Chris Forbes
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7812e1c314
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don't fail with offscreen impacts
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2010-06-13 00:25:14 +12:00 |
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Chris Forbes
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dd52aa1728
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positional sound!
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2010-05-13 08:44:46 +12:00 |
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Chris Forbes
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77c5522602
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turn off combat log spam
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2010-05-12 18:03:03 +12:00 |
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Chris Forbes
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5db6a389b3
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(re)add ring smudge/scorch - required by nuke
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2010-05-03 17:52:58 +12:00 |
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Chris Forbes
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36fc025a86
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fix desync due to bad FP in Combat.DoImpact
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2010-04-30 22:01:03 +12:00 |
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Chris Forbes
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b2ec750bcd
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add debug to Combat.DoImpact
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2010-04-30 19:17:02 +12:00 |
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Chris Forbes
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2d0f30a341
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remove VisualDest crap from bullets & combat code
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2010-04-30 12:20:22 +12:00 |
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Chris Forbes
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66b1974237
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unbreak AcceptSmudge on terraintypes again.
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2010-04-30 10:49:34 +12:00 |
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Chris Forbes
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a4e2407d8e
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#156, #151 fixed: splash damage against invalid targets is now ignored
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2010-04-16 20:50:48 +12:00 |
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Paul Chote
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05f28bca23
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Arbitrary smudge types
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2010-04-09 14:51:10 +12:00 |
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Paul Chote
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916706fa75
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runtime smudge support
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2010-04-09 14:51:09 +12:00 |
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Chris Forbes
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ca0d993c1a
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add radius to Selectable, used to adjust distance for damage calculation
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2010-04-02 16:47:07 +13:00 |
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Chris Forbes
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08dda12328
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naming fixes
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2010-04-02 16:45:38 +13:00 |
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Chris Forbes
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ca3c6ee5fe
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damage stuff in any part of the cell; don't put smudge in water
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2010-04-02 16:45:38 +13:00 |
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Chris Forbes
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03a037a84f
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nuke damage generalized (DamageModel=PerCell)
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2010-04-02 16:45:37 +13:00 |
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Chris Forbes
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10e7afc10c
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wired up Explodes again; categories != targettypes
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2010-04-02 16:45:12 +13:00 |
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Chris Forbes
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268c714ac2
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fixed up weapon validity stuff
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2010-04-02 16:45:11 +13:00 |
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Chris Forbes
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9fa9ec6b5a
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added list of valid target categories to WeaponInfo
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2010-04-02 16:45:10 +13:00 |
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Chris Forbes
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38605faecf
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much simpler rules loader
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2010-04-02 16:45:03 +13:00 |
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Chris Forbes
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c5fdda9141
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more cleanup
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2010-04-02 16:45:01 +13:00 |
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Chris Forbes
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1f1e748f1b
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removed old WeaponInfo
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2010-04-02 16:45:01 +13:00 |
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Chris Forbes
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a00abdab85
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removed ProjectileInfo; WeaponValidForTarget is borked as a result, but nothing else
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2010-04-02 16:45:00 +13:00 |
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Chris Forbes
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dda6a939f1
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unhack that a bit; delayed damage works
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2010-04-02 16:44:59 +13:00 |
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Chris Forbes
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cefee4b1d2
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guts of Combat is on the new model
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2010-04-02 16:44:59 +13:00 |
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Chris Forbes
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ebb65a92d6
|
all spread in pixels now.
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2010-03-27 20:49:59 +13:00 |
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Paul Chote
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15a7eed603
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Refactor int -> TerrainType. This had a bigger footprint than i initially intended.
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2010-03-21 18:56:22 +13:00 |
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Paul Chote
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b4540db406
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Begin unfailing movement types / IsBuildable / etc
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2010-03-21 18:56:22 +13:00 |
|
Matthew Bowra-Dean
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61b52ffaf9
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Some changes to the nuke damage model + screen shake
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2010-03-09 17:59:00 +13:00 |
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Chris Forbes
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5d7772ac9a
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DestroyOre ported
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2010-03-04 08:43:28 +13:00 |
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alzeih
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7881deca30
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Everything is now OpenRA, not OpenRa
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2010-02-27 21:10:22 +13:00 |
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