Commit Graph

87 Commits

Author SHA1 Message Date
SoftCoder
f7bc5e8f92 - bugfix and additional code (for now) to track duplicates and problems in color picking. We now use will's implementation as it supports 64K colors. 2013-11-30 17:20:30 -08:00
SoftCoder
c2929e3d2b merged 2013-11-30 14:31:05 -08:00
SoftCoder
2ff75c54e2 merged updates 2013-11-30 14:29:02 -08:00
williame
125e1c53dc Got the colour conversion wrong in colour picking 2013-11-30 21:44:53 +01:00
SoftCoder
1a8673feb3 - bugfix for will's color pick optimization (was not properly doing cell selection) 2013-11-28 22:58:13 -08:00
Will
c6530c2783 merging in all Will's changes 2013-11-29 02:12:34 +01:00
Mark Vejvoda
ceb799a66e - attempt to ensure color picking ALWAYS has unique colors
- better handling of scenario's that are missing techtrees
2013-11-24 04:44:12 +00:00
Mark Vejvoda
9268aaf279 - a few minor bug fixes related to code warnings
- code cleanup based on additional gcc warnings
- enabled additional gcc compiler warnings
2013-11-19 06:14:06 +00:00
Mark Vejvoda
8b5e681ae5 updated for vc++ 2012 x64 compile 2013-11-03 01:51:20 +00:00
Mark Vejvoda
d46479df95 - bugfix to allow headless server to load a texture for new tilesets where they must read it to determine parts.
- converted asserts to exceptions
2013-06-23 04:17:25 +00:00
Mark Vejvoda
4764da0e50 check everything when it comes to joining meshes 2013-06-23 03:09:59 +00:00
Mark Vejvoda
9549b7f87a bugfix for join meshes, add opacity check also 2013-06-22 22:41:37 +00:00
Mark Vejvoda
b418d46254 bugfix for joining meshes, need to also check noselect flag 2013-06-22 21:47:50 +00:00
Mark Vejvoda
1520cdcea0 add check for invalid model missing texture 2013-06-22 21:41:30 +00:00
Mark Vejvoda
441390e5c5 - fixed vc++ 2012 build
- some fixes found from vc++ 2012 code analyser
2013-06-21 00:12:19 +00:00
Mark Vejvoda
dde601e416 attempt to implement will's mesh merging for better render performance 2013-06-20 07:24:09 +00:00
Mark Vejvoda
e809080d0f tracking down bug on i386 platform
- comment titi's model debug output
2013-06-01 17:23:51 +00:00
Mark Vejvoda
8408526b12 code cleanup based on cppcheck results 2013-05-17 03:59:34 +00:00
Titus Tscharntke
6849d432bf colorpicking improved again and hopefully fixed false clicks on attacks ... ( works with low display resolutions too now) 2013-04-27 17:38:35 +00:00
Titus Tscharntke
8ba869c4b7 fixed double click selection for colorpicking 2013-04-26 15:25:15 +00:00
Titus Tscharntke
77ca62240e and colorpicking is faster again 2013-04-25 23:46:55 +00:00
Titus Tscharntke
9d3c99d6d0 Speed for colorpicking :-D. Its nearly as fast as selectbuf now . ( and tree selection for colorpicking is fixed ) 2013-04-25 23:12:34 +00:00
Titus Tscharntke
519ad0fbeb Bug in models or bug in g3dviewer ? Newer models have set opacity of Material set to 0 ( needed to see transparency in blender ) but this full transparency is ( correctly) exported, resulting in not beeing shown in G3d Viewer or when used as unit. Used as tileset Models all was ok. So fixed for the Moment, but not entirely happy with this now. Maybe the blender exporter should set opacity to 1 if its set to 0 instead. 2013-04-08 22:01:38 +00:00
Mark Vejvoda
bd2bb98e3f - bugfix g3d viewer to render textures 2013-01-25 15:23:45 +00:00
Mark Vejvoda
a15bdecbf3 - a few safety changes for network communication
- small tweaks for unit selection
2013-01-24 21:09:40 +00:00
Mark Vejvoda
87b39a3cb5 - fix unit selection 2013-01-24 15:52:11 +00:00
Mark Vejvoda
bf7445903d - cleanup some color pick code 2013-01-24 00:42:06 +00:00
Mark Vejvoda
d7d83f7c5e - attempt to speed up color picking 2013-01-23 23:20:54 +00:00
Mark Vejvoda
93438d42f4 - attempt to see if this fixes units that do not attack when right clicking enemy
- see if this fixes crashes when using color picking
2013-01-23 21:03:00 +00:00
Mark Vejvoda
7146a20976 - attempt to fix / improve performance of color picking 2013-01-22 04:30:06 +00:00
Mark Vejvoda
ce7982dc91 - see if this speeds up color picking 2013-01-16 16:58:28 +00:00
Mark Vejvoda
d7eeaa4d8d - see if this speeds up color picking 2013-01-16 01:46:31 +00:00
Mark Vejvoda
ceedef5200 - see if this fixes color picking 2013-01-15 03:18:26 +00:00
Mark Vejvoda
17a599ced3 - see if this fixes color picking 2013-01-15 00:52:00 +00:00
Mark Vejvoda
6f0c700acf - see if this fixes color picking 2013-01-15 00:38:45 +00:00
Mark Vejvoda
1966710628 - more detailed error handling for bad textures and/or models and sounds 2012-11-11 04:52:26 +00:00
Mark Vejvoda
8ba5524f35 - updated error handling to be more flexible so we can display better error details (like bad tga file, etc) 2012-11-10 23:19:42 +00:00
Mark Vejvoda
ff58a868b3 - attempt to bugfix windows using proper printf syntax for data types 2012-11-10 06:37:23 +00:00
Mark Vejvoda
00e075df97 - more byte order logic
- added new network packet debug
2012-11-01 22:00:55 +00:00
Mark Vejvoda
0d88936680 - added byte order logic for loading models 2012-11-01 21:22:38 +00:00
Mark Vejvoda
3419127632 - proper way to handle size_t objects (cleanup warning on other platforms) 2012-10-26 02:42:10 +00:00
Mark Vejvoda
64058b17e7 - code cleanup from cppcheck
- added more checks when loading models, maps and textures
2012-10-20 07:15:13 +00:00
Mark Vejvoda
011e0263b0 - lots more code cleanup, using safe buffer size code to avoid buffer overflows 2012-10-19 01:31:20 +00:00
Mark Vejvoda
39191dc11e - added some safety checks when loading models (in case we have some corrupt data) 2012-10-18 17:59:19 +00:00
Mark Vejvoda
e86cb3aeff - more code cleanup based on suggestions from cppcheck 2012-10-18 08:16:47 +00:00
Mark Vejvoda
6c62d675c3 - validation now checks for spawn attack units so it does not mis-report suck skills
- badly named texture in g3d model now reports which model file has the problem
2012-10-14 23:57:49 +00:00
Mark Vejvoda
c39da4cd69 - code cleanup from cppcheck 2012-10-06 02:10:23 +00:00
Mark Vejvoda
f681b309a9 - turned off the interpolation cache which was taking too much memory. Please test this to see if performance is affected, this should REALLY help with memory usage. 2012-07-22 00:04:44 +00:00
Titus Tscharntke
d10d5fc770 hopefully working implementation of mpfNoSelect from this discussion: http://glest.org/glest_board/index.php?topic=8165.msg82932#msg82932 2012-07-14 21:29:15 +00:00
Mark Vejvoda
8c0bf75bf5 - got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00