Paul Chote
00b91bd7ad
Reimplement ICustomTerrain with far less bs
2010-06-25 19:26:08 +12:00
Paul Chote
29fa9e3aeb
Shift movement cost/speed into IMove; regressions in a few areas
2010-06-25 17:05:56 +12:00
Paul Chote
7ac8d0cf59
Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
...
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes
Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
aff357db0b
Actually render resources when shroud is disabled
2010-06-20 18:34:06 +12:00
Chris Forbes
db465e1fdd
ActorInitializer, in preparation for next change (bob)
2010-06-19 14:28:30 +12:00
Paul Chote
84980789aa
Render ore when gps is enabled
2010-05-15 09:17:10 +12:00
Chris Forbes
63b150f3fd
revamp ore growth for massive simplification - pure SeedsResource-based
2010-05-01 15:27:42 +12:00
Chris Forbes
faea3d33e3
async server browser
2010-04-19 18:06:48 +12:00
Chris Forbes
d8c525d39c
loop order change in ResourceLayer
2010-04-18 21:47:35 +12:00
Chris Forbes
df661fec03
similar perf wins in BibLayer/ResourceLayer
2010-04-18 18:23:47 +12:00
Chris Forbes
9dbed9ed50
changed ResourceLayer to work the same as BibLayer
2010-04-18 17:52:34 +12:00
Paul Chote
fcf8eb2726
Terrain speed modifiers
2010-04-17 21:56:57 +12:00
Paul Chote
4a6c32bd9c
Fix ICustomTerrain to also work for resources
2010-04-17 21:56:45 +12:00
Paul Chote
70e26bb047
Custom path/move costs for resources
2010-04-17 21:56:40 +12:00
Bob
e38d978849
fix some extraneous refs to Game.world
2010-04-13 20:25:16 +12:00
Bob
0f98df9a88
remove SpriteRenderer arg to DrawText; create only one SpriteRenderer for each Shader
2010-04-11 20:59:04 +12:00
Bob
8a3e5b8ccc
remove allowAlpha from SpriteRenderer
2010-04-11 20:05:08 +12:00
Paul Chote
1078fc380a
Render shellmap / don't assume Game.Localplayer exists
2010-04-10 17:11:33 +12:00
Paul Chote
3b15aec294
perf fixes
2010-04-09 14:50:49 +12:00
Paul Chote
c366b7c7fc
Fixes & Resources support
2010-04-09 14:50:48 +12:00
Paul Chote
705e3eb2f6
More fixes
2010-04-09 14:50:47 +12:00
Paul Chote
f7e2f414c0
Game uses new format. Missing bridges/resources/smudges. Buggy map bounds, actor placement and tile images.
2010-04-09 14:50:44 +12:00
Bob
a22ec0fd81
move the harvest-related traits and activities into the mod dll.
2010-04-04 13:34:17 +12:00
Paul Chote
5b2dbc2389
Less carp
2010-03-21 18:56:22 +13:00
Paul Chote
65783c369a
Remove hardcoded limitation on mapsize everywhere except minimap
2010-03-04 19:35:21 +13:00
Paul Chote
1914a8adbe
cnc map tib support
2010-03-04 10:17:59 +13:00
Chris Forbes
bdd3426e59
some small changes to make it actually *work*.
2010-03-04 08:43:33 +13:00
Chris Forbes
4c528059fb
cleanup
2010-03-04 08:43:32 +13:00
Chris Forbes
9b0d8b8f3b
moved growth/spread control onto ResourceType
2010-03-04 08:43:30 +13:00
Chris Forbes
15b82830a2
Ore.cs is dead. Long live ResourceLayer.cs.
2010-03-04 08:43:29 +13:00
Chris Forbes
6c229f3273
ore spreading ported
2010-03-04 08:43:29 +13:00
Chris Forbes
f133410977
ore growth moved into ResourceLayer
2010-03-04 08:43:28 +13:00
Chris Forbes
0c9e628bf9
removed TileReference.density
2010-03-04 08:43:27 +13:00
Chris Forbes
2c50d3baa7
added ResourceType; mostly works, except for growth & consumption
2010-03-04 08:43:27 +13:00
Chris Forbes
45a4fa110e
lots of experimental bits
2010-03-04 08:43:26 +13:00