destroflyer / amara Goto Github PK
View Code? Open in Web Editor NEWAmara is an online multiplayer game, which contains different challenges such as PvM or PvP.
Amara is an online multiplayer game, which contains different challenges such as PvM or PvP.
To increase performance, map visuals should be batched together in chunks
instead of completely batching them into one geometry.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:20
Currently, the shadow quality has to be changed manually in the settings.ini
file.
Original issue reported on code.google.com by destrostudios
on 21 May 2014 at 11:48
Some model, e.g. the dragon, don't work properly when using hardware skinning
on non-NVidia graphic cards, the triangles are drawn more or less randomly on
the screen.
Original issue reported on code.google.com by destrostudios
on 16 May 2014 at 10:06
[deleted issue]
Global skillshots are currently never removed.
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:23
Currently, the passwords are saved in plain text - They should be encoded, e.g.
with AES.
Original issue reported on code.google.com by destrostudios
on 20 Mar 2014 at 3:26
Replace the specification of four lines as map obstacles with a better
solution, e.g. a hitbox for everything that's outside the map.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:37
Sometimes, the draw order in the GUI node isn't correct, e.g.:
- The current healthbar is drawed in front of the maximum healthbar
- HUD attachments in general are drawed in front of the NiftyGUI layer
Original issue reported on code.google.com by destrostudios
on 27 Mar 2014 at 2:11
The program crashes with a NullPointerException in
amara.game.entitysystem.systems.physics.IntersectionAntiGhostSystem.applyPushes,
where the hitbox of a colliding entity is used.
Original issue reported on code.google.com by destrostudios
on 2 Apr 2014 at 10:24
User inputs have to be escaped to prevent syntax errors and sql injections.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:17
Since the move to the stable jME 3.0 (from 3.0RC2), starting a server very
rarely (not really reproducable) results in the application to freeze. Maybe
the client isn't connecting cleanly to the server.
Original issue reported on code.google.com by destrostudios
on 20 Jun 2014 at 10:05
As long as our models don't work with hardware skinning on all graphic cards,
add an according option to the settings.
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:30
Multiple convex hitboxes, that belong together lead to wrong results when
pushing out unit hitboxes. A solution with only one hitbox (therefore concave)
should solve the problem.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:16
After inviting a new player to a game, the selected units for each player reset.
Original issue reported on code.google.com by destrostudios
on 16 May 2014 at 12:02
Program a robust triangulation, that replaces the current one.
Original issue reported on code.google.com by destrostudios
on 1 Oct 2014 at 8:19
Sometimes, NiftyGUI throws an error when creating a nifty object (at the start
of a game). However, this doesn't make the program crash or affect the gui's
functionalities.
Original issue reported on code.google.com by destrostudios
on 20 Jun 2014 at 10:08
If a dash spell is casted at a target behind a wall, the caster keeps dashing
against the wall and never reaches its target.
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:21
The program crashes with an OpenGL-error message after starting a
SimpleApplication with start() after using another one with startCanvas().
Original issue reported on code.google.com by destrostudios
on 2 Apr 2014 at 7:32
java.lang.AssertionError
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.SimplePolygon.removeStraightAngles(SimplePolygon.java:282)
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.SimplePolygon.smooth(SimplePolygon.java:196)
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.SimplePolygonUtil.splitAtSelfTouchHelper(SimplePolygonUtil.java:167)
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.SimplePolygonUtil.splitAtSelfTouch(SimplePolygonUtil.java:131)
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.SetPolygonUtil.edgesToSimpleSet(SetPolygonUtil.java:412)
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.SetPolygonUtil.operate(SetPolygonUtil.java:193)
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.SetPolygonUtil.union(SetPolygonUtil.java:152)
at amara.game.entitysystem.systems.physics.shapes.PolygonMath.Polygon.union(Polygon.java:38)
at amara.game.entitysystem.systems.physics.intersectionHelper.PolyMapManager.sightPolygon(PolyMapManager.java:169)
Original issue reported on code.google.com by destrostudios
on 22 Sep 2014 at 8:18
You can autoattack allied entities, because the TeamComponent isn't checked yet.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:06
After detaching a visual attachment, e.g. the intervention buff, it can happen
that another one, e.g. the zhonyas buff disappears, too.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 2:47
The masterserver crashes after starting and finishing a few games in a row.
Maybe force a garbage collecting?
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:16
The caster can still cast "Resonating Strike", but it will always target the
original mark's target.
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:14
Since autoattacks are handled as single-target spells, it is currently not
possible to autoattack while being silenced.
Original issue reported on code.google.com by destrostudios
on 14 May 2014 at 12:00
While a unit attacks, sometimes between autoattacks, its tpose is displayed.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:38
Stop displaying the jMonkey settings dialog and use the settings, that the user
specified in the client.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:42
The returned player status seems to be the last cached status instead of the
current one.
Original issue reported on code.google.com by destrostudios
on 20 Jun 2014 at 10:03
The MapIntersectionsystem presupposes that there is at least one obstacle,
leading to the following exception:
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:604)
at java.util.ArrayList.get(ArrayList.java:382)
at amara.game.entitysystem.systems.physics.MapIntersectionSystem.AddObstacles(MapIntersectionSystem.java:126)
at amara.game.entitysystem.systems.physics.MapIntersectionSystem.<init>(MapIntersectionSystem.java:31)
at amara.engine.applications.ingame.server.appstates.ServerEntitySystemAppState.initialize(ServerEntitySystemAppState.java:160)
at amara.engine.applications.HeadlessAppStateManager.attach(HeadlessAppStateManager.java:23)
at amara.engine.applications.ingame.server.IngameServerApplication.<init>(IngameServerApplication.java:25)
at amara.engine.applications.masterserver.server.network.backends.StartGameBackend.onMessageReceived(StartGameBackend.java:42)
at amara.engine.network.NetworkListener.onMessageReceived(NetworkListener.java:26)
at amara.engine.network.NetworkServer$2.messageReceived(NetworkServer.java:59)
at amara.engine.network.NetworkServer$2.messageReceived(NetworkServer.java:55)
at com.jme3.network.base.MessageListenerRegistry.messageReceived(MessageListenerRegistry.java:68)
at com.jme3.network.base.DefaultServer.dispatch(DefaultServer.java:282)
at com.jme3.network.base.DefaultServer$Redispatch.messageReceived(DefaultServer.java:569)
at com.jme3.network.base.DefaultServer$Redispatch.messageReceived(DefaultServer.java:565)
at com.jme3.network.base.KernelAdapter.dispatch(KernelAdapter.java:183)
at com.jme3.network.base.KernelAdapter.createAndDispatch(KernelAdapter.java:237)
at com.jme3.network.base.KernelAdapter.run(KernelAdapter.java:280)
Original issue reported on code.google.com by destrostudios
on 21 May 2014 at 3:42
You can invite players that are offline - The game will therefore never start,
since the offline player won't connect.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:26
Units keep moving while casting a spell, e.g. the robot's grab or the cow's
bodyslam.
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:10
Currently, the "Bodyslam" spell damages all nearby targets instantly.
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:35
If you start another game, while the "Game Over" screen is not closed yet, the
program crashes.
Original issue reported on code.google.com by destrostudios
on 19 Mar 2014 at 12:31
Remove the unused icon sets, add used models, the persons etc. ...
Original issue reported on code.google.com by destrostudios
on 17 May 2014 at 2:27
[deleted issue]
The "dragon" and "wizard" model don't work with hardware skinning yet, there
are some vertices which are always rendered at the center of the screen.
Original issue reported on code.google.com by destrostudios
on 14 May 2014 at 12:02
Ingame elements like healthbars are drawed in front of the actual gui, like the
"Game Over" button or the unit attributes window.
Original issue reported on code.google.com by destrostudios
on 11 Apr 2014 at 12:36
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