penev92
2402b56da7
Reorganize PlayerReference loading to enable upgrade rules for them.
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The PlayerReference definitions are now stored
as raw MiniYamlNodes in the map.
2015-04-26 23:16:20 +03:00
Benno van den Bogaard
8cf7c46c8f
Added audio.bag/audio.idx support used in RA2
2015-03-31 18:13:20 +02:00
Paul Chote
e5c03413cc
Move common widgets from Game to Mods.Common.
2015-03-21 11:53:53 +00:00
Paul Chote
7292bd20b3
Move Sequence parsing into mod code.
2015-03-09 20:45:22 +00:00
Paul Chote
dcfc62f333
Move InstallUtils from Game to Mods.Common.
2015-03-07 10:02:43 +00:00
David Jiménez
8659a3e71e
Introduced the interfaces IActor, ICacheStorage, ILog, IMap, IWorld a
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nd IMobileInfo to separate concrete implementations and abstractions
2015-02-22 23:14:12 +01:00
Pavel Penev
293bb78a3c
Merge pull request #7457 from pchote/actorpreviews
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Introduce ActorPreviewWidget (and other related changes).
2015-02-21 01:35:03 +02:00
DeadlySurprise
7b53582c5e
Implemented Floating Text and radar video
2015-02-18 14:38:30 +01:00
Paul Chote
1af61c92c5
Split SpriteRenderable into its own file.
2015-02-10 17:47:49 +00:00
Paul Chote
8d51fb0e66
Use ActorPreviewWidget for the color pickers.
2015-02-10 15:22:42 +00:00
RoosterDragon
7cfece6dc0
Introduce a new type for representing map coordinates.
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To resolve the ambiguity introduced when the introduction of isometric maps meant that cell and map coordinates were no longer equivalent, a new type has been introduced so they can each be represented separately.
2015-01-07 17:30:34 +00:00
Matthias Mailänder
44cd174a8d
StyleCop clean OpenRA.Game
2015-01-03 19:00:48 +01:00
Matthias Mailänder
962d8fe74f
fetch Mono.Nat from nuget
2014-12-26 15:40:06 +01:00
Paul Chote
1317101662
Add support for hardware cursors.
2014-12-23 22:09:22 +13:00
Paul Chote
75b046ae2a
Reorganize cursor plumbing in preparation for hardware cursors.
2014-12-23 22:09:22 +13:00
reaperrr
ee8e1f46c1
Move 'Activity' into its own namespace in OpenRA.Game.
2014-12-14 17:12:46 +01:00
steelphase
d8e764baac
Update UseVSHostingProcess
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This shouldn't need to be enabled.
2014-10-20 14:23:04 -04:00
steelphase
628463f920
remove copy local
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remove copy local from project references
2014-10-08 02:29:14 -04:00
Paul Chote
6a72e87028
Remove the remaining legacy sprite plumbing.
2014-10-07 09:55:50 +13:00
Paul Chote
beb7a394a2
Move ShpD2 sprite loading into Mods.Common.
2014-10-07 09:55:50 +13:00
Paul Chote
533d044755
Move TmpTS sprite loading into Mods.TS.
2014-10-07 09:55:50 +13:00
Paul Chote
37cedd88a2
Move TmpTD sprite loading into Mods.Common.
2014-10-07 09:55:49 +13:00
Paul Chote
997c79130a
Move TmpRA sprite loading into Mods.Common.
2014-10-07 09:55:49 +13:00
Paul Chote
ca38193264
Move R8 sprite loading into Mods.D2k.
2014-10-07 09:55:49 +13:00
Paul Chote
c798b306c4
Move ShpTS sprite loading into Mods.Common.
2014-10-07 09:55:49 +13:00
Paul Chote
d658643b73
Move ShpTD sprite loading into Mods.Common.
2014-10-07 09:55:49 +13:00
Alexander Fast
08890b0994
Added IUtilityCommand and move default commands into Mods.Common.
2014-09-21 10:15:50 +12:00
reaperrr
fec5eb178c
Rename Adpcm to ImaAdpcm everywhere.
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To avoid confusion with Microsoft ADPCM and other ADPCMs.
2014-09-14 13:27:46 +02:00
Paul Chote
8e8e02dae8
Move warheads into mod code.
2014-08-23 17:14:10 +12:00
ScottNZ
009dc79222
Add support for C&C Generals .big archive files
2014-08-17 17:02:38 +12:00
James Slater
a5978b5c55
Implement IMA ADPCM WAV file support
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Closes #4628
2014-08-13 13:25:28 +02:00
UberWaffe
c972b39687
Custom Warheads refactor
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Changes included:
Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.
Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.
Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
2014-08-03 17:10:44 +02:00
Paul Chote
8ac9477cd9
Add UISpriteRenderable for screen-space decorations.
2014-07-25 21:14:39 +12:00
Paul Chote
1beff77c6a
Split selectable rendering into *Renderables.
2014-07-25 21:14:39 +12:00
Paul Chote
029da5116b
Move VoxelRenderable into Mods.RA.
2014-07-22 16:43:39 +12:00
Paul Chote
4589e93180
Move TextRenderable into Mods.RA.
2014-07-22 16:43:39 +12:00
Paul Chote
1cb6026c38
Move ContrailRenderable into Mods.RA.
2014-07-22 16:43:39 +12:00
Paul Chote
6005262992
Move BeamRenderable into Mods.RA.
2014-07-22 16:43:39 +12:00
Paul Chote
51abbad5ff
Move RenderSprites and RenderSimple into Mods.RA.
2014-07-22 16:43:39 +12:00
Matthias Mailänder
5cdf0e6a67
generalize MoveFlash as parametrized SpriteEffect
2014-07-07 15:23:14 +02:00
Matthias Mailänder
cf6f32fb96
split Sound.cs in smaller chunks
2014-07-05 08:35:38 +02:00
Matthias Mailänder
8cce30d472
sort into sub-folders Input and Graphics
2014-07-05 08:35:32 +02:00
Matthias Mailänder
0feb5a7bdc
check for building influence when growing resources
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closes #5556
2014-07-04 09:22:14 +02:00
Paul Chote
52ab8f3ca1
Add CellRegion and CellLayer classes to simplify map overlays.
2014-06-27 19:20:46 +12:00
RoosterDragon
927b0499da
Produce debug output for OpenRA.Game.
2014-06-22 16:38:05 +01:00
RoosterDragon
e0d8d8cf80
Clean up project settings.
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- Create single platform config named x86 and have all projects target x86.
- Remove Release config (broken anyway).
- For the Debug config, ensure TRACE and DEBUG constants are set and unsafe code is allowed for all projects (same as the makefile).
- Warn level 4 and optimizations off were removed from the config automatically by VS (it assumes these values by default, and these match the makefile).
- The CrashDialog project can reuse the icon from the Game project as long as the path is set correctly.
- Fix TS project so it builds (I know it's going but its annoying that the project must be unloaded).
2014-06-20 19:29:54 +01:00
Pavlos Touboulidis
db53f8e648
Add developer shortcut to reload chrome files
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Hitting Ctrl+Shift+C will re-initialize the chrome provider,
reloading all chrome files instantly. Useful when changing the
UI.
Note: A new "RootWidget" was created to trap top-level (global)
shortcuts instead of putting everything in Widget.
2014-06-13 11:31:09 +03:00
Pavlos Touboulidis
e083b392ba
Add IReadOnlyList
2014-05-31 18:37:03 +03:00
ScottNZ
40e9fb93d6
Revert project file changes by RoosterDragon which would cause the TD mod to fail to load for some reason on Windows ( de7a837d94, #5403 ).
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VS will also generate a warning if it tries to source an icon from somewhere not in the project directory, so added it to the CrashDialog folder.
2014-05-26 00:07:30 +12:00
RoosterDragon
de7a837d94
Unify settings for solution and project setups.
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Create a single solution platform named x86.
Ensure both Debug and Release configs build to the root for all projects.
Ensure all Release configs generate pdbs.
2014-05-23 08:16:09 +01:00