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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
Commit Graph

67 Commits

Author SHA1 Message Date
Andrey Filipenkov
99af5bbe4c add dedicated method to get logs path 2022-09-18 09:24:36 +03:00
Andrey Filipenkov
bccc658e8b fix launching server when Windows user name has non-latin characters 2022-09-11 11:31:28 +03:00
Andrii Danylchenko
b4241670ba Nullkiller: rename VCAI to AIGateway 2021-07-26 21:02:50 +03:00
AlexVinS
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
Dmitry Orlov
3add3156e2 Fix: 'Restart Scenario' button should work properly 2021-01-20 21:29:50 +03:00
John Bolton
a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00
Ewilhan
b5243602ca Fix wrong savefiles shown while playing Hotseat Mode (#585)
* Fix wrong save files shown in HotSeat mode

Previous condition only checked for players' connection ID. HotSeat mode does not use multiple connection IDs, so getLoadMode() thought it was SPMode.
Now checking number of interfaces to cover offline-multiplayer.
2019-05-04 16:56:17 +03:00
Dydzio
1cc2ef537b Add proper thread synchronization for campaigns 2019-03-30 00:28:33 +01:00
Dydzio
97869fc36f Fixed single map victory crash 2019-03-29 22:01:51 +01:00
Konstantin Vukolov
96215233bc macOS: fix packet deserialization (#479) 2018-08-14 01:03:45 +03:00
Alexander Shishkin
75f8c8b29a Gui cleanup4 (#446)
* use smart pointers for almost all widget fields
* use SDL2 texture for cursor
* a lot af small tweaks and formatting
* removed CompImage class, it is actually useless as long as regular SDLImage support margins
* CGuiHandler: use smart pointers for [push|pop]Int
2018-07-25 01:36:48 +03:00
Dydzio
e4a9ce3efe Do not create main menu UI for game restart (#462) 2018-07-19 00:58:38 +03:00
Andrii Danylchenko
dcbcff41dc apply review comments for CAndroidVMHelper 2018-05-26 14:50:49 +03:00
Andrii Danylchenko
ee033e9c9c fix android build 2018-05-25 22:57:29 +03:00
Karlis Senko
224ea28433 Fix various memory errors related to server and connections.
* keep connection when restarting scenario
* wrong double free in Connection
* multiple use after free when stopping server
* double free of StartInfo
2018-05-01 00:04:20 +03:00
Arseniy Shestakov
4af288aee4 Refactoring of main menu related code
We need to make sure it's not stay active during gameplay.
Proper fix would require actually removing menu interface from GH, but then GH needs refactoring too.
2018-04-07 18:44:21 +07:00
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