http://bugs.freeciv.org/Ticket/Display.html?id=35866 >
If no sprite is available (possible in some tilesets) nothing should be
drawn. Instead the code in question here crashes (because of doing
mod-0 math).
This simple patch fixes it. For 2.1 and development branches - I will
commit immediatel
http://bugs.freeciv.org/Ticket/Display.html?id=9887 >
This patch implements Greg's brilliant defense calculation algorithm
which is explained in this ticket. Unlike the current code, it takes
into account unit cost, firepower and hitpoints. The downside is that it
is more CPU intensive.
The bigg
PR#19204 should be committed, too. The first patch introduced the
problem that you don't get back to the main page when disconnecting on
the start page.
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http://bugs.freeciv.org/Ticket/Display.html?id=14490 >
On 2/11/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> On 1/18/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
> >
> > I think problem is that worklist length varies between cities.
> > Untested patch attached.
>
> This version saves as
http://bugs.freeciv.org/Ticket/Display.html?id=35785 >
CPPFLAGS in environment is noticed by configure,
but not included in CPPFLAGS it passes on to
makefiles. Therefore, freeciv has difficulty
using headers in /usr/local/include.
This started in 2.0.9.
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On Sun, 11 Feb 2007, Jason Short wrote:
I'm going to wait until tomorrow for beta3. There may be some other
patches that can be committed to S2_1 in the meantime.
I think PR#12232 should go in first. This is your patch, which I have
updated for the new treaty system, BTW.
- Per
_
Windows installer packages are ready now.
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http://bugs.freeciv.org/Ticket/Display.html?id=34265 >
This patch 'fixes' the drawing problems for amplio with deep ocean.
These problems were several. First, as the comment says in
amplio.tilespec, drawing it like this is a hack. We basically overlay
coast on top of the actual ocean drawing,