Paul Chote
230d59f655
Tweak visibility; hopefully allows targeting of detected units
2010-08-15 06:18:46 +12:00
Paul Chote
7f191887ec
Revamp cloak model
2010-08-15 06:18:46 +12:00
Paul Chote
d0da9d11bf
Fix palettes and all palettemods. Remap palettes broken.
2010-08-14 23:29:01 +12:00
Paul Chote
053f0f5c7f
Refactoring + cnc weap
2010-08-03 01:03:31 +12:00
Paul Chote
d29e3f3f0e
Split facing into its own interface; fix husks
2010-08-01 01:01:31 +12:00
Paul Chote
207ee49da3
Move Facing and Altitude onto IMove impls, with associated pile of cleanups
2010-08-01 01:01:31 +12:00
Paul Chote
88cb942430
Cleaner access to InitialFacing and ROT
2010-08-01 01:01:31 +12:00
alzeih
33b6f590e9
move ROT, InitialFacing and Speed to Mobile and Aircraft.
2010-07-31 02:06:30 +12:00
Paul Chote
62c2c3a1c6
Fix damage transition sounds
2010-07-30 22:24:43 +12:00
Paul Chote
1459ec483c
Rename ExtendedDamageState -> DamageState
2010-07-30 22:24:43 +12:00
Paul Chote
028c5b5201
Merge the two DamageState types
2010-07-30 22:24:43 +12:00
Paul Chote
6fba888d45
Shift Actor.Health onto a trait.
...
Known regressions:
- cnc only
- health bar colors
- can't repair buildings
2010-07-30 00:33:44 +12:00
Chris Forbes
e325b5954c
split ITeleportable off as a base interface from IMove; Crate no longer pretends to be moveable.
2010-07-29 18:16:26 +12:00
Paul Chote
eaa80fab74
Shift Sight onto its own trait. Only cnc for now.
2010-07-28 21:37:43 +12:00
Paul Chote
8fab45ae39
Move Cloak, HiddenUnderFog, FrozenUnderFog into Mods.RA; Simplify a pile of related stuff.
2010-07-28 21:11:50 +12:00
Paul Chote
a91ebb4eda
Allies share sight
2010-07-27 11:34:28 +12:00
Paul Chote
637fae87cd
Remove a bunch of unused stuff. May help pathfinder perf a little.
2010-07-26 20:27:56 +12:00
Chris Forbes
69d30ac71b
RenderBeforeWorld/RenderAfterWorld split. still need to sort out which behavior belongs where.
2010-07-26 18:19:39 +12:00
Chris Forbes
9cf8ac0c3d
remove dead IVictoryConditions interface
2010-07-26 18:07:48 +12:00
Chris Forbes
f2bfa8e2ee
reinstate range circles; IRenderSelection allows arb. plugging in of these things
2010-07-25 15:56:40 +12:00
Paul Chote
52c8c93b30
Building capture eva + wtf on silo capture
2010-07-23 22:29:27 +12:00
Paul Chote
55e59e0b53
Unhardcode voice/order interaction; reimplement for move and attack
2010-07-23 18:41:35 +12:00
Paul Chote
71420df0f3
Fix CursorForOrderString to work with orders + preliminary e6 fixes
2010-07-23 17:16:02 +12:00
Paul Chote
d21e9fe093
Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster.
2010-07-22 22:22:53 +12:00
Paul Chote
a09a6997b4
Radar takes into account visibility under fog
2010-07-22 20:26:19 +12:00
Paul Chote
f7212ef757
Correct bridge / tree / mine color
2010-07-22 19:50:41 +12:00
Paul Chote
a234dd4382
New interface for things that show on radar; groundwork for future patches.
2010-07-22 19:50:41 +12:00
Chris Forbes
6d527c3668
unbreak Target
2010-07-22 18:36:56 +12:00
alzeih
1497c31908
some more hax
2010-07-22 18:01:32 +12:00
alzeih
4e22e37192
Fix the in range check
2010-07-22 15:54:42 +12:00
Chris Forbes
73b6eb568b
more of attack-ground (order wiring, etc); doesn't work.
2010-07-22 08:26:52 +12:00
Chris Forbes
5c61c9d3a9
migrating most things to use the Target struct rather than Actor directly.
2010-07-22 08:26:51 +12:00
Chris Forbes
88b705c8ef
add Target type, in prep for allowing attack-ground
2010-07-22 08:26:51 +12:00
alzeih
8e2d422054
Improvements to VictoryConditions, and Dead = Chat to all
2010-07-21 20:21:02 +12:00
Chris Forbes
8006e20dd3
however, we *do* need to know who nudged us, so we can tell them where to shove it if required.
2010-07-21 19:27:49 +12:00
Chris Forbes
5ef651ce6d
return value not required.
2010-07-21 19:25:32 +12:00
Chris Forbes
e426d50cc2
add INudge interface; Move tries to nudge things that are in the way as a good first option
2010-07-21 19:24:45 +12:00
alzeih
795da1b088
unhacking IChromeButton.
2010-07-21 16:00:26 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Paul Chote
df3581237e
Remove hardcoded cursor bs; move TransformsOnDeploy to Mods.RA.
2010-07-08 20:23:19 +12:00
Paul Chote
476d40b317
Move StoresOre into Mods.RA
2010-07-08 19:32:07 +12:00
Chris Forbes
2ed8045736
remove DeathWeapon; IExplodeModifier implemented for resource actors (and for V2, which was the original purpose)
2010-07-07 18:32:45 +12:00
Paul Chote
7c3a10396c
New crush code, now with less bs
2010-06-25 20:57:06 +12:00
Paul Chote
00b91bd7ad
Reimplement ICustomTerrain with far less bs
2010-06-25 19:26:08 +12:00
Paul Chote
29fa9e3aeb
Shift movement cost/speed into IMove; regressions in a few areas
2010-06-25 17:05:56 +12:00
Paul Chote
6a5869f2c6
Begin cleaning up terraintypes/movetypes
2010-06-25 15:52:12 +12:00
Paul Chote
7ac8d0cf59
Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
...
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes
Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
0aeca2aadc
Helicopters use pathfinder
2010-06-24 21:51:22 +12:00
Paul Chote
37cf30a097
Refactor Mobile.TeleportTo -> IMove.SetPosition
2010-06-24 21:51:22 +12:00
Paul Chote
b42589b479
Fix vehicle production; Basic 5-to-a-cell logic. cnc only. Infantry stack; need to give a graphical offset.
2010-06-24 21:51:22 +12:00