Taryn Hill
b8f5786bdb
Clean up some chars.
2014-10-30 20:34:56 -06:00
Matthias Mailänder
1071a94d1d
document traits
2014-07-20 14:50:37 +02:00
Paul Chote
67388d2ba9
Tidy HiddenUnderFog.
2013-07-25 18:11:55 +12:00
Paul Chote
ca5f2c3785
Split Renderable into an IRenderable interface and SpriteRenderable implementation.
2013-05-17 18:12:28 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Paul Chote
000a5eaa56
Pass WorldRenderer to IRenderModifiers and replace more palette lookups.
2013-02-24 15:45:03 +13:00
Kenny
f41fb32d60
Introducing per-player shrouds.
...
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
230d59f655
Tweak visibility; hopefully allows targeting of detected units
2010-08-15 06:18:46 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +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