Matthias Mailänder
442241b6cd
fix Exception: Tried logging to non-existant channel debug
2014-10-24 19:37:22 +02:00
steelphase
628463f920
remove copy local
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remove copy local from project references
2014-10-08 02:29:14 -04:00
Matthias Mailänder
dcaef3b0e9
explain the strange console message
2014-06-28 10:38:51 +02:00
Matthias Mailänder
a5ac1aa581
tell us what you are doing
2014-06-28 10:38:33 +02:00
Matthias Mailänder
95c43132c7
only display lint check name when something goes wrong
2014-06-28 10:38:14 +02:00
Matthias Mailänder
492abc0853
don't spam passed checks
2014-06-28 10:37:38 +02:00
Matthias Mailänder
59c12c2a31
now that we check actors and players we can't exclude them
2014-06-28 09:51:50 +02:00
RoosterDragon
38617dc0a9
Run StyleCop on the smaller projects.
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Also add a copy of the rules to the CrashDialog and Irc projects.
2014-06-23 00:03:37 +01:00
RoosterDragon
e0d8d8cf80
Clean up project settings.
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- Create single platform config named x86 and have all projects target x86.
- Remove Release config (broken anyway).
- For the Debug config, ensure TRACE and DEBUG constants are set and unsafe code is allowed for all projects (same as the makefile).
- Warn level 4 and optimizations off were removed from the config automatically by VS (it assumes these values by default, and these match the makefile).
- The CrashDialog project can reuse the icon from the Game project as long as the path is set correctly.
- Fix TS project so it builds (I know it's going but its annoying that the project must be unloaded).
2014-06-20 19:29:54 +01:00
ScottNZ
dbffce81a6
Remove unused usings
2014-06-15 22:16:40 +12:00
ScottNZ
40e9fb93d6
Revert project file changes by RoosterDragon which would cause the TD mod to fail to load for some reason on Windows ( de7a837d94, #5403 ).
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VS will also generate a warning if it tries to source an icon from somewhere not in the project directory, so added it to the CrashDialog folder.
2014-05-26 00:07:30 +12:00
RoosterDragon
de7a837d94
Unify settings for solution and project setups.
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Create a single solution platform named x86.
Ensure both Debug and Release configs build to the root for all projects.
Ensure all Release configs generate pdbs.
2014-05-23 08:16:09 +01:00
Pavlos Touboulidis
63ec6d60e7
Refactoring to remove static Rules & SequenceProvider
2014-05-17 14:32:03 +03:00
Pavlos Touboulidis
603dd1d866
Style fixes
2014-04-24 13:46:06 +03:00
Pavlos Touboulidis
36a660385c
Fix OpenRA.Lint throwing because "perf" log channel does not exist
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Slightly modified the Log class to allow dummy channels that don't
write anywhere, then use it on Lint because map loading writes to
the "perf" channel.
2014-04-23 13:22:14 +03:00
Paul Chote
4935266945
Merge FileFormats dll into Game and reorganise namespaces.
2014-04-17 01:20:47 +12:00
Matthias Mailänder
67cd0645a4
update to .NET 4.0
2014-04-09 20:20:26 +12:00
Paul Chote
c30b18a9d6
Introduce MapCache and MapPreview for improved UI map previews.
2014-03-16 21:45:59 +13:00
Matthias Mailänder
bc7c4ea6cd
don't check map.yaml with empty Rules: section
2014-03-14 10:53:03 +01:00
Matthias Mailänder
4ce31f39c6
lint check maps, too
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closes #4187
2014-03-12 19:05:55 +01:00
Matthias Mailänder
cb43581c91
also check map.yaml Sequences:
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closes #4765
2014-03-03 15:52:56 +01:00
Matthias Mailänder
16edd98300
self-document it
2013-12-05 21:01:27 +01:00
Matthias Mailänder
e05e17c22e
optionally lint check a mod + map.yaml
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closes #3850
2013-12-05 21:01:27 +01:00
Paul Chote
6d6d1e230b
Remove runtime mod merging. Closes #3421 .
2013-11-15 09:54:42 +13:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Matthias Mailänder
fb91b81dd5
rename RALint → OpenRA.Lint
2013-09-20 18:27:47 +02:00