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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
Commit Graph

7 Commits

Author SHA1 Message Date
Ivan Savenko
62595cb039 Split massive CMap.h a bit 2023-05-31 23:01:57 +03:00
nordsoft
954a2abb71 Verifying mods before starting map 2023-04-16 15:38:13 +04:00
Konstantin
4c4498b22a vcmi: modernize rest of lib 2023-03-16 17:55:20 +03:00
Ivan Savenko
4260726e4b Provide encoding information to maps & campaigns loaders 2023-03-05 17:39:27 +02:00
Andrey Filipenkov
ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
Nordsoft91
4f1f9e3c5d
Fix start game button for rmg without templates (#781) 2022-08-30 08:30:21 +03:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00