Matthias Mailänder
167ba72119
Merge pull request #7246 from Hellhake/stylecop-ra
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Fix StyleCop warnings in OpenRA.Mods.RA
2015-01-02 16:38:22 +01:00
Hellhake
b6410bc1e0
Fix StyleCop warnings in OpenRA.Mods.RA
2015-01-02 14:39:49 +01:00
Hellhake
fa72e04042
Remove BOM
2015-01-01 22:51:12 +01:00
reaperrr
d58807cdb8
Dissolve RA.Buildings namespace.
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Move a handfull related, loose traits to RA.Traits as well.
2014-12-26 21:38:46 +01:00
reaperrr
5c5210f5e3
Dissolve Move namespace into Activities & Traits
2014-12-22 17:32:08 +01:00
reaperrr
2d7c1a3394
Rename CommonTraitsInterfaces to TraitsInterfaces, move to Traits namespace
2014-12-19 13:18:36 +01:00
Oliver Brakmann
470ae17271
Move mission objectives and victory conditions to Mods.Common
2014-12-18 20:03:26 +01:00
penev92
1e9535b63a
Move more files
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Move VoxelNormalsPalette to TS
2014-12-14 15:39:38 +02:00
reaperrr
ffca040c47
Moves traits from Common and Power namespaces to Common.Traits namespace
2014-12-11 23:21:31 +01:00
penev92
ce2c536a1a
Move Upgrades and Prerequisites
2014-12-10 00:07:07 +02:00
Matthias Mailänder
e16bc064a0
fix the end game dialog not showing which objectives failed
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- don't mark everything as failed just because one objective did
- remove fake objectives workarounds for non-playable factions
2014-12-06 21:04:46 +01:00
reaperrr
7470391c5d
Move RA World traits, FrozenUnderFog Modifier and various other traits into Traits
2014-12-03 12:52:17 +01:00
huwpascoe
a660bb95b5
Actor properties consistency improved
2014-11-21 02:44:05 +00:00
Matthias Mailänder
bad8f70210
Merge pull request #6921 from reaperrr/common-traits01
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Moved various traits to Mods.Common
2014-11-15 09:41:36 +01:00
Paul Chote
563efd678a
Revert "DevEnableTech now displays from all factions"
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This reverts commit 5d5f302d07 .
2014-11-15 09:20:04 +13:00
reaperrr
0cbcae93a9
Move Valued, CustomSellValue and CustomBuildTimeValue to Common
2014-11-14 01:01:46 +01:00
reaperrr
477f5aac94
Move Power and PowerdownIndicator effect to Mods.Common
2014-11-06 18:43:00 +01:00
huwpascoe
56551c29c4
Fixed ProductionQueue freezing Transform
2014-11-02 20:34:44 +00:00
huwpascoe
5d5f302d07
DevEnableTech now displays from all factions
2014-10-19 20:28:29 +01:00
Oliver Brakmann
c0da807ee7
Add production support to the new Lua API
2014-10-18 18:19:03 +02:00
Taryn Hill
dc9b97c695
Merge pull request #6675 from Mailaender/ts-harvester-attack-notifier
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Fixed Tiberian Sun harvester under attack notification not playing.
2014-10-08 10:41:48 -05:00
steelphase
3c60794e2e
Mods.Common Effects
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Moved over more effects to Mods.Common
2014-10-06 01:57:10 -04:00
Matthias Mailänder
6a8345b3d0
document traits with generic names
2014-10-05 17:58:43 +02:00
Matthias Mailänder
25c89698fd
document HarvesterAttack- and BaseAttackNotifier
2014-10-05 08:59:29 +02:00
steelphase
2f87a62ee8
Mods.Common Widgets
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Moved over Widgets that don't require a bunch of things to move.
2014-10-01 09:48:41 -04:00
abcdefg30
7d72f81c5d
fix broken objectives fine-tuning
2014-09-29 16:14:42 +02:00
Oliver Brakmann
97ce246a27
Prevent already failed objectives from being marked as completed
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The same change was not and must not be done in the reverse case. It
should be and is possible to mark an already completed objective as
failed.
Consider a case where a player is supposed to capture, but not destroy,
a building. He captures it, the objective is complete. However, later
in the game that building gets destroyed. In this case, the objective
should be changed to failed.
2014-09-18 18:32:52 +02:00
ScottNZ
b70395e27c
Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.
2014-08-27 18:45:09 +12:00
abcdefg30
a3928bfcf0
Fixed displaying false stats
2014-08-23 18:04:24 +02:00
Oliver Brakmann
1e7f04105d
Fix OnObjective(Completed|Failed) not being called for secondary objectives
2014-08-23 16:21:39 +02:00
Oliver Brakmann
56466e312f
Ensure that all combatants have a defined WinState at the end of the game
2014-08-23 16:21:39 +02:00
Oliver Brakmann
d673520d82
Remove inconsistencies w.r.t the Surrender order
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* Surrendering is now possible even in maps that do not use
ConquestVictoryConditions.
* The Surrender button is greyed out instead of hidden when it cannot be
used.
2014-08-08 13:35:50 +02:00
Oliver Brakmann
8cec848a0f
Add a mission objectives GUI panel
2014-08-08 13:35:49 +02:00
Oliver Brakmann
6e3000ab0e
Make Conquest- and StrategicVictoryConditions use objectives backend
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Note: 3rd party KotH maps will need to be modified to work correctly
with this change. Previously, StrategicVictoryConditions was a
supplement to ConquestVictoryConditions. After this change, each works
by itself. So KotH maps will need to remove the ConquestVictoryConditions
trait from the player definitions, or both victory conditions will have
to be satisfied to win the game.
2014-08-07 16:56:17 +02:00
Oliver Brakmann
a3bf3e7403
Add support for mission objectives
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Objectives can be either primary or secondary objectives. Primary ones
influence the outcome of the game. If all primary objectives are
completed the game is won, and lost when any of them fails.
Objectives can be added at any stage during the game, allowing to react
dynamically to game events.
The objectives backend only contains the information about the
objectives themselves. It does not check if objectives are completed or
failed. Instead, the state of objectives must be manually marked. The
backend, however, does check whether the game is won or lost.
2014-08-07 16:56:17 +02:00
Paul Chote
bf5da145b0
Introduce IUpgradable and purchasable unit upgrades.
2014-08-07 20:40:47 +12:00
WolfGaming
d44a5226f5
Fixes Maps not being able to force tech levels
2014-07-29 22:08:36 +00:00
ScottNZ
88ea7f1c7e
Take BuiltAt overrides into account when calculating speedup - prevent kennels contributing to rifle infantry speedup for example
2014-07-27 14:33:55 +12:00
Paul Chote
c164ec8c8c
Add Buildable.BuildAtProduction.
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This allows actors to be restricted to specific production structures.
2014-07-24 20:45:28 +12:00
Matthias Mailänder
1071a94d1d
document traits
2014-07-20 14:50:37 +02:00
WolfGaming
7b10da6bde
Adds the RequiresPrerequisites field into ProvidesCustomPrerequisite and all the logic behind it.
2014-07-18 06:11:03 +00:00
Squiggles211
006f7b888a
Restored production queue current item checks
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Fixes regression #5948 where you could freely build any building by
canceling the production before deploying by restoring the currentItem
checks in the PlaceBuilding order to ensure that the production is still
valid.
2014-07-13 14:06:30 -05:00
Matthias Mailänder
394d635dae
new trait WithMakeAnimation
2014-07-06 08:24:08 +02:00
Pavlos Touboulidis
daed053a57
Fix and optimize FindTilesInCircle
2014-07-03 18:11:28 +03:00
Paul Chote
7b52fa52b6
Replace CPos.CenterPosition -> Map.CenterOfCell.
2014-06-27 23:30:40 +12:00
Paul Chote
a9635e8c4a
Refund the *old* player when a production structure is captured.
2014-06-26 23:14:14 +12:00
Paul Chote
4db2cf6b2b
Propagate race to produced actors.
2014-06-26 23:14:14 +12:00
Paul Chote
4b2663015b
Fix CanBuild not checking DeveloperMode.AllTech.
2014-06-26 23:14:14 +12:00
Paul Chote
749a947d3f
Avoid repeated queries of DeveloperMode.
2014-06-26 23:14:14 +12:00
Paul Chote
ca082e3cec
Allow ProductionQueue to filter by race.
2014-06-26 23:14:13 +12:00