Chris Forbes
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5a3f5d9f3a
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move BuildState into BaseBuilder where it belongs
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2011-08-21 19:37:22 +12:00 |
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Chris Forbes
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b95f49d6f3
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remove pointless null checks for owner
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2011-08-21 19:34:45 +12:00 |
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Chris Forbes
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ee2be405ca
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fix AppearsFriendlyTo/AppearsHostileTo
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2011-08-21 19:31:20 +12:00 |
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Chris Forbes
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d75784df64
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factor out build palette overlays; add timers
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2011-08-21 14:26:28 +12:00 |
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Chris Forbes
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96860033fb
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#1121 fixed -- [Sync] and ISync inheritance rules made the same
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2011-08-21 10:58:16 +12:00 |
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Chris Forbes
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8cc455d23f
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fix #1105; decloak sound was never used
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2011-08-21 10:21:07 +12:00 |
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Chris Forbes
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a9d25b603c
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factor out duplicated hardcoded font in CashTick
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2011-08-17 07:52:35 +12:00 |
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Chris Forbes
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e922051282
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factor formatting code out of CashTick ctor
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2011-08-17 07:52:35 +12:00 |
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Chris Forbes
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257bd6f431
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fixed #849 -- forceMove plumbing removed, noone uses it.
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2011-08-17 07:52:35 +12:00 |
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Chris Forbes
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67b4ef3084
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#1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements
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2011-08-17 07:52:35 +12:00 |
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Chris Forbes
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55ec88316a
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#1050 Extract generic PlayMusicOnMapLoad trait from cnc shellmap script
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2011-08-17 07:52:34 +12:00 |
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Chris Forbes
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36f6e503ef
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clean up some of the noise in Move
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2011-08-15 14:48:17 +12:00 |
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Chris Forbes
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a74fd17d39
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remove a Turreted lookup every render for RenderBuildingTurreted
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2011-08-15 14:32:10 +12:00 |
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Chris Forbes
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1aa80e0377
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fix #960 -- HackyAI shouldn't put itself in low power so much.
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2011-08-15 14:23:54 +12:00 |
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Chris Forbes
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5546e977a8
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add audio feedback for Stop order
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2011-08-13 15:01:42 +12:00 |
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Chris Forbes
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c4666df6b9
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fix long line in Mobile
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2011-08-13 15:01:41 +12:00 |
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Chris Forbes
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54df44d43a
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split recoil into PrimaryRecoil/SecondaryRecoil; make recovery rate configurable per turret; #1069
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2011-08-13 15:01:41 +12:00 |
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Chris Forbes
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954b0a617f
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don't consider HideMapCrateAction if the player has GPS
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2011-08-13 15:01:41 +12:00 |
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Chris Forbes
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ca385e41ea
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fix bogus file name for HideMapCrateAction
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2011-08-13 15:01:41 +12:00 |
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Chris Forbes
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9f0f8d381f
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map scatter->move for audio; #1093
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2011-08-13 15:01:41 +12:00 |
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Chris Forbes
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d3def71340
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Add ReturnToBase (F) support for aircraft; #1084
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2011-08-13 15:01:41 +12:00 |
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Chris Forbes
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663a323f29
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remove trait lookup spam everywhere for IOccupySpace.
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2011-08-13 15:01:41 +12:00 |
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Chris Forbes
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aff3111eac
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internals for #919
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2011-08-13 15:01:41 +12:00 |
|
Curtis S
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b6560e6026
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Fixed #1090; pilots don't drop for dead players
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2011-08-13 15:01:40 +12:00 |
|
Chris Forbes
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f2867fbc61
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UnregisterEvents functions do not need to be public
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2011-08-13 15:01:40 +12:00 |
|
Chris Forbes
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8d9f7b715d
|
remove Lock Teams checkbox from RA lobby
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2011-08-09 08:51:36 +12:00 |
|
Chris Forbes
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9b9f13ed1b
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remove some duplication in LobbyLogic's color picker handling
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2011-08-09 08:51:36 +12:00 |
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Chris Forbes
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e329c9dc55
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fix some whitespace issues in LobbyLogic
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2011-08-09 08:51:36 +12:00 |
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Chris Forbes
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89a209ff52
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remove bogus FirstOrDefault + deref in Teleport; just use Trait<>
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2011-08-09 08:51:36 +12:00 |
|
Chris Forbes
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4e11702a99
|
fix #1088; gpsdot should not be given to opponents
|
2011-08-09 08:51:36 +12:00 |
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Chris Forbes
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2bf7cb1496
|
fix #1052; tidy up *Init; route initial turret facing for husks through new TurretFacingInit
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2011-08-09 08:51:36 +12:00 |
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Chris Forbes
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096fe7759c
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fix ThrowsParticles/ThrowsParticle naming inconsistency
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2011-08-09 08:51:35 +12:00 |
|
Chris Forbes
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5a9cb18881
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fix #1070; allow GiveCashCrateAction to generate a cashtick
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2011-08-09 08:51:35 +12:00 |
|
Chris Forbes
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fa78793927
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fix #1057 -- bogus trait lookup in RenderUnitSpinner
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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ddc1311d87
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Make RenderUnit require IFacing; RenderSimple can be used for crates, mines, etc; fix husk facing init
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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833533b4c3
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fix #1056
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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7429c8ef89
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don't look up IFacing (twice!) every frame for every actor with RenderUnit; fixes #1054
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2011-08-09 08:51:35 +12:00 |
|
Paul Chote
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c84f53c10d
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Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061.
|
2011-07-27 21:48:32 +12:00 |
|
Paul Chote
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08ed7f0316
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Hook up empty/full harvester husk variants in RA.
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2011-07-27 20:09:37 +12:00 |
|
Paul Chote
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5fe5addc0c
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Make Harvester.Fullness an int
|
2011-07-27 20:00:23 +12:00 |
|
Paul Chote
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d9174b7e3b
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Kill RenderSimple.OverrideTileset/OverrideImage.
|
2011-07-27 13:36:48 +12:00 |
|
Paul Chote
|
3972836cd6
|
Don't allow engineers to repair neutral structures, it conflicts with capturing.
|
2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
00ba03cbce
|
Fix #1062
|
2011-07-27 13:36:46 +12:00 |
|
Paul Chote
|
648979c8ae
|
Fix a crash in Demolish
|
2011-07-27 13:36:40 +12:00 |
|
Paul Chote
|
cf9ac8d801
|
Fix a dumb crash & avoid a trait lookup in DragHusk
|
2011-07-26 10:01:32 +12:00 |
|
Paul Chote
|
0a5f81c39e
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Drag husks to their final location. Fixes #730.
|
2011-07-25 23:50:11 +12:00 |
|
Paul Chote
|
49cbaeb1d2
|
Fix a crash when an infantry is crushed and killed by conventional means in the same tick.
|
2011-07-25 22:23:21 +12:00 |
|
Paul Chote
|
9270c9c6b7
|
Don't clear RA production queues whenever anything dies.
|
2011-07-25 22:23:21 +12:00 |
|
Paul Chote
|
eadf6fe6cf
|
Rename RenderBuildingOre -> RenderBuildingSilo
|
2011-07-25 22:23:21 +12:00 |
|
Paul Chote
|
2231940056
|
Harvesters harvest the cell in front of them; fix harvester target lines; split harvester activities into their own (correctly named) files.
|
2011-07-25 22:23:21 +12:00 |
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