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Eshed
Fix #6218
sprunk
`GetUnit{Armored,IsActive}`: allow enemies in los (#456)

* `GetUnit{Armored,IsActive}`: allow enemies in los

* add. previous and PR #371
rt
-
rt
-
lhog
Exposed(?) Draw{Units,Features}PostDeferred to LuaUI (#457)
rt
fix #6227
lhog
Enabled creation of GL_DEPTH_COMPONENT32F textures from Lua (#459)
rt
add. 17688ff88e for HL
rt
fix #6227
sprunk
Add `GetCurrentCamera`, tableless `GetCameraState` (#454)

* Add `GetCurrentCamera`, tableless `GetCameraState`

`Spring.GetCurrentCamera` returns the name of the current camera,
for example "ta" or "spring" (currently available under the `name`
key in the table returned by `Spring.GetCameraState`).

`Spring.GetCameraState` now accepts a boolean parameter; if it is
false then instead of allocating a table, it returns cam-specific
values onto the stack (use `GetCurrentCamera` first to know how to
interpret them; use `GetCamera{Position,Direction,FOV}` to get the
non-specific values from the base class). The returned values are:
  fps, rot -> oldHeight
  ta -> height, angle, flipped
  spring -> rx, ry, rz, dist
  free -> rx, ry, rz, vx, vy, vz, avx, avy, avz
  ov -> (nil)

* `Spring.GetCameraState(false)` also pushes camname

* changelog++

* rm `GetCurrentCamera`, header

* rm `GetCurrentCamera`, cpp part

* rm `GetCurrentCamera`, txt part
rt
TMI
rt
fix recursive AIWrapper init on PostLoad
sprunk
Add `Spring.UnitFinishCommand(unitID)` (#462)

* Add `Spring.UnitFinishCommand(unitID)`

Finishes current command.
* similar to `CMD.REMOVE`, but triggers the proper `UnitCmdDone` and puts the command back onto the queue with the Repeat state.
* similar to returning `true, true` from `CommandFallback` but works on builtin engine commands.
GoogleFrog
Waypoint skipping fix for Mantis 6206. (#455)

* Waypoint skipping fix.
* invert facePoint condition
rt
VFS dbg nlc
Eshed
Fix #6219

Unofortunately colormaps can be createdduring the game and we can't rely on their id
GoogleFrog
Fix circling at the start of paths by removing the facePoint check for waypoint skipping.
rt
TMI
rt
add UseSDLAudio config
rt
add AllowPostDeferredDrawEvents
sprunk
micro-optimize Get*RulesParam (#443)

AllAccessTeam always succeeds the check at level "private" so there's no point checking it at level "allied".
rt
fix #6222
rt
VFS dbg nlc
rt
fix recursive AIWrapper init on PostLoad
rt
add AllowDrawMapPostDeferredEvents
s/AllowPostDeferredDrawEvents/AllowDrawModelPostDeferredEvents

Conflicts:
rts/Map/SMF/SMFGroundDrawer.cpp
GoogleFrog
Fix circling at the start of paths by removing the facePoint check for waypoint skipping.
rt
morph gl.ClipPlane into gl.ClipDist
sprunk
std::array contains an array (`-Wmissing-braces`) (#464)

* std::array contains an array (-Wmissing-braces)
sprunk
micro-optimize Get*RulesParam (#443)

AllAccessTeam always succeeds the check at level "private" so there's no point checking it at level "allied".
Eshed
Fix #6218
rt
add AllowPostDeferredDrawEvents
sprunk
`GetUnit{Armored,IsActive}`: allow enemies in los (#456)

* `GetUnit{Armored,IsActive}`: allow enemies in los

* add. previous and PR #371
rt
add AllowDrawMapPostDeferredEvents
s/AllowPostDeferredDrawEvents/AllowDrawModelPostDeferredEvents
  • full-windows-test: built develop / default config failed -  stdio
  • linux-static-x64: built develop / default config failed -  stdio
lhog
Exposed(?) Draw{Units,Features}PostDeferred to LuaUI (#457)
rt
fix #6222
GoogleFrog
Waypoint skipping fix for Mantis 6206. (#455)

* Waypoint skipping fix.
* invert facePoint condition
lhog
Enabled creation of GL_DEPTH_COMPONENT32F textures from Lua (#459)
sprunk
Add `GetCurrentCamera`, tableless `GetCameraState` (#454)

* Add `GetCurrentCamera`, tableless `GetCameraState`

`Spring.GetCurrentCamera` returns the name of the current camera,
for example "ta" or "spring" (currently available under the `name`
key in the table returned by `Spring.GetCameraState`).

`Spring.GetCameraState` now accepts a boolean parameter; if it is
false then instead of allocating a table, it returns cam-specific
values onto the stack (use `GetCurrentCamera` first to know how to
interpret them; use `GetCamera{Position,Direction,FOV}` to get the
non-specific values from the base class). The returned values are:
  fps, rot -> oldHeight
  ta -> height, angle, flipped
  spring -> rx, ry, rz, dist
  free -> rx, ry, rz, vx, vy, vz, avx, avy, avz
  ov -> (nil)

* `Spring.GetCameraState(false)` also pushes camname

* changelog++

* rm `GetCurrentCamera`, header

* rm `GetCurrentCamera`, cpp part

* rm `GetCurrentCamera`, txt part
Eshed
Fix #6219

Unofortunately colormaps can be createdduring the game and we can't rely on their id
rt
add. 17688ff88e for HL