Matthias Mailänder
5274776d55
add the Dune 2000 repair depot active overlay
2014-05-20 11:48:52 +02:00
Pavlos Touboulidis
b560268495
Change animations to use the proper SequenceProvider
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Remove references to the global "Game" and use the SequenceProvider
of the current world/map.
2014-05-17 14:33:16 +03:00
reaperrr
98e48ae991
Converts InfDeath from integer to string.
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Wire up updated DeathSounds for all mods.
2014-05-14 15:24:06 +02:00
reaperrr
7ba00ced5a
Make MuzzleFlash palette customizable.
2014-05-03 15:38:34 +02:00
reaperrr
18e37e4216
Drags death sounds out of RenderInfantry into a separate DeathSounds trait.
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Play death sounds with a new PlayVoiceLocal so they don't use full volume regardless of position relative to camera.
Adds option for alternative burn and zap death sounds.
Renames RenderInfantry's UseInfantryDeath trait to SpawnsCorpse.
Removes hack from ra desert shellmap.
2014-05-02 15:14:29 +02:00
reaperrr
49b35dca6e
Add UseInfantryDeath option to RenderInfantry trait.
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This allows the use of RenderInfantry for units that do not have a Die voice or die sequences.
Additionally fixed Wolverine stand and shoot sequences.
2014-04-27 22:56:23 +02:00
Peter Orzell
115df0a828
* Fixed whitespace issue.
2014-04-20 23:12:47 -04:00
Peter Orzell
27ab36d266
* Fixed Bug #5072 : RenderLandingCraft doesn't do an IsInMap check
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https://github.com/OpenRA/OpenRA/issues/5072
2014-04-20 22:05:33 -04:00
Paul Chote
048289e6a9
Merge pull request #5138 from Mailaender/disable-idle-overlay
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Fixed the Dune 2000 outpost radar dish rotating when powered down
2014-04-21 00:59:38 +12:00
Matthias Mailänder
01a3162725
allow animations to pause on low power
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closes #2949
2014-04-20 14:47:53 +02:00
Matthias Mailänder
9d02118e51
don't rotate the radar dish when it is powered down
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closes #3755
2014-04-20 13:30:22 +02:00
Matthias Mailänder
00ca5516fc
add crane animation to Dune 2000 and Tiberian Sun
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closes #3754
2014-04-19 13:12:32 +02:00
reaperrr
c9b162ec3c
Added ExplosionPalette and WaterExplosionPalette traits to Warheads.
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This is needed for TS water splashes, for example (they use unit*.pal instead of anim.pal).
Defaults to "effect".
2014-04-18 01:23:09 +02:00
Paul Chote
4025db45a3
Fix turret muzzleflash.
2014-04-05 18:09:20 +13:00
Paul Chote
82ac8d8d80
Support multiple wall-type connections for D2K.
2014-04-05 17:05:42 +13:00
Paul Chote
52b4ac0aed
Update neighbours when walls are destroyed or sold. Fixes #2351 .
2014-04-05 16:36:34 +13:00
Paul Chote
d7d00fffef
Move MuzzleFlash definition onto Armament.
2014-03-21 10:03:53 +13:00
Paul Chote
0ca7ee280f
Move unwanted AttackBase logic to the individual Armaments.
2014-03-21 10:03:53 +13:00
Paul Chote
c223e23572
Remove RenderInfantry dependency on Mobile.
2014-03-19 14:28:38 +13:00
Paul Chote
2b3e116f74
Remove RenderLandingCraft dependency on Mobile.
2014-03-19 14:28:38 +13:00
Curtis Shmyr
f8f60e52bc
Replace Spy* with Disguise* for certain classes
2014-03-15 14:20:57 -06:00
reaperrr
8a318cad9b
Un-hardcodes charge sequence name.
2014-03-06 20:31:58 +01:00
Matthias Mailänder
56470b918b
use the disabled palette to render husks
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closes #4631
2014-03-05 23:18:14 +01:00
Matthias Mailänder
2165518418
Merge pull request #4393 from cjshmyr/nametag
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Added RenderNameTag trait for actors
2014-03-05 23:00:11 +01:00
Taryn
3d7815d8c1
Added a TraitOrDefault for Mobile and with that a check for mobile.IsMoving to RenderLandingCraft.
2014-02-22 12:45:25 -06:00
Curtis Shmyr
aa6e970611
Added RenderNameTag trait for actors
2014-02-21 20:36:36 -07:00
ScottNZ
025de83d3a
Fix cargo loading/unloading.
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- Fix the unloading subcell bug, letting us have units move to directly adjacent cells.
- Have the cursor change to a deploy-blocked cursor if the transport can't unload due to terrain type.
- Add RenderTransport for transport door opening.
- Remove turning/opening in general.
2014-02-12 20:07:44 +13:00
ScottNZ
ea1d1320be
Make RenderUnit.PlayCustomAnimBackwards not crash if the callback is null
2014-02-10 22:44:35 +13:00
Taryn
9c4ad15d1e
Changed most references of trait Mobile -> IMove.
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In Mobile.cs IsMoving now has a public set as opposed to the initial internal.
Added IMoveInfo interface to go with *Info classes that require IMove.
WithRotor now uses IMove.IsMoving instead of (self.CenterPosition.Z > 0) as part of a check.
2014-02-02 15:13:49 -06:00
Paul Chote
e9e2e353f7
Change crate graphics for christmas. Closes #4296 .
2013-12-15 18:16:15 +13:00
ScottNZ
1394c1dcee
Remove some misc redundancies
2013-11-12 19:39:39 +13:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Paul Chote
5cec1fe4fb
Support custom helicopter rotors. Fixes #4072 .
2013-11-09 17:14:25 +13:00
Paul Chote
db49fe8c22
Use the original flame and chem muzzle flashes.
2013-11-07 17:38:14 +13:00
Paul Chote
ae86e20bc7
Add support for multiple stand animations.
2013-10-26 11:05:07 +13:00
Paul Chote
d0c5ab0ca3
Clean up style nits in RenderInfantry.
2013-10-26 11:05:07 +13:00
Paul Chote
03c4c476f1
Use scale in RenderSimple.RenderPreview. Fixes #3970 .
2013-10-21 18:52:29 +13:00
Matthias Mailänder
1c04c6608f
don't render the idle overlay during selling
2013-08-17 23:47:14 +02:00
Matthias Mailänder
8c6074a081
WithCrumbleOverlay for Dune 2000 buildings
2013-08-17 23:47:09 +02:00
Matthias Mailänder
d3edaaae4d
replace WithSpinner → WithIdleOverlay
2013-08-14 00:05:24 +02:00
Matthias Mailänder
94c3090528
require body orientation for idle overlays
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and don't wait for BuildingComplete to generalize for units
2013-08-13 23:51:31 +02:00
Matthias Mailänder
c0be16cde3
don't display the overlay before the building is completed
2013-08-13 17:00:59 +02:00
Matthias Mailänder
cb4e4d7bd9
added idle render overlays for d2k and ts buildings
2013-08-13 16:14:13 +02:00
Matthias Mailänder
f4371f886c
Merge pull request #3665 from pchote/frozen-fog-prereqs
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Rework bibs (again).
2013-08-11 02:14:34 -07:00
Paul Chote
cc44139eb1
Fix z-offset for muzzle flashes. Fixes #3667 .
2013-08-11 12:52:47 +12:00
Paul Chote
4754cbb768
Replace IOrderGenerator.RenderBeforeWorld with world-sorted .Render.
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Range circles have been moved to RenderAfterWorld for now.
2013-08-11 00:25:54 +12:00
Paul Chote
be7fc57cdd
Introduce IRenderable.IsDecoration and AsDecoration.
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These are used to filter *Renderables that shouldn't
be copied for things like highlight or shadow.
2013-08-10 22:25:05 +12:00
Matthias Mailänder
74c136b7e3
Merge pull request #3627 from pchote/muzzleflash
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Improved Muzzleflash support
2013-08-03 02:20:46 -07:00
Paul Chote
8f24f93330
Add per-armament muzzle flashes. Fixes #3609 .
2013-08-03 16:47:50 +12:00
Paul Chote
755fa6eaf4
Include Armament and Barrel in INotifyAttack.
2013-08-03 16:21:57 +12:00