Chris Forbes
3f47715c36
harvesters show colors for each resource type
2010-12-05 12:10:52 +13:00
Chris Forbes
5617465294
remove sync attribute from DisplayCash/DisplayOre
2010-12-04 11:14:40 +13:00
Paul Chote
971287e989
Fix shroud crash
2010-12-01 18:22:46 +13:00
Paul Chote
5070a81db4
Move CancelableActivity into the Activities namespace. Remove the Idle activity.
2010-11-30 11:11:14 +13:00
Paul Chote
00a0aac7a3
Scale is now set via a field on Render* and interacts properly with chronoshift and building previews.
2010-11-27 13:30:08 +13:00
Paul Chote
434ea26950
Fix cloaked units.
2010-11-27 11:28:22 +13:00
Paul Chote
3b0810a096
Simply the localplayer hack, and prevent vis dirtying when shroud is disabled.
2010-11-27 11:28:17 +13:00
Paul Chote
1d81e71bcb
Allow vis to extend outside the map, but not explored.
2010-11-27 11:20:04 +13:00
Paul Chote
29ac9a594a
Add a hack to support our old "no player means total vis" behavior.
2010-11-27 11:20:04 +13:00
Paul Chote
fb0e399ab9
Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
2010-11-27 11:20:04 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
41fd19c766
Begin refactoring Shroud. ShroudRenderer is now internal to WorldRenderer; all traits interact with Shroud directly. Gives soft-edges at the map border for free, but breaks shellmap and observers.
2010-11-27 11:20:03 +13:00
Paul Chote
b423889c06
Remove a pile of duplication from target lines.
...
Remove MoveFlash.
2010-11-27 11:20:03 +13:00
Paul Chote
96cd0e2259
Render building previews
2010-11-24 13:43:07 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc
Kill Map.XOffset / Map.YOffset.
2010-11-24 10:26:38 +13:00
Paul Chote
00dc91cf49
Standardise Theater -> Tileset.
2010-11-24 10:09:51 +13:00
Paul Chote
dba7335594
Fix a pile of compiler warnings.
2010-11-21 13:10:22 +13:00
Chris Forbes
5292272902
#186 unlimited power devhack
2010-11-21 12:36:18 +13:00
Chris Forbes
1db3ce4b59
some usings cleanup
2010-11-21 12:25:22 +13:00
Bob
a7f42dcf0c
fix interaction between autoattack and idleanimation
2010-11-16 20:32:00 +13:00
Chris Forbes
c1eacc225d
fix DrawLineToTarget drawing from the ground below flying units
2010-11-14 21:27:17 +13:00
Bob
80e897abfb
add Util.RunActivity, and have Actor.Tick use it. fix medic autoheal
2010-11-14 18:36:36 +13:00
Bob
e7a07ea9c3
Add target param to INotifyAttack. Remove target field from AttackOmni
2010-11-14 16:03:01 +13:00
Bob
f8e6245903
make order queuing work for buildings and turreted units, too
2010-11-14 15:48:02 +13:00
geckosoft
622f9bfe71
Added: forceQueue to IOrderTarget' CanTargetUnit / CanTargetLocation
...
Added: forceQueue to all related methods
Added: Only shows the select cursor IF hovering over a unit AND the orders return the 'default' icon
2010-11-13 17:46:36 +13:00
geckosoft
0e750a3f25
Cleanup: Idle activity now reuses itself instead of returning null (causing another Idle object to be created)
2010-11-13 17:43:41 +13:00
geckosoft
5b71bee4c8
Added: ISelectionColorModifier
2010-11-13 17:08:00 +13:00
geckosoft
ebca421856
Moved: BaseBuilding out of core => RA
...
Implemented: INotifyKeyPress for World traits (to respond on key pressed)
Moved: GotoNextBase (backspace key) out of core => RA
Added: GotoNextBase trait to both RA & CNC
2010-11-13 17:01:35 +13:00
Bob
10ed3db71d
made all orders queuable
2010-11-13 15:53:08 +13:00
Paul Chote
047a09bbbd
Excise previous server extensions code
2010-11-10 10:30:24 +13:00
Bob
8a96c5f7b5
fix infantry entering buildings
2010-11-06 22:27:28 +13:00
Chris Forbes
dd7ce2d45e
fix dumb crash in UIM
2010-11-06 16:56:50 +13:00
Bob
3dd27fcb77
fix crash involving crushing and dead walls
2010-11-06 16:35:51 +13:00
Chris Forbes
13d76f8e9c
removed editor -> ra dep; added EditorAppearance for inconvenient bits that the editor must have _some_ understanding of, but can't see
2010-11-06 15:10:29 +13:00
Bob
9a2cdcde11
move Selectable.Radius into Health
2010-11-06 14:35:26 +13:00
Bob
155e7320cb
add support for decimal to fieldLoader. use decimal for speedmodifiers
2010-11-06 14:10:56 +13:00
Bob
8fcbb670d8
rename AllowOreAt => AllowResourceAt
2010-11-06 11:53:41 +13:00
Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
Bob
ecf41722c3
rename TargetableSquares -> TargetableCells
2010-11-05 19:50:16 +13:00
Bob
39b09780f6
refactor Targetable into Targetable{Unit,Building} and ITargetable
2010-11-05 19:50:15 +13:00
Bob
98dec6dc8e
revert sanity check that building is entirely within map (trees break it)
2010-11-05 19:50:15 +13:00
Bob
50b1ba3acc
attack if in range of any cell of a building
2010-11-05 19:50:15 +13:00
Bob
c3fc7b98f3
use UIM (was BIM) to determine what cells a building blocks
2010-11-05 19:50:14 +13:00
geckosoft
e7c61fac5c
Core: Added the attacker to IDamageModifier' GetDamageModifier
2010-11-05 19:48:31 +13:00
geckosoft
2640603f6c
Added 'Health' and 'PreviousHealth' to the AttackInfo (so we can know how many 'real' damage is done!)
2010-11-05 19:48:31 +13:00
Chris Forbes
1a011276bf
(gecko) add more overloads for Renderable, to support scaling
2010-11-05 19:48:31 +13:00
Chris Forbes
bc7cf09287
(gecko) Add support for custom order generators
2010-11-05 19:48:30 +13:00
Chris Forbes
7762241653
(gecko) Send damage notifications to the owner's player actor too.
2010-11-05 19:48:30 +13:00
geckosoft
9489196911
Added a new trait : Scale
2010-11-05 19:48:29 +13:00