Chris Forbes
a5316a488f
Merge pull request #4360 from cjshmyr/crates
...
CrateSpawner changes
2013-12-27 19:11:12 -08:00
Paul Chote
f251f64c11
Add explicit bounds for Crate. Fixes #4362 .
2013-12-27 10:17:55 +13:00
Curtis Shmyr
f8dca4b834
Replaced references of CrateDrop with CrateSpawner in RA maps
2013-12-26 12:14:51 -07:00
Curtis Shmyr
0c77dab922
Remove CrateDrop and move all crate spawning logic into CrateSpawner
2013-12-26 12:14:50 -07:00
Paul Chote
996877d9e5
Upgrade mod rules to match engine changes.
2013-12-26 20:42:13 +13:00
Paul Chote
c1b894959e
Fix RA crate artwork.
2013-12-19 09:22:10 +13:00
Paul Chote
1b41848623
Fix palette modifiers and the effect palette.
2013-12-18 22:48:09 +13:00
Paul Chote
56894f811a
Use effect palette for crates. Fixes #4316 .
2013-12-18 22:27:20 +13:00
Paul Chote
e9e2e353f7
Change crate graphics for christmas. Closes #4296 .
2013-12-15 18:16:15 +13:00
Paul Chote
8c7f77d2c7
Convert SmudgeLayer to sequences.
2013-12-11 22:53:33 +13:00
Paul Chote
4d70996012
New shroud renderer. Fixes #2162 . Fixes #3024 . Fixes #4034 .
...
Uses the original tile sprites in C&C and D2K and uses a smoother transition in all mods.
2013-12-11 20:51:49 +13:00
Paul Chote
4e814a8c2e
Move ShroudRenderer into a trait.
2013-12-11 19:22:55 +13:00
Paul Chote
410cd1c7b1
Reorganise ResourceLayer implementation.
2013-12-06 22:24:07 +13:00
ScottNZ
07030f4b09
Enable build speedup for ra
2013-11-09 20:11:02 +13:00
Matthias Mailänder
b1c3ac20bf
brought back the MoveFlash
...
closes #2592
2013-11-02 18:03:49 +01:00
Paul Chote
68cd537c9b
Rename DebugOverlay -> PathfinderDebugOverlay.
2013-10-14 21:16:46 +13:00
Matthias Mailänder
9b5b019a36
Merge pull request #3894 from ScottNZ/balance
...
More RA balance work
2013-10-05 01:16:59 -07:00
ScottNZ
3225899a20
Reduce mcv crate no base selection shares to 100 (~70% chance of getting mcv with no mcv or fact)
2013-09-29 11:22:03 +13:00
Paul Chote
3f8d75a1ac
Remove SpatialBins.
2013-09-27 15:36:51 +12:00
Paul Chote
4a2a747556
Pull ActorMap back out into a trait.
2013-09-27 15:36:49 +12:00
Paul Chote
dfd51c0caa
Introduce ScreenMap trait for caching screen-coord queries.
2013-09-27 15:36:25 +12:00
Paul Chote
dca59f12f7
Split highlight and player palettes. Fixes #3799 .
2013-09-07 20:59:43 +12:00
Matthias Mailänder
ebd8adae5e
sonar pulse and para bombs icon to sequence transition
...
fixes #3720
2013-08-22 21:40:37 +02:00
Paul Chote
271ce5275c
Add starting cash option.
2013-08-17 14:43:52 +12:00
Paul Chote
eef941fd42
Track per-player frozen actors.
2013-08-12 21:34:18 +12:00
Paul Chote
b02fd0d002
Remove BibLayer and use sequences / RenderSprites instead.
2013-08-11 00:25:53 +12:00
Paul Chote
810a52af36
Remove BelowUnits from RA bibbed structures and crates.
2013-08-11 00:25:53 +12:00
Paul Chote
04e5edc811
Rewrite bib to match new FrozenUnderFog capabilities.
2013-08-04 19:42:16 +12:00
ScottNZ
c980d97027
Add RA starting units setup
2013-08-04 13:13:02 +12:00
Paul Chote
c08f602661
Add lobby options for Shroud and Fog.
2013-08-04 13:04:09 +12:00
ScottNZ
01fb04049e
Split Plane queue into a Plane queue and a Helicopter queue to stop planes appearing on helipads etc
2013-08-03 10:50:39 +12:00
Paul Chote
c836374ae2
Enable FrozenUnderFog in C&C and RA.
2013-07-25 18:11:55 +12:00
Paul Chote
7376cccf4d
Smarter unit spawn logic. Fixes #3496 .
2013-07-13 19:18:27 +12:00
Andrew Aldridge
ba885907ba
Use MobileInfo.GetMovementClass for domain indexing, clearing path for caching and smarter behavior
...
* Move DomainIndex from being a manual hard-coded hook in World to an IWorldLoaded trait.
2013-07-12 09:40:55 -04:00
Matthias Mailänder
bad3bd5fbb
added the parabox animation when parabomb cates are collected
2013-06-15 08:35:21 +02:00
Paul Chote
c149898592
Separate IBodyOrientation from render traits.
2013-05-28 22:37:06 +12:00
Matthias Mailänder
90dc755ad4
fixed GPS dot shadow remapping, closes #3319
2013-05-25 19:11:12 +02:00
Matthias Mailänder
6aae5d2ad6
removed now redundant debug player-resource traits
2013-05-10 22:34:43 +02:00
Scott_NZ
48010197f4
Make mines targetable and removable.
...
Let AP mines do damage against vehicles.
Let all mines do damage against friendly units.
2013-05-10 21:04:02 +12:00
Matthias Mailänder
9c97623257
Red Alert AI configuration
...
building >1 production buildings is bogus as it has no benefit
generic names that describe the build order not fake personality
2013-04-30 19:00:26 +02:00
Scott_NZ
ca80ac2d1f
Start moving towards saner RA widget logic. This switches players to observer mode after they have finished playing in RA/D2k and removes some legacy code.
2013-04-26 13:50:14 +12:00
Matthias Mailänder
478c54c187
disallow modifiers on the chrome palette
...
fixes #3123 when the build palette cycles on RA desert maps
2013-04-20 15:34:01 +02:00
Paul Chote
400ad49de0
Allow maps/mods to properly disable fog or shroud (or both).
2013-04-11 22:36:56 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Matthias Mailänder
e7e74aac3c
allow the cloak palette to stay empty and use it for mines
2013-04-08 19:29:55 +02:00
Paul Chote
a5ec473a59
[Sync] the world pause state.
2013-04-07 23:40:34 +12:00
Chris Forbes
b9ecfa1e9a
make mines silent
2013-04-07 16:57:55 +12:00
Chris Forbes
6675903eb9
remove InvisibleToEnemy, use plain Cloak for mines
2013-04-07 16:13:00 +12:00
Matthias Mailänder
3e63751960
fix RA Desert palette rotation regressions
2013-03-23 22:13:35 +01:00
Matthias Mailänder
36e820308f
AI support power activation needs to go through order manager
...
fixes a desync whenever it will do so only on the host
+island map AI which will only build navy / air force to test
it and have a suitable bot for those map types (fixes pathfinder
eating up all CPU because it can't reach you with ground units)
2013-03-14 10:48:36 +01:00