Please note that this commit makes #3410 really visible. Formation
members might pass through buildings.
Refs #3410, #3337.
This was SVN commit r17028.
However, using the terrain-only grid reveals one discrepancy between the
short pathfinder (which uses unit radii) and the long one (which uses
unit clearances). So I implemented the change proposed by sanderd17 in
#3294, which is removing unit radius and using only the pathfinder
clearance. Refs #3294
Now some tweaking has to be done in the templates, so that units get a
passability class suited to their apparent size. In the meantime the
unit motion is quite bugged.
This was SVN commit r16867.
This allows for components to be extended in other files, so mods don't
have to overwrite entire components.
Fixes#2517. Thanks to Rada for helping on this
(also fix some tests broken in the previous commit)
This was SVN commit r15150.
* add a formation attack component that will be used in the future to
coordinate formation attacks
* clean up some related methods, and move some to more appropriate
places
This was SVN commit r14569.
Adds ownership and diplomacy checks to Commands.js (fixes#880).
Adds control all units setting to Player component (network synced).
Adds helpers for diplomacy checks - use these instead of directly
accessing diplomacy array.
Fixes tests according to these changes.
This was SVN commit r9726.
Do all pathfinding asynchronously.
Recalculate paths when the target has moved.
Fix vertex pathfinder start point heuristic, to avoid finding
zero-length paths.
When units fail to reach a resource to gather, look for another resource
of the same type.
This was SVN commit r8751.
Fix said tests for UnitAI.
Hopefully fix#647 too.
Document HFSM interface a bit.
Add Engine.DumpSimState() console command for debugging.
This was SVN commit r8681.