Commit Graph

14 Commits

Author SHA1 Message Date
Paul Chote
29fa9e3aeb Shift movement cost/speed into IMove; regressions in a few areas 2010-06-25 17:05:56 +12:00
Paul Chote
0aeca2aadc Helicopters use pathfinder 2010-06-24 21:51:22 +12:00
Paul Chote
3e664779ef Remove a bunch of unnecessary caching 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
Paul Chote
b7c8e55d14 Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work. 2010-06-24 21:51:22 +12:00
Chris Forbes
9215fa4d28 moved CallFunc, Wait activities to ra 2010-05-20 19:14:16 +12:00
Chris Forbes
8e46f99ab9 make it actually sortof work 2010-05-16 12:53:20 +12:00
Paul Chote
acefd2a28d Tweak base speed, and ore values to be more correct as a multiplier 2010-04-17 21:57:02 +12:00
Paul Chote
fcf8eb2726 Terrain speed modifiers 2010-04-17 21:56:57 +12:00
Chris Forbes
6b7d824b9b having a look at this perf stuff... 2010-03-28 10:34:43 +13:00
Chris Forbes
e9d95dba72 spread out initial pathing queries from bulk moves 2010-03-19 21:24:44 +13:00
Chris Forbes
b5afedb601 fix scan rate of combat units (was every frame) 2010-03-19 20:41:11 +13:00
Chris Forbes
a303299bbb added a random delay before repathing (tunable per-unittype in Mobile). fixes a lot of pathological pathing perf. 2010-03-07 17:49:12 +13:00
alzeih
7881deca30 Everything is now OpenRA, not OpenRa 2010-02-27 21:10:22 +13:00