d6bb599bc8
Another ffmpeg api fix
2015-11-14 03:59:16 +03:00
c9ad7167d1
another try to fix travis build.
2015-11-11 16:27:04 +03:00
e20f861727
try to fix travis build.
...
What an ancient version of ffmpeg does it have?
2015-11-11 15:44:17 +03:00
f9dfa8d0c2
try to fix libav 9.18
2015-11-11 15:18:05 +03:00
33c933c208
All "old" APIs are deprecated in ffmgeg 2.2.3 - remove them entirely
2015-11-11 13:07:56 +03:00
4b94efe6b5
Hopefully proper fix for ffmpeg on MSVS
2015-11-11 12:41:28 +03:00
5fadb239f2
Merge pull request #134 from edeksumo/Fix-Defence-Ani
...
Let's try this.
2015-11-11 09:43:51 +01:00
d95a999e23
Fixed ffmpeg compilation on Visual Studio.
2015-11-11 09:41:28 +01:00
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
a49950e958
Fix 2292. Fix chat on adventure map, increase maxOutputPerLine
2015-11-08 22:16:58 +03:00
4973a1ec90
CGPathNode: get rid of land member as it's now obsolete
...
CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
842da69a3e
CAdvMapInt::tileHovered cleanup function a bit more
2015-11-08 03:33:01 +03:00
160fa38254
Client: change cursor using node action information of pathfinder
2015-11-08 03:10:48 +03:00
ba1062ed3c
Formating2
...
Change ani to anim
2015-11-07 23:30:01 +01:00
3aa5360ac6
Merge pull request #135 from josch/develop
...
Replace deprecated FFmpeg API for compatibility with ffmpeg 2.9
2015-11-07 11:23:30 +02:00
e645b46aed
Revert "Merge pull request #124 from vcmi/issue/1372"
...
This reverts commit da01af319b
, reversing
changes made to 8b6b4e2e0b
.
2015-11-07 11:35:02 +03:00
f80c1410b3
Replace deprecated FFmpeg API for compatibility with ffmpeg 2.9
2015-11-05 12:38:04 +01:00
c188ff0a92
doMoveHero: dont stop movement on guarded tiles when transit used
2015-11-05 10:37:22 +03:00
ac12a0735e
Plumbing on client and server to make flying actually work
2015-11-05 10:02:13 +03:00
dd525da153
Formatting
2015-11-04 23:37:53 +01:00
75a76c0bf0
FixDefenceAni
2015-11-04 00:19:40 +01:00
4b5cb3599a
Do not try to rise demons from war machines
2015-11-03 02:20:26 +03:00
6a9dc78dcd
[WiP]Added some checks for RISE_DEMONS action.
2015-11-03 02:18:36 +03:00
2b6e1498d2
Pathfinding: change argument order for getPath and AUTO layer as default
...
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
d46364c4c3
Merge branch 'develop' into issue/2306
...
Need to reapply changes to pathfiner
Conflicts:
AI/VCAI/VCAI.cpp
lib/CGameState.cpp
lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
e6e975e9ef
Fix adventure map movement segfault in some scenarios
2015-10-31 20:23:13 +03:00
c5ebec0d1f
Fix the second crash (dynamic_cast failure)
2015-10-27 09:09:42 +03:00
63ca9202e4
Reverted old MapHandler::hideObject to avoid weird crash.
2015-10-24 19:03:11 +02:00
a6ea0981b6
Merge branch 'develop' into mutexRelax
2015-10-24 18:30:43 +02:00
0e14abd609
Fix vcmiclient CMakeLists.txt
...
In my case, Frameworks was pointed to root/../Frameworks, which is wrong;
WoG mod is not checked out by default, so we should give a hint from where to download it;
besides, WoG is optional to run vcmi.
2015-10-17 09:23:40 +03:00
c3c31e90ff
Castle gate: only allow teleport to own Inferno towns
...
This is how that works in H3. And on server side it's checked already anyway.
Though it's must be possible to teleport from ally Inferno to your own if both have Castle Gate.
2015-10-15 05:28:28 +03:00
fca4deaad2
Merge pull request #122 from vmarkovtsev/feature/warnings
...
Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
d24fd10e21
Fix std::abs warning
...
Recent clang wants std::abs instead of plain abs
2015-10-13 21:05:46 +03:00
e4b1ef1405
Add "override" to virtual overriden methods
2015-10-13 21:05:36 +03:00
2677d4a677
Fixed action cancel on active stack remove
2015-10-08 08:15:29 +03:00
f99bf099ca
Made player interface tolerant to active stack removal.
2015-10-06 03:46:35 +03:00
a06e34cf61
Cleanup
2015-09-29 19:14:24 +03:00
70d9be8447
Use ISpellCaster in battle callback
2015-09-29 17:26:52 +03:00
d9cbe487c7
remove useless function CSpell::getTargetInfo
2015-09-29 17:26:47 +03:00
2b434111bf
More hero|creature casting unification
2015-09-29 17:26:40 +03:00
92990c887c
Fix creatures can always cast on self
2015-09-29 17:26:37 +03:00
ffb8e6a696
Garrison: fix more issues introduced in pull #115
...
After 8cad23956c
there was several issues remaining:
* Last creature would remain even for town garrisons.
* Impossibility to move last stack even within same garrison.
* Impossibility of partially merge of last stack into other hero stack.
All fixed. However last stack merge to other hero will now make split window appear instead of auto merge.
2015-09-23 08:12:43 +03:00
2851832f0c
Fixed logs.
2015-09-20 14:02:52 +02:00
57637dd71a
Added some checks & logs for empty def names, but it only delays the crash.
2015-09-20 13:02:13 +02:00
e14faea181
Merge branch 'develop' of https://github.com/vcmi/vcmi into mutexRelax
2015-09-20 09:46:52 +02:00
8cad23956c
Fix 2258
2015-09-19 17:16:09 +03:00
d181d764bb
fix 2215
2015-09-15 10:02:27 +03:00
caf8ae62cc
Allow custom effect animation on any stack during spell cast.
2015-09-14 06:21:49 +03:00
0f0e67dbe3
Do not include resisted stacks in affected
2015-09-14 05:45:05 +03:00
9d0a1f0eef
Added logging for CDummyAnimation creation (like other types)
2015-09-13 00:01:36 +03:00