Created by Armagetron Advanced Developers on 2008-02-07 and last modified on 2019-11-23

The main Armagetron Advanced source module. Contains everything by the team to build the game on Unix and OSX.

Get this branch:
bzr branch lp:armagetronad/0.2.8
Members of Armagetron Advanced Developers can upload to this branch. Log in for directions.

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Armagetron Advanced Developers
Armagetron Advanced

Recent revisions

1527. By Manuel Moos on 2019-11-23

Merge remote-tracking branch 'bzr_0.2.8.3/master' into 0.2.8

1526. By Manuel Moos on 2019-10-27

Merge branch '' into 0.2.8

1525. By Manuel Moos on 2019-10-27

Merge branch '' into 0.2.8

No actual changes committed, this is just to formally update
the relationship between the branches that did not make the
import from svn.

1524. By Manuel Moos on 2019-10-04

Make binreloc work again

Apparenly, a recent-ish change in Linux binary loading now has
constant strings in a segment that is marked differently in
/proc/self/map, a post-memory-relocation readonly area, I gather.
It is marked with r--p. Adapt binreloc to also accept such

Related to https://gitlab.com/armagetronad/armagetronad/issues/6,
should reduce the number of cases the workaround needs to kick in.

1523. By Manuel Moos on 2019-10-04

Revert to compiled in prefix if binreloc fails.

Fixes https://gitlab.com/armagetronad/armagetronad/issues/6

1522. By Manuel Moos on 2019-09-29

Remove windows line endings

1521. By Manuel Moos on 2019-09-29

On my new Windows install, GL_CLAMP_TO_EDGE does not exist. Replace its use with GL_CLAMP conditionally.

1520. By Manuel Moos on 2019-07-26

Better: use nObserverPtr to check for deletion of no

This avoids the trouble the previous commit would have caused
if no gets destroyed, but an entirely new object gets created in its
I'd use nObserverPtr for the current object no itself, but
nObserverPtr only is for const pointers.

1519. By Manuel Moos on 2019-07-26

Replace reference holding smart pointer with checks.

The reference counting smart pointer here had side effects; it
destroyed the main game timer when a second player connects (fixed
in the last commit) and caused duplicate death sync messages for cycles
(not separately fixed).
So now, instead of holding a reference, we check whether the object
still exists after calling unknown code.

1518. By Manuel Moos on 2019-07-26

Hold reference to timer singleton.

Prevents its deletion from temporarily referencing smart pointers.

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