Commit Graph

378 Commits

Author SHA1 Message Date
alzeih
8e2d422054 Improvements to VictoryConditions, and Dead = Chat to all 2010-07-21 20:21:02 +12:00
Chris Forbes
3a7bec1eef implement INudge on Mobile 2010-07-21 19:37:24 +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
2f9f539857 big pile of Render refactoring 2010-07-21 18:59:33 +12:00
alzeih
222b29cec6 Bye Bye Chrome! 2010-07-21 17:57:06 +12:00
alzeih
647252b0cb Chrome.rootWidget -> Widget.RootWidget 2010-07-21 16:14:31 +12:00
alzeih
795da1b088 unhacking IChromeButton. 2010-07-21 16:00:26 +12:00
alzeih
f92b59e6db Developer Mode (pchote: amended) 2010-07-20 21:20:03 +12:00
Chris Forbes
02e4de61eb only play 'unit lost' etc to owner 2010-07-20 20:17:30 +12:00
Chris Forbes
19fda0b98e kill most of GlobalDefaults 2010-07-20 18:26:09 +12:00
Chris Forbes
2684284c27 unit-lost sounds through voice 2010-07-20 17:39:35 +12:00
Chris Forbes
fa0d6b3e72 move LimitedAmmo to RA dll; reduce pips for YAK 2010-07-19 19:44:18 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
Paul Chote
8abc8e03cb Shift player palette definitions onto the player/client. Needs ui; for now everyone is teal. 2010-07-16 20:51:20 +12:00
alzeih
aeefc94fe0 BuildPaletteWidget: don't click on buttons if the palette isn't open. Don't allow hotkeys unless palette is open. Move key handling into widget. 2010-07-15 18:24:54 +12:00
Paul Chote
50f3aecf53 Move chat display into a widget 2010-07-10 20:43:29 +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
Bob
fb6c44bce3 move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render 2010-07-08 17:24:12 +12:00
Bob
281d013c3b move Combat, AttackBase, and associates into mod 2010-07-08 16:38:58 +12:00
Bob
7a738ed6af move CYard trait and UndeployMCV activity into mod 2010-07-08 15:34:21 +12:00
Bob
6a840dff4c move ActorGroupProxy to mod; move SupportPower traits into directory 2010-07-08 14:01:44 +12:00
Chris Forbes
fb1d37ae53 use explosion *names*, not *numbers* like RA. 2010-07-07 19:44:14 +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
Chris Forbes
68b63dc89e ralint: verify voices, support (and still verify) @-form prerequisites. 2010-07-04 14:50:26 +12:00
Chris Forbes
8e68449af1 voices are no longer tied to having Unit; default is to have no voice; defaults.yaml set up appropriately for units that should have one. 2010-07-04 14:25:34 +12:00
Chris Forbes
5bec019d55 add RALint checking to nearly everything 2010-07-01 18:57:10 +12:00
Chris Forbes
2d9e5c6fcd remove spam on loading RA MIX headers; add some more bits to RALint 2010-07-01 18:31:13 +12:00
Chris Forbes
c310713cd5 beginning of RALint 2010-07-01 13:11:32 +12:00
Paul Chote
915c9460cf Theater specific artwork done properly 2010-06-28 12:38:35 +12:00
Paul Chote
d275c72cb8 Cleaner TileSet init 2010-06-26 13:33:46 +12:00
Paul Chote
08ee425415 Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes 2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8 Unhardcode terrain types. Needs a bit more work re initialization and bridges 2010-06-26 10:55:29 +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
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
308a7b0cf6 remove hardcoded magic number 2010-06-24 21:51:22 +12:00
Chris Forbes
b8093b7f6c removing a bunch of excessively low-level pixel -> cell conversions 2010-06-24 21:51:21 +12:00
Paul Chote
7d717592c7 Rename IMovement -> IMove; Move GetCurrentPath from Mobile to IMove and implement for aircraft; fix regressions in Helicopter (ITick) and remove unused cruft from Aircraft (IOccupySpace). 2010-06-24 21:51:21 +12:00
Paul Chote
aff357db0b Actually render resources when shroud is disabled 2010-06-20 18:34:06 +12:00
Chris Forbes
87973f9ef3 fix bug in prev 2010-06-19 15:23:30 +12:00