Commit Graph

241 Commits

Author SHA1 Message Date
Paul Chote
22861fca5a Sanitize ProductionQueue and fix bugs in TechTreeCache.
Gives perf win on every tick, and fixes bugs where you lose prereqs when buildings are low power.
2010-09-18 11:28:33 +12:00
Chris Forbes
72fe873b26 #105 fixed 2010-09-16 10:23:37 +12:00
Bob
9e53774299 fix bug wrt tiberium infantry damage splashing; fix bug where Mobile+Production units didn't work right 2010-09-09 15:26:12 +12:00
Chris Forbes
7f7f4e81a5 add Give Exploration devmode option 2010-09-06 17:56:12 +12:00
Paul Chote
9de22add08 Fix ra queue visibility 2010-08-28 01:29:23 +12:00
Paul Chote
b2f535d2e0 Fix ProductionQueue-on-player init 2010-08-28 00:56:15 +12:00
Paul Chote
853e60f76e Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle. 2010-08-27 23:51:12 +12:00
Paul Chote
88dfbe657c Route "Can i build X" queries via the appropriate ProductionQueue 2010-08-27 01:18:09 +12:00
Paul Chote
226fd167e7 Category dies in a fire 2010-08-27 00:32:00 +12:00
Paul Chote
61ebe0d0a0 Per-structure queues for cnc 2010-08-26 23:11:54 +12:00
Paul Chote
267d89a459 Remove BS from ProductionQueue. Move ProductionQueue onto a structure for queue-per-building. 2010-08-26 23:11:53 +12:00
Paul Chote
1d7ca206f4 Clean up Buildable vs Tooltip vs Valued. cnc only. 2010-08-26 23:11:53 +12:00
Chris Forbes
6ae7da77ae fix wtf in PlayerResources 2010-08-24 20:02:18 +12:00
Chris Forbes
39f699916c start hacking up lobby to work with slots (cnc only) 2010-08-24 20:02:14 +12:00
Paul Chote
c3b3947b9d Rename some settings 2010-08-24 19:53:05 +12:00
Paul Chote
1143f496db Part 2 of 3: Split Settings into logical units.
Syntax for command line overrides is now <section>.<setting>=<value>
eg `General.InitialMods=cnc'
2010-08-24 19:53:05 +12:00
Bob
ae703d50b2 Actor.traits is implementation detail 2010-08-14 17:39:49 +12:00
Chris Forbes
8f6fe8344b split PrimaryBuilding from Production 2010-08-09 17:20:34 +12:00
alzeih
578d42614b Convert all CreateActor calls to use TypeDictionary 2010-08-02 01:51:13 +12:00
Chris Forbes
ca986688a1 fix primary building & building fallback when busy 2010-08-01 12:11:48 +12:00
Bob
b4c84a11f2 changes to allow widgets to be in mods/; moved BuildPaletteWidget into mods/ 2010-07-30 20:15:14 +12:00
alzeih
d9a423b596 Smite Indexdebug, tidy up dev mode 2010-07-26 22:23:24 +12:00
alzeih
30241ddccc Locate devmode code largely in the trait, reduce exploitability. 2010-07-26 22:23:24 +12:00
alzeih
c749fcfce3 Nearly There 2010-07-26 22:23:24 +12:00
alzeih
fe527c1297 Some of DeveloperMode trait (not working yet) 2010-07-26 22:23:24 +12:00
Paul Chote
1fc3ca284e Fix "Unit Lost" in cnc; remove related cruft 2010-07-23 17:33:39 +12:00
alzeih
f92b59e6db Developer Mode (pchote: amended) 2010-07-20 21:20:03 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
alzeih
aeefc94fe0 BuildPaletteWidget: don't click on buttons if the palette isn't open. Don't allow hotkeys unless palette is open. Move key handling into widget. 2010-07-15 18:24:54 +12:00
Paul Chote
50f3aecf53 Move chat display into a widget 2010-07-10 20:43:29 +12:00
Paul Chote
476d40b317 Move StoresOre into Mods.RA 2010-07-08 19:32:07 +12:00
Bob
fb6c44bce3 move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render 2010-07-08 17:24:12 +12:00
Bob
7a738ed6af move CYard trait and UndeployMCV activity into mod 2010-07-08 15:34:21 +12:00
Bob
6a840dff4c move ActorGroupProxy to mod; move SupportPower traits into directory 2010-07-08 14:01:44 +12:00
Chris Forbes
db465e1fdd ActorInitializer, in preparation for next change (bob) 2010-06-19 14:28:30 +12:00
Chris Forbes
5f58379f5b reenable cash sounds; if you want to disable them for your mod, don't set those evaAlerts properties. (as done in cnc); add SplitOreAndCash property to MoneyBinWidget, restoring old RA behavior (cnc is unchanged) 2010-06-16 20:18:01 +12:00
Chris Forbes
c3e15aab7d hacky fix for productionqueue desync (e3, etc) 2010-06-15 08:42:40 +12:00
Paul Chote
24edba34a7 Remove thief; transfer ore along with stolen silo/proc. 2010-06-14 20:59:35 +12:00
Paul Chote
283512f314 Spend ore before cash; lose ore > capacity. 2010-06-14 20:59:35 +12:00
alzeih
3ac0ca6a65 BuildPalette tooltips show build time (+ in red if in low power) 2010-06-14 00:18:36 +12:00
Paul Chote
aba5c777db The original method worked better; take the best of both worlds 2010-06-13 22:00:39 +12:00
Paul Chote
640ac9b8e6 Trial a new resource model in cnc 2010-06-13 22:00:05 +12:00
Paul Chote
3b4753d9a8 Fix aircraft targeting; add veterancy 2010-06-13 17:00:18 +12:00
Paul Chote
8397bc12b5 Tweak special powers 2010-06-13 17:00:18 +12:00
Chris Forbes
bcf7328d77 a bit of cleanup 2010-06-12 21:48:52 +12:00
Chris Forbes
5d823d8e6e fix some debug-channel stuff that beedee missed in rebase 2010-06-11 18:00:36 +12:00
Chris Forbes
e60acc682a add logging to ProductionItem 2010-06-11 17:53:34 +12:00
Chris Forbes
270941cfde fix some fail desyncs in chronoshift code 2010-05-26 19:02:43 +12:00
Paul Chote
bbbd65a6eb Fix regressions. 2010-05-24 21:14:36 +12:00
Paul Chote
d9931af5ae First attempt; works, but has regressions in several areas 2010-05-24 21:14:36 +12:00