Chris Forbes
4336c2af35
skip 'make' animation for mapunits
2009-11-01 19:09:18 +13:00
Chris Forbes
5dbc70da02
water splashes
2009-11-01 17:56:05 +13:00
Bob
c1a49f715d
Moved time-stepping out into Game. player ticks (including production) now run at the correct rate.
2009-11-01 12:10:17 +13:00
Bob
816c927aa5
Bugfix: "Unit production requires a right-click before another unit can be produced."
2009-10-30 09:35:18 +13:00
Bob
6306690730
Killed that fail TechTree, and added a new one to Rules.
2009-10-30 09:04:33 +13:00
Bob
242fa717b6
Per-player unit production. Also, fixed an interesting bug in Sequence.
2009-10-30 04:03:37 +13:00
Bob
8580ae0f78
Moved our TerrainRender ref into WorldRenderer; TR.tileSet want to be somewhere else (it's not just renderer, it affects pathing)
2009-10-30 00:19:53 +13:00
Bob
be39cdd054
map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)
2009-10-29 22:10:54 +13:00
Chris Forbes
c3f8019ab4
BuildUnit order is now in replay
2009-10-29 20:45:07 +13:00
Chris Forbes
704dd5a885
stripped out dead netplay code
2009-10-29 20:12:32 +13:00
Bob
89f9a96de5
Replay stuff.
...
FYI: Don't try to replay a game where you built any vehicles. It WILL fail horribly.
2009-10-29 01:57:47 +13:00
Bob
9f237f2530
Fixes for small bugs.
2009-10-28 18:45:50 +13:00
Bob
222b72a679
Repath around blocking units or structures.
2009-10-28 17:59:09 +13:00
Chris Forbes
e9faf62c4a
move cancels attack
2009-10-27 00:05:38 +13:00
Chris Forbes
01198a69e4
FindUnitPathToRange
2009-10-26 23:46:13 +13:00
Chris Forbes
612490e5b8
boat spawn works now
2009-10-26 23:05:26 +13:00
Chris Forbes
0d62318688
most of the support for boats
2009-10-26 21:52:13 +13:00
Bob
384a3ee2e9
renamed in Mobile.CurrentAction: "Action" -> "Activity"
2009-10-26 18:57:12 +13:00
Chris Forbes
e61ef4a93f
temporarily made all units block pathing
2009-10-24 22:45:37 +13:00
Chris Forbes
021e41a5bf
unit influence blocks building
2009-10-24 22:39:07 +13:00
Bob
0956748116
Merged
2009-10-24 19:49:27 +13:00
Bob
78c9ae53df
On orders, the mouse button is now considered part on issuing the order, not resolving it.
2009-10-24 19:42:54 +13:00
Chris Forbes
4aa172a7a7
war factory incredible hack
2009-10-24 19:28:16 +13:00
Bob
d25bd8550a
Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction.
2009-10-24 19:17:13 +13:00
Chris Forbes
979bb74bba
tank production works
2009-10-24 16:24:44 +13:00
Chris Forbes
ea3526a238
voicepool to avoid annoying me with the same sound over and over... and units now have a voice assigned.
2009-10-24 16:07:23 +13:00
Chris Forbes
8d2cce5995
fixes influence map for map buildings
2009-10-24 00:24:25 +13:00
Chris Forbes
7f1e881c47
added player=N commandline option to choose local player id
2009-10-23 21:39:52 +13:00
Chris Forbes
7d6e254983
clipped voronoi regions for ground control; buildings cannot be placed outside of ground control anymore
2009-10-23 20:10:28 +13:00
Chris Forbes
7d1f7670b9
unit lost sound when local player's units die
2009-10-22 23:48:19 +13:00
Chris Forbes
4382a10568
combat actually works
2009-10-21 21:34:34 +13:00
Chris Forbes
6c0ced3e9a
cleaning techtree & sidebar; building placement is mostly fixed
2009-10-20 22:35:05 +13:00
Chris Forbes
a4c344523f
pushed bibs down into the smudge layer; made Game static
2009-10-20 20:47:04 +13:00
Chris Forbes
5a67220f0e
select cursor support, better selection
2009-10-20 18:09:44 +13:00
Bob
6dec94d00e
added units.ini (and campaignUnits.ini), and IniFile got support for load/merging multiple files.
...
- Rules can now handle map-specific rules changes
- units.ini replaces {buildings,units,infantry}.txt (or will replace; sidebar still uses them)
- Added support for loading map-placed units/structures - try scg11eb.ini
- added FCOM
2009-10-20 17:16:45 +13:00
Bob
a7ce0f97d1
changes facing (and desireFacing) on Mobile and on Turreted. range is now 0..255
2009-10-19 23:45:14 +13:00
Chris Forbes
670df0f7e1
healthbars, sortof
2009-10-19 20:21:56 +13:00
Matthew Bowra-Dean
fe78e22747
Fixed the building placement to have the cursor in the centre. Replaced magic numbers with Game.CellSize
...
Using the building footprint, the placement overlay is offset from the cursor so the cursor is in the approximate middle of the overlay (not precisely due to overlay snapping to tiles). The tile size (24) was used as a magic number in a lot of places, they have been replaced with Game.CellSize.
2009-10-15 03:16:44 +13:00
Chris Forbes
1c7bf80166
slightly more usable sound support
2009-10-14 20:12:28 +13:00
Chris Forbes
74ebdc5f93
sound works
2009-10-14 10:35:24 +13:00
Chris Forbes
c6e739d162
added building influence to pathfinder
2009-10-13 18:21:57 +13:00
Chris Forbes
0f0b4230c7
local player buildings influence map, incrementally updated.
2009-10-13 18:13:22 +13:00
Chris Forbes
711b419ed0
untangling a few things
2009-10-12 21:23:09 +13:00
Chris Forbes
99b508956e
cleaning up a bunch of stuff; silo works sensibly now
2009-10-11 23:27:47 +13:00
Chris Forbes
3e0432464b
building footprints
2009-10-11 15:21:19 +13:00
Chris Forbes
0f94af763a
fix selection of phantom units, etc
2009-10-10 21:30:47 +13:00
Bob
3181b055aa
Trait-based units. Any unit/building without sequences will cause a crash when built.
2009-10-10 00:31:16 +13:00
Chris Forbes
7708004120
fix player=2 weirdness with building
2009-10-09 22:03:40 +13:00
Bob
04dd5e68ba
Added UnitInfo.
...
- units.txt turned into infantry.txt and vehicles.txt
- slight sidebar fixes
2009-10-09 21:28:56 +13:00
Chris Forbes
f6eb20bbf8
show potential selections in band-box; FindUnits is still wrong.
2009-10-08 22:39:26 +13:00