Tags give the ability to mark specific points in history as being important
  • v0.3.0
    Major refactoring that adds tons of internal features and a few new visible features.
    
     * New language versions: Python 3.4, C++14, Cython 0.22
     * Python code is now compliance-checked via pylint
     * Integrated various code sanitizers and the clang static analyzer
     * C++ <-> Python function calling interface, based on Cython
     * Proper and integrated C++ and Python logging subsystem
     * Dumped GLEW for libepoxy
     * Keybindings manager
     * New C++ and Python testing system
    
    Visible features:
    
     * Unified program entry point
     * Asset conversion automatically runs when launching the game
     * Units can perform various commands
     * Units actively search for new commands
     * Units can fight
     * Mode indicator
  • v0.2.3
    Whee, another release you've all been waiting for!
    
    New shiny stuff:
    * Walking units
    * Pathfinding
    * Profiling
    * Inotify asset refreshing
    * First drafts for nyan
    * Terrain debug grid (F4)
    * Unit creation and death sounds
    * Mac OSX support
    * AOE:HD support
    
    Improvements:
    * Buildsystem heavily boosted
    * Gamespec loading job in background
    * Random things all over the code
  • v0.2.2
    6055159f · Merge branch 'convertdat' ·
    import all raw orignal gamedata
    
    the members to be available in C++ are defined in convert/gamedata/
    the code generation automatically creates all needed files.
    
    these reside in src/gamedata/ and are a huge tree structure
    which equals the content of the empires2x1p1.dat file.
  • v0.2.1
    4b5893c8 · Merge branch 'convertdat' ·
    infinite terrain and sound
    
    this was mainly background work, especially the original data
    conversion was improved. basic sound support was implemented,
    some bugs in the terrain rendering algorithm were fixed.
  • v0.2.0
    milestone 2
    
    rendering a single building (an university.),
    from the stock age2 media files
    
    coloring works, it's done by a fragment shader that replaces
    alpha-marked base colors (of the blue player)
  • v0.1.0
    milestone 1
    
    sdl window is working, with a gaben displayed: how awesome is that?!!
    
    mouse clicks also trigger the drawing of a castle and village center,
    these images were extracted from the age2 wiki.
  • v0.0.0
    milestone 0
    
    game environment specification completed