ab1094ec
- fixed unit particles so they worked for normal use cases
2014-11-24 14:36:12 -08:00