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Matei
d0c6805725
Fixed bug that was causing population to go negative. It was due to a unit being killed by multiple enemies in the same frame, which led to multiple calls of the death event handler. The fix is twofold: First, kill() only calls the event handler the first time the unit is killed. Second, damage() (in JS), which apart from killing things also loots them, makes sure that the unit is not already being destroyed. This latter fix is to ensure that we don't get a huge amount of loot by simply attacking a low-HP unit with many soldiers simultaneously, so they kill it in the same frame.
...
This was SVN commit r6276.
2008-07-24 05:50:45 +00:00
..
collada
This was SVN commit r6199.
2008-07-05 01:14:23 +00:00
dcdt
/se
Fixed one set of annoying DCDT warnings
2008-07-18 23:49:51 +00:00
graphics
Stopped CLogger outputting error messages with debug_printf while in test cases that are intentionally triggering errors.
2008-07-19 19:02:27 +00:00
gui
dehydra-inspired fix: get rid of all using namespace std (potentially confusing / pollutes namespace).
2008-07-13 21:22:03 +00:00
i18n
Use GCC's std::tr1::unordered_* classes instead of the now-deprecated __gnu_cxx::hash_* when possible
2008-07-19 00:20:54 +00:00
lib
fixes from work
2008-07-21 20:43:37 +00:00
maths
dehydra-inspired fix: get rid of all using namespace std (potentially confusing / pollutes namespace).
2008-07-13 21:22:03 +00:00
network
Made stance-setting work with multiplayer.
2008-07-24 05:25:14 +00:00
pch
pathfinding change: the engine uses Triangulation and A* on triangles now. dcdt package added. premake.lua changed to include the dcdt code. it needs to run update-workspaces.bat (flag -showOverlay will draw the triangulation and a single unit paths)
2007-10-09 07:27:45 +00:00
ps
Added active field to players to check whether the player is a human or CPU.
2008-07-23 05:21:57 +00:00
renderer
Fixed some strict aliasing warnings
2008-07-19 00:36:42 +00:00
scripting
Adding IsGameRunning() function
2008-07-12 21:27:38 +00:00
simulation
Fixed bug that was causing population to go negative. It was due to a unit being killed by multiple enemies in the same frame, which led to multiple calls of the death event handler. The fix is twofold: First, kill() only calls the event handler the first time the unit is killed. Second, damage() (in JS), which apart from killing things also loots them, makes sure that the unit is not already being destroyed. This latter fix is to ensure that we don't get a huge amount of loot by simply attacking a low-HP unit with many soldiers simultaneously, so they kill it in the same frame.
2008-07-24 05:50:45 +00:00
sound
fix error handling - ensure SoundGroup doesn't crash when sound loading fails (previously it was only handling the case where loading failed due to sound being disabled)
2008-07-23 05:39:54 +00:00
tools
Fix MSVC build errors and warnings
2008-07-19 00:58:34 +00:00
main.cpp
more dehydra. disabled lockfree module (not in use).
2008-07-17 17:00:00 +00:00
test_setup.cpp
…