filux
b50efbb75e
updated version number for development
2015-03-09 01:05:24 +01:00
filux
90c307182e
updated version number for release
2015-03-09 00:34:59 +01:00
filux
966da32472
better support for macos, this also closes #36
2015-02-24 09:45:17 +01:00
titison
404db00701
AttackBoosts: Show Ep + Hp Regeneration in Desc
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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
filux
e324a8f75c
updated version numbers
2015-02-02 22:23:22 +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
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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
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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
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
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set the checkBoxes to editable when scenarioCheckBox is disabled
2015-01-18 19:40:30 +01:00
titison
c5c177a82c
shared Team Units and Resources
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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
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little fix with printf which weren't used anyway
2015-01-18 19:40:30 +01:00
titison
848b84f149
shared team options in scenarios
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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
667b043393
Replace resource storage when morphing a unit instead of adding it.
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"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
titiger
8284b3ecde
Fix for launching network Scenarios
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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
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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
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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
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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
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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
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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
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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
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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
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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
titison
ce23353138
Fix
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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
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fixing a debt-bug with sharedResources:
https://forum.megaglest.org/index.php?topic=9616.0
2015-01-02 02:45:44 +01:00
titiger
4a292ed1d1
don't mix functionality
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Not a bug fix, just trying to keep things more clean.
2015-01-01 17:16:24 +01:00
SoftCoder
51c67cc7ff
- make app update work in windows
2014-12-30 22:09:53 -08:00
SoftCoder
f76fe55153
- more updates for updating version on windows
2014-12-30 21:40:51 -08:00
SoftCoder
d13118ecf8
- attempt to make updates work for windows
2014-12-30 15:05:24 -08:00
SoftCoder
efa7cb0346
- bugfix for shared team resources
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- added some new internal feature code to test auto updates for a future release
2014-12-30 12:16:35 -08:00
titiger
bcd6c7b310
the headless server has no need to handle unit boost particles
2014-12-30 20:34:05 +01:00
titiger
11b766b5bc
v3.11-beta2.0
2014-12-26 21:33:54 +01:00
titison
7cd1cb242f
Fix for meshBound Particles
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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
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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
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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