2025-08-18 11:19 CEST

Changesets: spring

Search ] Browse ] Back to Index ]
develop 08b16e9f
Timestamp: 2013-03-16 05:16:36
Author: abma
Details ] Diff ]
buildbot: use ninja for check, too(addition to fix 0003511)
mod - buildbot/master/master.cfg Diff ] File ]
develop 8ca0044b
Timestamp: 2013-03-16 05:07:56
Author: abma
Details ] Diff ]
typo #2 (x64 linux build)
mod - buildbot/master/master.cfg Diff ] File ]
develop c9885199
Timestamp: 2013-03-16 04:55:03
Author: abma
Details ] Diff ]
use ninja for validation test
mod - buildbot/master/master.cfg Diff ] File ]
mod - buildbot/slave/validation/tests-prepare.sh Diff ] File ]
develop d5273e53
Timestamp: 2013-03-16 04:48:44
Author: abma
Details ] Diff ]
typo
mod - buildbot/master/master.cfg Diff ] File ]
develop 0c6234ed
Timestamp: 2013-03-16 04:40:16
Author: abma
Details ] Diff ]
enable ninja for win32 build, too
mod - buildbot/master/master.cfg Diff ] File ]
mod - buildbot/slave/win/make_installer.sh Diff ] File ]
develop 07718297
Timestamp: 2013-03-16 04:26:48
Author: abma
Committer: Tobi Vollebregt
Details ] Diff ]
use ninja for linux static builds
mod - buildbot/master/master.cfg Diff ] File ]
mod - buildbot/slave/linux/create_linux_static_bundle.sh Diff ] File ]
develop 28b1862a
Timestamp: 2013-03-16 02:08:59
Author: abma
Details ] Diff ]
fix compile error
mod - test/CMakeLists.txt Diff ] File ]
develop b6661e04
Timestamp: 2013-03-16 01:29:08
Author: rt
Details ] Diff ]
fix 0003580

it should still absolutely not matter AT ALL to any WELL-WRITTEN
gadget listening for UnitDestroyed events how fast unit ID's are
recycled ( http://code.google.com/p/zero-k/issues/detail?id=1804
tells me this is NOT the case in ZK)
mod - rts/Sim/Units/UnitHandler.cpp Diff ] File ]
mod - rts/Sim/Units/UnitHandler.h Diff ] File ]
develop 0d930db3
Timestamp: 2013-03-15 19:35:14
Author: zerver
Details ] Diff ]
minor cleanup previous commit
mod - rts/Rendering/Shaders/Shader.cpp Diff ] File ]
develop f43ae79f
Timestamp: 2013-03-15 19:31:12
Author: zerver
Details ] Diff ]
fix 0003558 (MT flashing teamcolors)
mod - rts/Rendering/Shaders/Shader.cpp Diff ] File ]
mod - rts/Rendering/Shaders/Shader.h Diff ] File ]
mod - rts/lib/gml/gml.cpp Diff ] File ]
mod - rts/lib/gml/gml_base.h Diff ] File ]
mod - rts/lib/gml/gmlcls.h Diff ] File ]
mod - rts/lib/gml/gmlsrv.h Diff ] File ]
develop dd6fe2d1
Timestamp: 2013-03-15 14:09:40
Author: jK
Details ] Diff ]
default enable shadows (it's 2013)
mod - rts/Rendering/ShadowHandler.cpp Diff ] File ]
develop be741146
Timestamp: 2013-03-15 14:08:43
Author: jK
Details ] Diff ]
make GML more clear in [i]
mod - rts/Game/UI/GameInfo.cpp Diff ] File ]
mod - rts/Game/UI/GameSetupDrawer.cpp Diff ] File ]
develop 9e9e6716
Timestamp: 2013-03-15 14:07:50
Author: jK
Details ] Diff ]
further creg work
mod - rts/ExternalAI/SkirmishAIBase.h Diff ] File ]
mod - rts/ExternalAI/SkirmishAIData.cpp Diff ] File ]
mod - rts/ExternalAI/SkirmishAIHandler.h Diff ] File ]
mod - rts/Game/Player.cpp Diff ] File ]
mod - rts/Game/Player.h Diff ] File ]
mod - rts/Game/WaitCommandsAI.cpp Diff ] File ]
mod - rts/Game/WaitCommandsAI.h Diff ] File ]
mod - rts/Map/ReadMap.cpp Diff ] File ]
mod - rts/Map/ReadMap.h Diff ] File ]
mod - rts/Rendering/GroundFlash.cpp Diff ] File ]
mod - rts/Sim/Misc/GlobalSynced.cpp Diff ] File ]
mod - rts/Sim/Misc/Resource.h Diff ] File ]
mod - rts/Sim/MoveTypes/AAirMoveType.cpp Diff ] File ]
mod - rts/Sim/Objects/SolidObject.cpp Diff ] File ]
mod - rts/Sim/Projectiles/ProjectileHandler.h Diff ] File ]
mod - rts/Sim/Projectiles/Unsynced/ShieldProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/WeaponProjectiles/StarburstProjectile.cpp Diff ] File ]
mod - rts/Sim/Units/CommandAI/BuilderCAI.cpp Diff ] File ]
mod - rts/Sim/Units/CommandAI/CommandAI.cpp Diff ] File ]
mod - rts/Sim/Weapons/PlasmaRepulser.cpp Diff ] File ]
mod - rts/Sim/Weapons/Weapon.cpp Diff ] File ]
mod - rts/System/CMakeLists.txt Diff ] File ]
mod - rts/System/Misc/RectangleOptimizer.cpp Diff ] File ]
mod - rts/System/Misc/RectangleOptimizer.h Diff ] File ]
add - rts/System/Rectangle.cpp Diff ] File ]
mod - rts/System/Rectangle.h Diff ] File ]
mod - rts/System/creg/creg.h Diff ] File ]
mod - rts/System/creg/creg_runtime_tests.cpp Diff ] File ]
develop 3b81d9fb
Timestamp: 2013-03-15 12:46:45
Author: rt
Details ] Diff ]
Merge branch 'develop' of github.com:spring/spring into develop
mod - rts/ExternalAI/EngineOutHandler.cpp Diff ] File ]
mod - rts/build/vstudio8/rts.vcproj Diff ] File ]
mod - test/validation/LuaUI/Widgets/test.lua Diff ] File ]
develop 61f29d9d
Timestamp: 2013-03-15 12:46:30
Author: rt
Details ] Diff ]
fix 0003577
mod - rts/Sim/Projectiles/WeaponProjectiles/MissileProjectile.cpp Diff ] File ]
develop cd814adc
Timestamp: 2013-03-15 06:04:45
Author: abma
Details ] Diff ]
validation test: pause before quit (to reduce delay)
mod - test/validation/LuaUI/Widgets/test.lua Diff ] File ]
develop af8828e8
Timestamp: 2013-03-15 04:56:03
Author: abma
Details ] Diff ]
fix crash on exit
mod - rts/ExternalAI/EngineOutHandler.cpp Diff ] File ]
develop b670749c
Timestamp: 2013-03-15 01:18:57
Author: zerver
Details ] Diff ]
update vcproj
mod - rts/build/vstudio8/rts.vcproj Diff ] File ]
develop 19149b0b
Timestamp: 2013-03-14 23:45:59
Author: rt
Details ] Diff ]
addendum to 'fix 0003557'
mod - rts/Sim/Weapons/TorpedoLauncher.cpp Diff ] File ]
mod - rts/Sim/Weapons/TorpedoLauncher.h Diff ] File ]
develop 88bfc10c
Timestamp: 2013-03-14 21:06:01
Author: rt
Details ] Diff ]
fix 0003564 / 0003553
mod - rts/Rendering/Env/AdvSky.cpp Diff ] File ]
mod - rts/Rendering/Env/BasicSky.cpp Diff ] File ]
mod - rts/Rendering/Env/ISky.cpp Diff ] File ]
mod - rts/Rendering/Env/ISky.h Diff ] File ]
develop 304529b4
Timestamp: 2013-03-14 20:30:27
Author: rt
Details ] Diff ]
git commit -m "fix 0003527 / 0003562

NOTE: weapons whose muzzle pos is inside the collision volume of a
friendly unit will still refuse to fire unless avoidFriendly=false
mod - rts/Game/TraceRay.cpp Diff ] File ]
develop 4a9bfaec
Timestamp: 2013-03-14 18:51:38
Author: rt
Details ] Diff ]
fix 0003557

NOTE:
land-based "depthcharge" launchers will fire at land targets
simply because there is no hardcoded rule anymore to prevent
that --> you need to use onlyTargetCategory on these weapons
(the waterweapon and submissile tags won't help you)
mod - rts/Sim/Weapons/Weapon.cpp Diff ] File ]
develop 2f28a16a
Timestamp: 2013-03-14 17:42:40
Author: rt
Details ] Diff ]
fix 0003559

AVOIDflags are used for aiming non-hitscan weapons, not COLLISIONflags
mod - rts/Sim/Weapons/Cannon.cpp Diff ] File ]
mod - rts/Sim/Weapons/MissileLauncher.cpp Diff ] File ]
develop 339bdc96
Timestamp: 2013-03-14 17:22:41
Author: rt
Details ] Diff ]
fix 0003563
mod - rts/Sim/MoveTypes/GroundMoveType.cpp Diff ] File ]
develop b31e5ea7
Timestamp: 2013-03-14 14:52:23
Author: abma
Details ] Diff ]
language...
mod - rts/lib/SOP/SOP.hpp Diff ] File ]
First  Prev  1 2 3 ... 110 ... 220 ... 330 ... 348 349 350 351 352 353 354 ... 440 ... 550 ... 660 ... 770 ... 880 ... 990 ... 1057 1058 1059  Next  Last