Commit Graph

261 Commits

Author SHA1 Message Date
Mark Vejvoda
c0f3658faa - bugfix for network scenarios to NOT close unconnected network slots before loading, they will turn into AI players (this is required because the scenario code may require those factions)
- added ability to morph and indicate the morph command should ignore resource costs, add this to the command type:
<ignore-resource-requirements value="true" />
2012-03-27 03:23:03 +00:00
Mark Vejvoda
163271203d - tilesets now support animated models:
<model path="models/copter_sit.g3d" anim-speed="190"/>
2012-03-26 23:24:29 +00:00
Mark Vejvoda
4f1bee5aea - attempt to save and load scenario info in saved games 2012-03-26 06:48:58 +00:00
Mark Vejvoda
5f95b08c17 - a ton more load game state now working (including commands) 2012-03-13 15:21:25 +00:00
Mark Vejvoda
9271d7d7f6 - initial loading logic for loading of saved games.
- currently we always save the game during out of synch or on game quit.
- added a new commandline option to load the last saved game, this doesn't do much yet, just creates units in the map locations they were when the game was saved
./megaglest --load-saved-game
2012-03-12 23:08:22 +00:00
Mark Vejvoda
c5331b7e8a - initial work to save game state to XML. Current only saves when out of synch or game end occurs and saves to same folder as log files and file is called: megaglest-saved.xml
(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00
Mark Vejvoda
9d6607a051 - added new lua method so users can create units without spacing rules:
createUnitNoSpacing
2012-02-21 21:56:20 +00:00
Titus Tscharntke
9f703f2303 faction links, modders can include factions from other techtrees if techtree.xmls are compatible.
( Still problems with CRC-calculation and download in Multiplayer for those linked factions )
2012-01-17 01:34:50 +00:00
Mark Vejvoda
e351def1cb - added new lua function to display playername:
getPlayerName(i)
2012-01-05 00:45:17 +00:00
Mark Vejvoda
6f924b310d - added new lua method to get system macro values:
dofile(getSystemMacroValue("$SCENARIO_PATH") .. "unit.ai.class.lua")
2012-01-05 00:04:55 +00:00
Mark Vejvoda
ec2f889a76 - scenario pause command should work in network mode 2011-12-28 07:26:16 +00:00
Mark Vejvoda
9852325da6 - fixed Martiño Figueroa's name in all copyrights in source code
- added copyrights to files that were missing it
2011-12-14 07:40:48 +00:00
Mark Vejvoda
609bc528d2 - fixed fog of war bug in map preview for connected client
- in headless mode keep three caches in case its related to out of synch
- comment out spurious irc console text
2011-12-03 01:19:54 +00:00
Mark Vejvoda
d33e1174a5 - bugfixes related to cppcheck report
- bugfixes found using valgrind (memory leaks)
2011-12-02 16:07:59 +00:00
Mark Vejvoda
03a7a72ef5 revert network code back to beta1 code 2011-11-27 05:27:50 +00:00
Mark Vejvoda
fbb3f0b8e5 - faction threads now use semaphores to signal completion lowering cpu use on main thread 2011-11-26 23:11:33 +00:00
Mark Vejvoda
b2adc16ca6 - added Muwums lua function 2011-11-15 17:39:49 +00:00
Titus Tscharntke
cbdde66999 we dont need to be too picky with translations which are mainly meant for logfiles 2011-11-04 01:12:05 +00:00
Mark Vejvoda
30e1f45cc7 - intro is now fully translatable and configurable (see english.lng file at the bottom for intro strings)
- added game loading text strings to language file
- ONLY load the font type we are using
2011-11-02 17:17:28 +00:00
Mark Vejvoda
762699ef88 - bugfixes for passing from one scenario into another when keeping faction state 2011-10-07 03:25:17 +00:00
Mark Vejvoda
a7cfcc1d99 - added special placement code when carrying over units from one scenario to another 2011-10-06 22:19:58 +00:00
Mark Vejvoda
b126768d9c - updated scenario lua function to allow carry over of factions or not 2011-10-06 20:44:55 +00:00
Mark Vejvoda
2d42f59fe1 - added a new lua function to allow loading a new scenario from inside an existing scenario
loadScenario('capture_the_flag2')
2011-10-06 18:04:59 +00:00
Mark Vejvoda
aed293bba2 - fixed a bunch of memory leaks that will hopefully mean less overall memory requirements. 2011-09-28 06:57:42 +00:00
Mark Vejvoda
c68aa74fcf - more updates for headless mode (try to avoid using opengl completely), server now runs at around 20 MB RAM at game start. 2011-09-27 05:29:57 +00:00
Mark Vejvoda
ece2927350 - attempt to fix command grouping 2011-09-25 04:07:59 +00:00
Mark Vejvoda
37fd0d6c71 - disable grouped commands by default until i track the segfault 2011-09-23 19:19:09 +00:00
Mark Vejvoda
72c12a3459 - another attempt to fix command grouping bug (its now turned on be default again), please test for crashes or out of synch 2011-09-22 20:42:06 +00:00
Mark Vejvoda
7d53df698a - added new in-game popup menu and new ability to switch teams in game (turned off by default in advanced settings) 2011-09-21 06:51:28 +00:00
Mark Vejvoda
c2b2e41935 - disabled grouped commands for now 2011-09-09 20:42:02 +00:00
Mark Vejvoda
41dfe298d3 - re-enable grouped commands for better unit moving (was previously causing out of synch but i think it works properly now) 2011-09-09 17:49:10 +00:00
Mark Vejvoda
bb68106912 - phase 3 of cppcheck verbose fixes 2011-09-01 18:08:56 +00:00
Mark Vejvoda
57afc2d715 - phase 2 of cppcheck verbose fixes 2011-09-01 01:11:23 +00:00
Mark Vejvoda
a388c92be6 - disable group unit commands as default being enabled (since its is causing out of synch) 2011-07-18 18:31:54 +00:00
Mark Vejvoda
5ffc0937f1 - added new ini setting to toggle grouped commands processing (hunting down out of synch). To turn it off try:
AllowGroupedUnitCommands=false
2011-07-12 23:41:14 +00:00
Mark Vejvoda
b8bd927b7b - finally fixed the unit sorting hang bug, try it tomryen 2011-07-06 06:38:56 +00:00
Mark Vejvoda
15488ddb31 - bugfixes related to attack-boost memory leaks 2011-07-06 05:16:25 +00:00
Mark Vejvoda
1fd179196c - attempt to fix hang issue reported by tomreyn 2011-07-05 18:26:09 +00:00
Mark Vejvoda
2c80543889 - attempt to group command execution so units given the same command at the same time will work more smartly (closer units go first and so on) 2011-07-05 04:37:35 +00:00
Mark Vejvoda
e221011af2 - bugfixes so that the mingw compile builds 2011-05-24 22:51:45 +00:00
Mark Vejvoda
1085f24c6f - more updates to handle unicode (most of the focus was getting tools working in windows using non ascii file paths) 2011-05-23 19:23:00 +00:00
Mark Vejvoda
60b8093f5b - attempt to get non ascii file paths working in megaglest (Japanese etc...) 2011-05-18 21:49:11 +00:00
Mark Vejvoda
e34e70a0c8 - added code to merge duplicate sounds used in a techtree 2011-05-06 07:47:31 +00:00
Mark Vejvoda
6492832c35 - added initial validation code to warn about duplicate data used in factions 2011-05-05 19:21:50 +00:00
Mark Vejvoda
cb113514e1 - limit current resource amounts to max storage allowed at game start 2011-04-25 06:39:40 +00:00
Mark Vejvoda
4bce94fbbb - make messageboxes less alpha background so they are darker and easier to read (try it ultifd)
- made lag timeout max set to 35 instead of 65 since 35 is bad enough
- added another error check
2011-04-18 06:42:25 +00:00
Mark Vejvoda
a04557ee7f - set pathfinder values back to be compatible with beta2 2011-04-14 03:27:34 +00:00
Mark Vejvoda
9b91bf5c68 - modified lua method addConsoleText to look in scenario language file for text
- added new commandline options to display CRC values for various items (like maps, tilesets etc)
2011-04-09 06:20:43 +00:00
Mark Vejvoda
3b56aa4475 - performance changes... (problem found by titi) most debug calls line are skipped when the debug flag is disabled even BEFORE getting into the handledebug method.
This improves performance VERY MUCH.
2011-03-28 03:54:23 +00:00
Mark Vejvoda
9681e7f1bc - initial code for managing mod content (downloads and removal of user data) 2011-03-25 10:11:16 +00:00
Mark Vejvoda
47a81f8b44 - performance improvements for units using the stop command when units are idle 2011-03-24 21:55:39 +00:00
Mark Vejvoda
8a9505e1e8 - added conditional check to only issue a stop command to units if they are not already stopped
- memory cleanup on unit errors
- mutex for checksum class
2011-03-23 00:49:21 +00:00
Mark Vejvoda
0379b7284d - removed requirement to have a newer libcurl, now most platform, should be able to build mg more easily (only require 7.16.4 or newer instead of 7.21.0) 2011-03-20 00:11:00 +00:00
Mark Vejvoda
97017b2f1f - added a new lua method to add text on the console for Elimnator's scenario. 2011-03-19 12:19:22 +00:00
Mark Vejvoda
d21eeeae07 - lessen pathfinder max nodes to see if this gives better performance 2011-03-19 01:31:49 +00:00
Mark Vejvoda
07f56669b7 - attempt to see if threaded pathfinding will work and if it improves performance 2011-03-18 03:53:06 +00:00
Mark Vejvoda
7d38aec84a - new commandline options to discover and optional delete unused files in techtrees 2011-03-15 15:30:28 +00:00
Mark Vejvoda
39bf1b986e - added new commandline option to convert folders of g3d models to use specified texture format
- added new utility methods and changed code to use them (like adding trailing slash on paths)
2011-03-13 08:23:43 +00:00
Mark Vejvoda
819831a287 - misc logs and screenshots now also go in userdata folder 2011-03-10 17:31:55 +00:00
Titus Tscharntke
4874d31ddd hopefully fix for tileset particle related crash in windows; particles must be removed from objects before the particle manager is cleared 2011-03-06 22:50:04 +00:00
Titus Tscharntke
273ab4c502 Option to switch on/off tileset particles 2011-03-06 13:11:22 +00:00
Titus Tscharntke
792d0aa665 particles for tilesets ( too much rendered at the moment ) 2011-03-01 23:36:33 +00:00
Mark Vejvoda
c4795eb6cb - more fixing of map corner position actions causing memory access violations (this will further stabilize the code) 2011-02-25 04:15:22 +00:00
Mark Vejvoda
4cb2485cdf - fixed meeting point crash on edge of map 2011-02-24 22:13:40 +00:00
Titus Tscharntke
f2caf186f9 step1 for cliffs; enable manually in map.cpp in Map::smoothSurface(...) ; set minCliffHeightDifference to 3.0f 2011-02-06 01:36:55 +00:00
Mark Vejvoda
4b085691df - added new LUA method togglePauseGame 2011-01-29 23:50:21 +00:00
Mark Vejvoda
a5a6cf76d6 - updated some new lua commands 2011-01-29 17:52:53 +00:00
Mark Vejvoda
1a3545f8ab - cleaned up compiler warnings in g3d viewer
- added a bunch of new lua commands for 'da boys' to be documented after being fully tested.
2011-01-29 12:42:18 +00:00
Mark Vejvoda
ff3bb353fc - bugfix for game over and player can see whole map causing out of synch in some cases. 2011-01-26 16:13:08 +00:00
Mark Vejvoda
66261ad662 - updated line endings to unix style characters to fix Bug #3085838 2011-01-20 15:56:30 +00:00
Mark Vejvoda
c51eb0a3c4 - attempt to cleanup some debug logging to see if it helps restore normal performance 2011-01-17 16:31:25 +00:00
Mark Vejvoda
1c78fca0fb - Added tileset and map CRC check in the network lobby
- numerous bugfixes
2011-01-09 04:49:21 +00:00
Mark Vejvoda
bf8be83ccc - bugfix for fog of war enabling at game end.. now works properly for Winning teams, not just losing teams. 2010-12-25 21:30:54 +00:00
Mark Vejvoda
03eaa2c033 numerous important bugfixes:
- observers and end game fog of war enable would most likely cause out of synch, I think its fixed now
- better handling of threaded logging
- cleanup of socket thread processing to ensure all network packets get processed properly and in order
2010-12-24 08:43:09 +00:00
Mark Vejvoda
554a03279e - commented out assert is it should be handled by the map logic 2010-12-23 20:22:40 +00:00
Titus Tscharntke
5ea9cd092a visual attack alert 2010-12-19 22:33:08 +00:00
Mark Vejvoda
f204d4445c - added a new bit style gamesetting flag for future new game settings.
- added ability to see map resources but still keep fog of war (GAE's shroud of darkness), but not activated by UI yet, tested and works
2010-12-19 08:04:25 +00:00
Mark Vejvoda
5e410f3066 - bugfix for turning off fog of war on network games when players are dead. Now we DO NOT turn off fog of war until ALL of the players units are dead. 2010-12-13 23:24:03 +00:00
Mark Vejvoda
045c2f95e8 - added new commandline options to tell the game where to look for data, ini's and where to write logs 2010-12-09 20:41:11 +00:00
Titus Tscharntke
ede8977aff switched resourcemultiplier to int (using the index now) and added some debug output for testing. 2010-11-25 22:45:08 +00:00
Titus Tscharntke
c2c9cc0044 endgame stats screen shows multiplier now for CPU players
you cannot switch unvisible resource multiplier any more
2010-11-11 21:41:13 +00:00
Mark Vejvoda
d89953ee96 - improved performance and bug fixes. 2010-11-09 09:06:52 +00:00
Mark Vejvoda
9d9fa0deeb - improved performance for when the AI decides which resource is closest. 2010-11-07 03:27:06 +00:00
Mark Vejvoda
9978cbeff5 - added some initial work to support FBO (frame buffer objects)
- added many NULL check guards throughout the code
- added a safe mutex around ptr access of background thread on custom menu
2010-11-01 16:44:05 +00:00
Mark Vejvoda
dfedf2259b - numerous bugfixes to building an d repairing units.
- added new unit cell property called allowEmpty to allow units to build other units with cellmaps that have all 0's (since you can produce these types of units anyways)
2010-10-30 08:54:00 +00:00
Mark Vejvoda
de3a92081d - a bunch of in progress work related to texture compression and more timely texture memory management cleanup. For now to test texture compression use the following ini setting: EnableTextureCompression=true 2010-10-28 00:51:25 +00:00
Mark Vejvoda
e53e6b49a9 - bugfix for multiple consumable resources applying incorrectly during the update interval. (thanks silnarm) 2010-10-22 22:52:37 +00:00
Mark Vejvoda
b72124a89a - bugfix for segfault (using wrong index variables again). This time I understand what to change and what not to change :) 2010-10-22 17:29:23 +00:00
Mark Vejvoda
c088889e7c - bugfix to retain proper team color based on actual slot position, regardless of how many closed slots there are. Yay, now team placement and color works properly 2010-10-22 08:10:56 +00:00
Mark Vejvoda
07fe6a2196 - added to the faction resource cache pool for even better AI discovery of resources 2010-10-21 20:31:09 +00:00
Mark Vejvoda
182f2cd20d - bugfixes to AI where workers harvesting think they have arrived but really did not. 2010-10-19 04:38:55 +00:00
Mark Vejvoda
5ecda82be0 - bugfix for allowing players to view map at game end for network games 2010-09-30 00:49:57 +00:00
Mark Vejvoda
b836bf0039 - turned off staggered faction updates (can toggle via ini setting: StaggeredFactionUpdates)
- added more debug info for resource depletion
2010-09-17 04:00:48 +00:00
Mark Vejvoda
7e7c7216a5 - fixed screen flickering of fog of war texture when staggered updates is enabled. 2010-09-15 23:32:29 +00:00
Mark Vejvoda
c295697aba - added map preview on custom game menu 2010-09-12 05:05:08 +00:00
Titus Tscharntke
729bd23f58 improved box selection ( much better regarding performance now and updates selection without moving the mouse ) 2010-09-10 12:15:21 +00:00
Mark Vejvoda
0783b23e12 - bugfixes for rendering (new ini setting toggles new quad cache and is called: UseQuadCache=true) 2010-09-10 08:51:32 +00:00
Mark Vejvoda
d806e7f9ff - a few more performance optimizations and logging changes 2010-09-09 05:42:19 +00:00
Mark Vejvoda
77eadd7710 - attempt to improve explorecells usage when each unit is signalled to move 2010-09-09 01:44:25 +00:00
Mark Vejvoda
8f0894e0c9 - last minute bugfix for fog of war for observers 2010-09-04 01:32:50 +00:00
Mark Vejvoda
e93ac6d756 - changed observer faction to use a special team # and fog of war is auto turned off for this special team #. 2010-09-04 00:32:56 +00:00
Mark Vejvoda
358d61aa38 - first attempt to add a special builtin Observer faction to allow people to observe games 2010-09-03 07:12:40 +00:00
Mark Vejvoda
5ae0430928 - added more LUA functions:
int registerCellTriggerEventForUnitToUnit(int sourceUnitId, int destUnitId);
int registerCellTriggerEventForUnitToLocation(int sourceUnitId, const Vec2i &pos);
int registerCellTriggerEventForFactionToUnit(int sourceFactionId, int destUnitId);
int registerCellTriggerEventForFactionToLocation(int sourceFactionId, const Vec2i &pos);
int getCellTriggerEventCount(int eventId);
void unregisterCellTriggerEvent(int eventId);
int startTimerEvent();
int stopTimerEvent(int eventId);
int timerEventSecondsElapsed(int eventId);
int triggeredCellEventId();
int triggeredTimerEventId();
LUA events:
timerTriggerEvent
cellTriggerEvent
2010-08-29 04:45:15 +00:00
Mark Vejvoda
dc5bf0f850 - bugfix for AI not losing HP when food is out
- added new LUA commands (for Tiger):
giveAttackCommand
disableAi
enableAi
disableHunger
enableHunger
2010-08-28 08:06:32 +00:00
Mark Vejvoda
5fb040c9f1 - Fixed bug related to particles not updating smoothly 2010-08-26 01:25:27 +00:00
Mark Vejvoda
5a796444b8 - added a cache for compute fog of war 2010-08-25 23:55:59 +00:00
Mark Vejvoda
855443d98f - added a lookup cache for unit updater's frequently called unitOnRange logic 2010-08-25 07:29:35 +00:00
Mark Vejvoda
c9ca56e91b - small optimization for moving units when source and destintation position are the same 2010-08-25 00:29:56 +00:00
Mark Vejvoda
c781982e57 - increased explorecells cache size 2010-08-24 23:36:23 +00:00
Mark Vejvoda
4ee98e7155 - some changes to the explorecells cache for less memory and better performance.
- updated performance logging to more easily find things in the log
2010-08-24 23:15:33 +00:00
Mark Vejvoda
0e3c0a8d0e - disabled staggered unit updates 2010-08-24 02:49:55 +00:00
Mark Vejvoda
65cf1bfdac - attempt to lessen memory footprint of particles and speed up rendering 2010-08-24 01:21:34 +00:00
Mark Vejvoda
1daecc4145 - made staggered faction updates toggle flag 2010-08-23 19:49:00 +00:00
Mark Vejvoda
61a2340e14 - disable faction update staggering 2010-08-23 19:35:55 +00:00
Mark Vejvoda
70817a07d1 - some performance updates to fog of war computation 2010-08-23 15:10:37 +00:00
Mark Vejvoda
284371f206 - some performance updates to fog of war computation 2010-08-23 14:48:33 +00:00
Mark Vejvoda
db47a14940 - attempt to spread out faction world ticks for better performance 2010-08-23 09:53:04 +00:00
Mark Vejvoda
cce338a2c6 - atempt to squeeze some extra rendering performance 2010-08-21 18:50:56 +00:00
Mark Vejvoda
fe8d3b3130 - numerous bugfixes mostly centered around network lag, but also added more logging and protective code (like buffer overflow checks)
*NOTE: This version is NOT backwards compatible with other builds
2010-08-07 03:26:38 +00:00
Mark Vejvoda
a7c86fb86b - a better attempt to safely end games and hopefully fix the delete cells bug once for all 2010-08-04 20:07:39 +00:00
Mark Vejvoda
c63283ffac - another attempt to fix game end crash for ultifd 2010-08-04 16:56:24 +00:00
Mark Vejvoda
4336ae3e37 - added new commandline param --validate-techtrees which will be used to check for known problems in the techtrees for an installation 2010-07-30 07:51:39 +00:00
Mark Vejvoda
77ee50b681 - some code cleanup related to supporting multiple path finders 2010-07-21 20:40:11 +00:00
Mark Vejvoda
bca03b0c0c - initial changes to support multiple path finders 2010-07-21 18:21:40 +00:00
Mark Vejvoda
ed67b16aba - added ability to completely disable explorecells caching if required 2010-07-17 06:33:40 +00:00
Mark Vejvoda
354d8b5408 - improvement for explorecells caching 2010-07-17 01:00:31 +00:00
Mark Vejvoda
432343572f - updated caching for explorecells to be smarter and also remove old items if the cache gets too large (hits a threshold) 2010-07-16 22:17:36 +00:00
Mark Vejvoda
3d62ba1089 - updated caching for explorecells to be smarter and also remove old items if the cache gets too large (hits a threshold) 2010-07-16 22:15:09 +00:00
Mark Vejvoda
206170bc76 - attempted some speed improvements for unit lookup as well as exploreCells 2010-07-14 06:59:55 +00:00
James McCulloch
8387ed29dc * wired up RoutePlanner/Cartographer
* added DebugRenderer (mostly dysfunctional)
 * add lots of OutputDebug calls for the path finder, as macro PF_TRACE
2010-07-13 05:33:43 +00:00
Mark Vejvoda
39ad29ba3d - attempt to improve rendering speed by rolling back render code to be more like 3.3.4
- added new ini setting to adjust http timeout and set default timeout to 10 seconds now
2010-07-07 18:50:55 +00:00
Mark Vejvoda
64705aa786 - some optimizations for performance logging 2010-07-06 19:24:36 +00:00
Mark Vejvoda
8478ab80b3 - bugfixes for malformed debug statements
- updated version to 3.3.5.1
- added more null checks
- changes to try to fix crash when ending a game (delete cells bug)
2010-07-06 05:30:34 +00:00
Mark Vejvoda
1d4f47718c - added many new things and fixed a number of bugs (too tried to mention them all) 2010-06-24 01:23:18 +00:00
Mark Vejvoda
eeda623b4f - removed the rotateunit flag (its now just part of MG)
- updated rendering to consider both visible and explored cells when rendering untis and objects
- added a warning message when a client is lagging and coming close to being kicked off
2010-06-17 00:08:27 +00:00
Mark Vejvoda
cad295c912 - a few minor render updates to try to squeeze better performance out of the rendering (only render visible and explored unit and object cells) 2010-06-16 07:18:06 +00:00
Mark Vejvoda
c7c9e69567 - added initial work to better manage rendering (but not yet enabled)
- added new commandline parameter: --version
- some thread cleanup to try adjusted timings when threads shutdown
2010-06-15 16:27:52 +00:00
Mark Vejvoda
fc63460e07 - updated unitid offset for each faction so that we support up to 100,000 units per faction per game (which is larger than previously supported) 2010-05-31 09:45:54 +00:00
Mark Vejvoda
8ea52485cc - Attempt to fix unit id allocation issues 2010-05-31 09:24:44 +00:00
Mark Vejvoda
5c5b5a3283 - added more debug output 2010-05-29 09:38:00 +00:00
Mark Vejvoda
0aade73335 - Did some refactoring to move connectionSlotThread into ConnectionSlot class 2010-05-27 23:46:38 +00:00
Mark Vejvoda
5879e87297 - added game start debug output to console to show basic faction info 2010-05-20 20:19:34 +00:00
Mark Vejvoda
b69d808a0b - added loads of debug potential. We can now output most objects as a string for logging purposes.
- when we get the command type id not found error we now dump the whole world to a textfile
- Pressing the | hotkey at any time during a game dumps the whole world to a textfile
2010-05-18 03:53:57 +00:00
Mark Vejvoda
8be87ee362 - bugfix for network game settings broadcast and game end fog of war fix 2010-05-17 16:02:47 +00:00
Titus Tscharntke
54bcbf4303 watereffects in right place for big units 2010-05-07 08:01:14 +00:00
Titus Tscharntke
0dd135fc12 windowed/fullscreen switch in options ( needed for windows )
watereffect improved for big unnits ( ElimiNator should test it )
2010-05-03 22:07:27 +00:00
Mark Vejvoda
1efc2dc0a6 - updates to Chinese font support so Linux will compile
- added more debugging and NULL guards
2010-05-03 06:25:54 +00:00
Mark Vejvoda
2417f37e21 added more debugging for error conditions 2010-05-01 10:46:56 +00:00
Mark Vejvoda
58386a72e8 Bugfix for cases where command cache was not yet initialized 2010-05-01 09:27:08 +00:00
Mark Vejvoda
a50b89e9cc Ported 3.3.4.2 fixes to trunk 2010-04-23 04:29:11 +00:00