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I Use This!
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Commits : Listings

Analyzed about 4 hours ago. based on code collected about 9 hours ago.
Jul 29, 2024 — Jul 29, 2025
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
fixed a bug that arose from the renaming-old-days More... almost 23 years ago
This file is obsolete. It was removed from the game many versions ago, and now it will not compile right (it is out of date). More... about 23 years ago
Added a check to prevent an index out-of-bounds exception. More... about 23 years ago
Added parenthesis for clarity. (Was trying to fix a bug, but the bug was elsewhere. Ah, well. At least I found it afterwards.) More... about 23 years ago
Gave the Base a modest vision range, allowing it to see itself. More... about 23 years ago
Added some comments and accessor methods for x and y (hex coordinates). Also, made isBlind() protected (it was default access). This proved necessary in order to allow a GameObject which was not in the netwar.game package to override the isBlind() method (Units were fine, because the super-class (netwar.game.Unit) overrode the isBlind() method, and Unit was in the netwar.game package). Without this change, all GameObjects that are not Units and are not the Base would be blind. More... about 23 years ago
Added two calls to ConfirmSubPlan in order to clear the direction of travel when a new goal is set. (This should fix the bug where a unit is given a new destination and walks one hex away from the destination before turning around). Also, made the isBlind() method protected, to fix a bug in the ScannerTower (see GameObject for details) More... about 23 years ago
Added alternate death pattern: if a tree is hit by multiple weak hits (none high enough to cause it to pop in the air), it will burst into flames, damaging anything within the area of effect. This will cause a chain reaction, as other nearby trees will be induced to burn up as well. More... about 23 years ago
Graphics fix: the paralyzer weapon now fires from the center of the orb, not the center of the base of the unit. More... about 23 years ago
Added checks to prevent a click from 'noticing' a unit you cannot see. In other words, if you click on a unit you can't see, it will be interpreted as clicking on the ground under the unit. More... about 23 years ago
Added checks to prevent drawing of invisible objects More... about 23 years ago
Added the cyan color spectrum, and the invisible color. All Color objects created as part of ColorSpectrum objects that have an alpha of zero are mapped to the same Color object. This is also used in HexViewer to prevent drawing of invisible objects. More... about 23 years ago
Replaced a chunk of code with a call to zol.fixList() More... about 23 years ago
Replaced 3 identical chunks of code with calls to zol.fixList() More... about 23 years ago
Added 3 calls to zol.fixList() and 1 call to zol.update() which should fix some Z-Ordering issues. More... about 23 years ago
Added 3 calls to zol.fixList(), which should solve some Z-Ordering problems. Also, updated some of the javadocs. More... about 23 years ago
Added 3 calls to zol.fixList(), two of which replace identical code that was already present. More... about 23 years ago
Seperated the hex reservation code from the rest of the think() code so that they can be overridden separately. In the process, I also reverted the hex reservation code so that it no longer uses the tracemode variable to attempt edge traces: the code was acting to unreliably. This means we are back to the old problem of units getting stuck in U shaped obstacles. Hopefully, we will be able to determine a better fix for the problem. More... about 23 years ago
Added an empty method (void specialCommand(int info) {}), which is called by Commands of type 4. Those Commands should only be generated by units which have a useful implementation of specialCommand(int). It is designed to allow an action button to trigger a method call on all computers. More... about 23 years ago
Added command type 4: custom command. Basically, this allows the custom action buttons to do things which effect the game, instead of only doing things that show up on the local side. So, the unit makes an action button, the player clicks the action button, the unit generates a Command (type 4), the Command is synchronized across the network, the command calls specialCommand(int) on the unit on each computer, and the unit then performs an action accordingly. Param1 is used to transfer an int, so the unit can distinguish between different action buttons. More... about 23 years ago
Added the color spectrum for the color yellow. More... about 23 years ago
Added fixList() method to fix the ordering of the list after a major change (such as rotating a unit, then fixList() the ZOrderedList for that unit's graphics). More... about 23 years ago
Adjusted unit logic to better account for visibility. A unit will stop pursuing a target if it becomes completely invisible. A unit will continue approaching a target that is within the normal pursuit radius if the target is not visible enough to lock/fire weapons. More... about 23 years ago
Added some null pointer checks. Without them, the game can crash from killing trees (yikes!) More... about 23 years ago
Sorry this one is late :( Interface to allow a VirtualCoherentGraphicThing to have its object update the display. This became necessary with the addition of the fading vision system. (The trees/bushes have to adjust the transparency level of the tree/bush graphic before it is displayed). More... about 23 years ago
Added the backbone of the new fading vision system. More... about 23 years ago
Implemented fading vision, and switched all the Colors to MalleableColors. More... about 23 years ago
Provided multiple fading ColorSpectrums for each player's team color (i.e. team color, darker version, lighter version). More... about 23 years ago
Used existing distance tracking code to also track when visibility thresholds are passed. More... about 23 years ago
Prevent fire if target is insufficiently visible. More... about 23 years ago