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
8fbbaddce9
Merge all 4 tileset files together
2010-06-26 09:21:11 +12:00
Paul Chote
2373528ad9
Kill UnitMovementType; bs-free crate spawning; fix "DOME crash" (caused by crate not IOccupying space); add money and hide-map crates to cnc
2010-06-25 21:58:09 +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
0cf39991db
new range circle renderer; faster minefield renderer
2010-06-24 21:51:21 +12:00
Chris Forbes
b8093b7f6c
removing a bunch of excessively low-level pixel -> cell conversions
2010-06-24 21:51:21 +12:00
Chris Forbes
e56339897f
add additional debug to WorldRenderer.DrawUnitPath so we can see waypoint density, etc
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
alzeih
a1ffb68e22
bugfix
2010-06-20 17:48:20 +12:00
Chris Forbes
87973f9ef3
fix bug in prev
2010-06-19 15:23:30 +12:00
Chris Forbes
c3490fcb66
buildings under fog
2010-06-19 15:17:48 +12:00
Chris Forbes
66adbee2a6
moving Actor.Location onto the appropriate traits (bob)
2010-06-19 14:37:06 +12:00
Chris Forbes
db465e1fdd
ActorInitializer, in preparation for next change (bob)
2010-06-19 14:28:30 +12:00
Chris Forbes
572cdc9dbf
vacate cells earlier
2010-06-18 22:36:24 +12:00
Chris Forbes
0ef91ecc2d
hack around crash on boat repair
2010-06-18 20:55:06 +12:00
alzeih
beec39daa4
fixing bug on loading shellmap
2010-06-18 17:42:19 +12:00
alzeih
981a6b65a7
Fix server crashing when server order fails to deserialise.
2010-06-18 16:03:24 +12:00
alzeih
d6c83eddbd
truncate name if longer than 10 chars
2010-06-18 14:46:16 +12:00
Paul Chote
331706d75e
Fix crash on repair non-buildables (fact,proc). Allow special powers to depend on them too.
2010-06-17 23:48:00 +12:00
Chris Forbes
1088e30158
fix small bug in BuildPaletteWidget - incorrectly used cash rather than cash+ore
2010-06-16 20:27:51 +12:00
Chris Forbes
5f58379f5b
reenable cash sounds; if you want to disable them for your mod, don't set those evaAlerts properties. (as done in cnc); add SplitOreAndCash property to MoneyBinWidget, restoring old RA behavior (cnc is unchanged)
2010-06-16 20:18:01 +12:00
Paul Chote
40ba80b1e3
Use palette indices that map to sane colors in both games.
2010-06-16 01:18:09 +12:00
Paul Chote
5f83f97747
Link harvesters with refineries.
2010-06-15 20:05:49 +12:00
Paul Chote
f4421d89ea
Fix tooltip crash on non-buildable prereq
2010-06-15 18:17:40 +12:00
Chris Forbes
c3e15aab7d
hacky fix for productionqueue desync (e3, etc)
2010-06-15 08:42:40 +12:00
Chris Forbes
0e0a8802ab
enhance sync to work with nested syncable types, and properties
2010-06-15 01:15:41 +12:00
Paul Chote
06a78cd73d
Deathweapon capability, refactoring, and Pip polishing on Silo, Proc, Harv. Lose ore on silo death.
2010-06-14 22:15:43 +12:00
Paul Chote
24edba34a7
Remove thief; transfer ore along with stolen silo/proc.
2010-06-14 20:59:35 +12:00
Paul Chote
283512f314
Spend ore before cash; lose ore > capacity.
2010-06-14 20:59:35 +12:00
alzeih
9425fb1def
Fix unnecessary duplication and get a better UI out of it
2010-06-14 14:05:20 +12:00
alzeih
889d736d35
Use images for music player (public domain - but find better ones)
2010-06-14 01:37:58 +12:00
alzeih
7b837fd6c4
Prevent changes when marked as ready
2010-06-14 00:55:22 +12:00
alzeih
3ac0ca6a65
BuildPalette tooltips show build time (+ in red if in low power)
2010-06-14 00:18:36 +12:00
Paul Chote
de6434c0f1
Use the same model for ra (but let proc hold ore as before)
2010-06-13 22:00:39 +12:00
Paul Chote
aba5c777db
The original method worked better; take the best of both worlds
2010-06-13 22:00:39 +12:00
Paul Chote
640ac9b8e6
Trial a new resource model in cnc
2010-06-13 22:00:05 +12:00
Chris Forbes
09b58f46d9
remove some spikes
2010-06-13 21:42:14 +12:00