random fixed; alli, this isnt java.
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@@ -56,20 +56,20 @@ namespace OpenRa.Game
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soundEngine.SetAllSoundsPaused(doPause);
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}
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public static void setVolume(float vol)
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public static void SetVolume(float vol)
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{
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soundVolume = vol;
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soundEngine.SoundVolume = vol;
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}
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public static void setMusicVolume(float vol)
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public static void SetMusicVolume(float vol)
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{
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musicVolume = vol;
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if (music != null)
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music.Volume = vol;
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}
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public static void seekMusic(uint delta)
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public static void SeekMusic(uint delta)
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{
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if (music != null)
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{
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@@ -13,7 +13,7 @@ SPY Infiltrate action missing
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THF Steal action missing
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C1,C2,Einstein,Kosygin Not implemented
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All tracked vehicles Crush infantry missing
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All tracked vehicles
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1TNK Works
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2TNK Works
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3TNK Works
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67
todo.todo
67
todo.todo
@@ -1,67 +0,0 @@
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OpenRA
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------------------------------------------------------
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[ ] Sidebar
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[x] Click handling going ~beedee
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[ ] Building needs to have some sort of timer
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[ ] Need a better order to sort items in (rather than what the collection chucks at us by default)
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[ ] Actually make built units appear in the world/allow them to be placed in the world
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[ ] Multiplayer!
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[ ] Rules.ini
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[ ] Unit turn rate as specified in rules.ini
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[ ] Load unit/building infos
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[ ] Ore
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[ ] Better harvester logic - seek out more ore when harvesting, until full
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[ ] Render it :D
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[ ] Weapons
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[ ] Infantry
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[ ] Infantry squishing logic (tracked vehicles do this)
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[ ] Pathing
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[ ] Group pathfinding logic
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[ ] Make units have a movement type, for pathing. Boats Just Work, if we do this.
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[ ] Solid buildings, units
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[ ] Rendering
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[ ] Automagically work out unit rendering offsets based on SHP size
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[ ] Shroud rendering. This is going to be ugly, and it's going to hurt perf, unless we can optimize
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the hell out of the other rendering based on where shroud blocks happen to be..
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[ ] Optimize ground renderer, so we only submit visible chunks, not whole rows.
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For machines with severe vertex-rate issues, use 2x2 chunks or larger for some things.
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[ ] Configuration option for choosing which tuned solution to use:
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- Cope with lack of HW VP
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- Cope with lack of fast texture memory (although UMA makes this almost a non-issue)
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[ ] Palette hax for selection outlines. Basically, just hijack a palette entry that's not
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getting used, and draw the selection borders into the SHP images using that color.
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Then we double up the hardware palettes, and we can draw selection with no extra cost.
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[ ] Console
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[ ] Refresh hardware image of a Sheet if its bitmap content changes. This will kill the prefetch
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bugs permanently!
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[ ] Code concerns
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[ ] Read/write distinction on IFolder implementors. I think Package should be read-only,
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FS folders can be mounted read-only or read-write, (or even write-only, but that's odd...)
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Use FileSystem.Create() to automatically place output files on sensible mounts.
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[ ] Ditch special unit classes, use templates extracted from rules.ini instead.
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[ ] Push the special-case logic into code that can be named.
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[x] Remove all remaining `../../../` bullshit from the code. We should be able to set our datapaths
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externally, then `just go`. The FileSystem class is there to facilitate this.
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[ ] Get rid of all the damned static classes! Makes it REALLY HARD to reuse code,
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dependencies aren't easily visible (or even substitutable, which matters more)
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[ ] Mod support
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[ ] Consume more caffeine!
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