Commit Graph

4329 Commits

Author SHA1 Message Date
titison 404db00701 AttackBoosts: Show Ep + Hp Regeneration in Desc
Previously the Hp and Ep  regeneration was only shown if hp and ep
were also affected by the AttackBoost.
In addition I changed the way the  regeneration is shown:
Old: ->EP +10 [10]
New: ->EP +10 (Regeneration: +10)
2015-02-16 20:28:10 +01:00
titiger 82bc650372 fix windows build and --help output 2015-02-11 00:26:03 +01:00
titiger 4c5440f78c map editor has much more powerful random height function
You can give parameters now, to influence the map height calculation.
2015-02-10 02:06:02 +01:00
titiger b4fabc2717 map editor: new maps set player name as default author 2015-02-09 00:41:42 +01:00
titiger 17a412aa9a MegaGlest maps end with .mgm per default now.
As they are not really compatible with .gbm files anyway ( cliffs for example ),
we call maps *.mgm now per default. Its still possible to load *.gbm files
2015-02-09 00:30:43 +01:00
titiger 3c85b0fb25 forgot one place with default cell size 2015-02-09 00:28:32 +01:00
titiger 546d0112b4 Map editor starts with 8 players per default and uses a zoom of 5.
Maps without players crash the map editor on loading and make no sense anyway.
Zoom factor is set to 5 instead of 6 now, to ensure you see the full default 
map on startup
2015-02-08 23:32:05 +01:00
titiger 615cac7138 Merge pull request #54 from filux/feature/new-version-management
changed version number management and same versioning for game, map-editor and g3dviewer
2015-02-02 22:37:04 +01:00
filux e324a8f75c updated version numbers 2015-02-02 22:23:22 +01:00
filux 7451e49213 mapeditor and g3dviever will have always same version number as game, also game and binary packages will have always same version 2015-02-02 22:20:57 +01:00
filux da33c43230 a bit more manual but also cleaner way of updating version number 2015-02-02 22:13:17 +01:00
titiger 17cc8a1589 better help text for map editor 2015-02-02 20:49:36 +01:00
filux 5192c3f87f proposition of different version number management 2015-02-01 15:45:07 +01:00
filux 69e9dff754 better support for static build on debian 2015-01-31 11:53:59 +01:00
filux 9977fd2606 fixed 'Not a git repository' bug related with real out of source build from the git repository 2015-01-31 10:30:19 +01:00
titiger 504dc7dfd8 no more false clicks on minimap
if minimap was displayed outside of map, it was not possible to give 
mouse click commands there.
2015-01-29 21:59:05 +01:00
titiger 9aff9842a4 camera start position shows main building in center. 2015-01-29 17:05:07 +01:00
titiger 2efa255ca3 no more double click in minimap
Double  click is no more handled when mousepointer is over minimap.
This often resulted in unselected units when commanding via minimap.
2015-01-29 11:42:13 +01:00
titiger 4d7e0c1f4d modcenter download should be available again in menu state connected. 2015-01-28 01:59:17 +01:00
titiger 3433eb5835 healthbar default set to "if needed" 2015-01-26 22:32:08 +01:00
titiger 791dd96f97 bad translation key for "Healthbar" fixed in options menu. 2015-01-25 20:01:29 +01:00
titiger 26fad480c6 lets see if this fixes the map editor trouble with 2.8.x wxwidget in linux 2015-01-23 23:52:18 +01:00
titiger ae5668ab52 version set to 3.12-dev 2015-01-23 21:18:57 +01:00
titiger 30a8667307 version set to 3.11.0 2015-01-20 23:10:36 +01:00
titison 44783a4108 shared Team Units and Resources
set the checkBoxes to editable when scenarioCheckBox is disabled
2015-01-18 19:40:30 +01:00
titison c5c177a82c shared Team Units and Resources
set the checkBoxes to non-editable when scenarioCheckBox is enabled
2015-01-18 19:40:30 +01:00
titison b3449e59be shared Team Options in scenarios
little fix with printf which weren't used anyway
2015-01-18 19:40:30 +01:00
titison 848b84f149 shared team options in scenarios
now you can enable sharedTeamUnits and sharedTeamResources in scenarios

to do so use this two xml tags:
	<shared-team-units value="false"/>
	<shared-team-resources value="false"/>
put them in the <scenario> node
2015-01-18 19:40:30 +01:00
titiger 0616483452 faster Particlesystem
removed a useless validation call which was pretty expensive for many 
particle systems alive
It checked for existance of particle system in the vector we were curretnly 
cycling through.
2015-01-17 15:14:38 +01:00
titiger 9e929481c8 Merge branch 'develop' of github.com:MegaGlest/megaglest-source into develop 2015-01-17 00:07:32 +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
Tom Reynolds d3d0fbf9bf lossless images compression
keeping file formats, comments + EXIV meta data intact
2015-01-14 23:58:30 +01:00
titiger 7006c26707 morph takes cellmaps into account ( needed for prax next ) 2015-01-14 22:58:19 +01:00
titiger 8284b3ecde Fix for launching network Scenarios
The client had to complete some game settings locally like path and so on.
2015-01-13 21:36:24 +01:00
titiger 3f96679535 Merge pull request #45 from titison/fix/resourcesNotDisplayed
Fix: No Resources in Gui when loading savegame with  shared team resources
2015-01-13 20:36:57 +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
titiger a7b376a700 ensure error message box is completly visible on screen 2015-01-12 21:21:42 +01:00
titiger e4c2683e1d fixed missing food for shared resource games on startup
To claculate limitResourcesToStore() we need to first load all factions. 
Else we get wrong results for  limitResourcesToStore(), and by this sometimes 
no food on startup, depending on the setup.
2015-01-12 01:46:12 +01:00
titiger cd7c367827 units which hide behind buildings can be selected again
Thats for color picking. I clear depth buffer after rendering buildings.
2015-01-12 00:23:08 +01:00
titiger fdc71786b2 fixed highlight rendering on minimap 2015-01-11 21:46:37 +01:00
titiger bd61e9ea37 FilterMaxAnisotropy in game graphics options 2015-01-11 19:13:06 +01:00
titiger bceb4286f8 render only resources of selected faction
When playing with shared team units but not with shared resources, only  
the resources of the selected faction is shown now. With shared resources all
resources of the team are shown like before.

Rendering ressources with two lines stays like before showing all resources  in
team mode!
2015-01-10 22:49:31 +01:00
titiger 73063ac494 In GUI only render one resource set in team mode
This behaviour can be switched using the "TwoLineTeamResourceRendering"
in glest.ini ( or glestuser.ini ).

Reasons for the change:
- For team playing only one resource set really matters in the GUI.
- Two lines break many HUDs too. 
- The gui itself is too crowded with two sets of resources.


Triangle in teamcolor  is always shown now in front of resources.
2015-01-10 04:03:58 +01:00
titiger fa3a4439dc return had value in function void 2015-01-10 00:51:19 +01:00
titiger 53fc464c30 Merge branch 'depthbuffer' into develop 2015-01-10 00:06:36 +01:00
titiger 9fb8cf2fd5 Merge pull request #44 from titison/sharedResourceFix2
Resource Storage calculated on team basis
2015-01-10 00:04:30 +01:00
titison 70248095e6 fix 2015-01-09 23:31:30 +01:00
titiger ab02478096 enabled depth_test for colorpicking
To do it many changes were needed, because mouse position on map was 
calculated using the depth buffer with current rendering state
2015-01-04 14:38:32 +01:00
titiger 4e0c96adae no need to render dead units when selecting 2015-01-03 22:24:21 +01:00
titiger 109a5b9985 sort map lists non case sensitive in menu 2015-01-03 02:03:31 +01:00