- 16 Aug, 2015 2 commits
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louiz’ authored
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- 30 Jun, 2015 1 commit
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louiz’ authored
They do not need to know anything about the Camera or any of their screen position, they just draw themselves around the 0:0 coordinates, and they use the given sf::RenderStates (which contains the translation to draw the Sprite at the correct screen position).
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- 28 Apr, 2015 5 commits
- 24 Apr, 2015 2 commits
- 23 Apr, 2015 1 commit
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louiz’ authored
And use it between the master server and the menu client We still need to use that between the slaves and the master server (with client certificate verification), but all the work is basically done fix #2352
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- 22 Apr, 2015 5 commits
- 16 Apr, 2015 1 commit
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louiz’ authored
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- 15 Apr, 2015 7 commits
- 14 Apr, 2015 1 commit
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louiz’ authored
- Master server is now composed of two separate servers, one accepting game clients, and one accepting slave servers - Introduce some way to communicate over IPC (used between the slaves their child game servers) - Child game servers are spawned and managed by the slave
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- 07 Apr, 2015 1 commit
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louiz’ authored
Since each process has only one single io_service object
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- 03 Apr, 2015 3 commits
- 02 Apr, 2015 1 commit
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louiz’ authored
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- 01 Apr, 2015 1 commit
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louiz’ authored
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- 27 Mar, 2015 2 commits
- 25 Mar, 2015 1 commit
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louiz’ authored
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- 23 Mar, 2015 1 commit
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louiz’ authored
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- 20 Mar, 2015 3 commits
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louiz’ authored
It is replaced by the attack range. And if we later decide to implement an acquisition-like feature, it should be in the Vision component
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louiz’ authored
The fs and bs are now expressed as a Duration We implement non-ranged attacks And we do not use acquisition anymore
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louiz’ authored
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- 14 Mar, 2015 1 commit
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louiz’ authored
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- 13 Mar, 2015 1 commit
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louiz’ authored
fix #3034
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