- ported bugfixes for 3.6.0.3 release:

- CMake build system fixes applied during debian testing (like checking for compiler SSE support etc)
 - Windows client fix for headless server operation
 - Crash for some systems when trying to use VBO's
 - Fixed AZERTY keyboard support
 - Enhanced support for screenshots in g3d viewer
 - Updated particle code from titi
 - Bugfix for custom data path override causing compiler error
 - Bugfix for fontconfig to properly find fonts on systems that support and have fontconfig installed (fixes numerous non debian based systems that reported null font errors)
 - Minor UI fix on battle end screen when playing 8 players (last player was sometimes chopped off)
This commit is contained in:
Mark Vejvoda
2012-01-23 07:22:43 +00:00
parent 2224d75d10
commit f40c37f5e8
63 changed files with 948 additions and 470 deletions

View File

@@ -74,6 +74,7 @@ ParticleSystem::ParticleSystem(int particleCount) {
teamcolorNoEnergy= false;
teamcolorEnergy= false;
alternations= 0;
particleSystemStartDelay= 0;
}
ParticleSystem::~ParticleSystem(){
@@ -97,8 +98,10 @@ void ParticleSystem::update(){
if(aliveParticleCount > (int) particles.size()){
throw runtime_error("aliveParticleCount >= particles.size()");
}
if(state != sPause){
if(particleSystemStartDelay>0){
particleSystemStartDelay--;
}
else if(state != sPause){
for(int i= 0; i < aliveParticleCount; ++i){
updateParticle(&particles[i]);
@@ -527,6 +530,7 @@ void GameParticleSystem::setTween(float relative,float absolute) {
// UnitParticleSystem
// ===========================================================================
bool UnitParticleSystem::isNight= false;
Vec3f UnitParticleSystem::lightColor=Vec3f(1.0f,1.0f,1.0f);
UnitParticleSystem::UnitParticleSystem(int particleCount):
GameParticleSystem(particleCount),
@@ -537,11 +541,14 @@ UnitParticleSystem::UnitParticleSystem(int particleCount):
setParticleSize(0.6f);
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
sizeNoEnergy=1.0f;
primitive= pQuad;
gravity= 0.0f;
fixed= false;
shape = UnitParticleSystem::sLinear;
angle= 0.0f;
rotation= 0.0f;
relativeDirection= true;
relative= false;
@@ -549,6 +556,7 @@ UnitParticleSystem::UnitParticleSystem(int particleCount):
isVisibleAtNight= true;
isVisibleAtDay= true;
isDaylightAffected= false;
cRotation= Vec3f(1.0f, 1.0f, 1.0f);
fixedAddition= Vec3f(0.0f, 0.0f, 0.0f);
@@ -560,6 +568,7 @@ UnitParticleSystem::UnitParticleSystem(int particleCount):
delay = 0; // none
lifetime = -1; // forever
emissionRateFade=0.0f;
startTime = 0;
endTime = 1;
@@ -736,6 +745,12 @@ void UnitParticleSystem::updateParticle(Particle *p){
}
p->speed+= p->accel;
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
if(isDaylightAffected==true)
{
p->color.x=p->color.x*lightColor.x;
p->color.y=p->color.y*lightColor.y;
p->color.z=p->color.z*lightColor.z;
}
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
if(state == ParticleSystem::sFade || staticParticleCount < 1){
p->energy--;