Paul Chote
6821238710
Extendable palette definitions. Contains many regressions, bugs and general hacks
2010-02-05 11:02:41 +13:00
Paul Chote
f0ae162fb0
New extendable mechanism for disabling units
2010-01-25 20:19:02 +13:00
Chris Forbes
38e7590422
MRJ works; moved ProvidesRadar.IsActive update to Tick to avoid desync if any other actor code relies on it.
2010-01-23 10:37:53 +13:00
Bob
6688716aa5
find/replace "Game.world." -> "self.World." in all traits and activities.
2010-01-21 13:15:05 +13:00
Bob
510a30b13d
rewrote IsCloseEnoughToBase; it works PROPERLY now. removed dead code in BIM. fixed wrong default in BuildingInfo.
2010-01-18 15:02:03 +13:00
Chris Forbes
e160825398
RA special infantry all in mod dll now
2010-01-17 10:40:51 +13:00
Chris Forbes
59c0791d93
renamed OpenRa.Game.* to OpenRa.*; a few other bits
2010-01-17 09:30:53 +13:00
Bob
a3e071c60f
moved InitialFacing from OwnedActor to Unit
2010-01-13 11:54:20 +13:00
Bob
4a004eda0f
fixed Building.unitInfo
2010-01-12 20:18:36 +13:00
Bob
b21e1adc2d
Fixing uses of legacyInfo.WaterBound
2010-01-12 19:31:06 +13:00
Bob
4ddf03fc64
// yes, that is how real-ra does it.
2010-01-12 16:28:39 +13:00
Chris Forbes
df330f3151
fixing some more bits
2010-01-12 15:47:11 +13:00
Chris Forbes
5faa1ea724
more
2010-01-11 19:07:22 +13:00
Chris Forbes
4b19f1dfe5
sight moved to Unit/Building
2010-01-11 18:37:35 +13:00
Chris Forbes
e7f9023aca
started porting traits to use new trait args.
2010-01-10 18:55:10 +13:00
Chris Forbes
99a61ca8d9
renamed Info to LegacyInfo, marked Obsolete. added NewUnitInfo ref as Info.
2010-01-10 18:28:24 +13:00
Chris Forbes
12b84a8468
finished building *Infos
2010-01-10 17:28:05 +13:00
Bob
b24983f0ef
basic Sync checking. No protocol stuff yet; just checks that input events are well-behaved.
2010-01-09 14:25:54 +13:00
Chris Forbes
c344045955
split IOrder
2010-01-09 11:49:12 +13:00
Paul Chote
b570f3c9a7
Pedantic about wording
2010-01-08 01:32:50 +13:00
Paul Chote
f3fd108a23
Refactor building power-down and Invulnerable effect. Introduces render bugs on state change (effects appearing/dissapearing a frame too late)
2010-01-08 01:26:30 +13:00
Paul Chote
0e05f4db5c
Iron Curtain and Powerdown palette effects
2010-01-08 00:45:41 +13:00
Paul Chote
b4f097c23c
Audio feedback on powerdown/up
2010-01-05 00:18:29 +13:00
Paul Chote
ac18d0ab44
Temporarily hack in a powerdown effect until we do it properly
2010-01-05 00:08:05 +13:00
Paul Chote
5fdba51536
Clarify method name
2010-01-04 21:12:35 +13:00
Paul Chote
88c3e21ed0
Selectively power-up/down buildings via chrome
2010-01-04 21:04:57 +13:00
Chris Forbes
6b1857e0b6
use RepairIndicator rather than renderer hack
2010-01-02 17:52:24 +13:00
Alli
3b53f692df
repairing buildings mostly complete
2010-01-02 17:20:08 +13:00
Chris Forbes
27e47cd066
more wiring for selling
2010-01-02 12:40:09 +13:00
Chris Forbes
96728262e6
fix dumb building/tree placement stuff
2009-12-22 23:05:49 +13:00
Chris Forbes
07b5b4c164
revamp of damage notifs; added Explodes
2009-12-19 10:42:35 +13:00
Chris Forbes
bcea1f01b0
power tracks damaged/destroyed correctly
2009-12-08 20:33:54 +13:00
Bob
74b7d21d4b
renamed Actor.unitInfo to "Info"; other minor changes
2009-12-05 19:12:29 +13:00
Chris Forbes
2435e48a82
trimming 'using' crap
2009-12-05 14:23:59 +13:00
Chris Forbes
cf54a47b0c
TreeCache dies; trees & MINE have unitinfo
2009-12-03 18:59:11 +13:00
Chris Forbes
da84b66424
moved inner classes out of UnitInfo for brevity. added money-up and money-down sounds. added slow view of money changes, like real-ra.
2009-11-29 15:26:55 +13:00
Bob
c285f1d210
Cleaned up some casts. (BuildingInfo)
2009-11-14 02:57:52 +13:00
Matthew Bowra-Dean
abac3bd59d
Seperated power into 'power provided' and 'power consumed'
2009-11-10 19:01:40 +13:00
Matthew Bowra-Dean
a96a7523c8
Beginnings of building power tracking
2009-11-09 21:57:42 +13:00
Chris Forbes
a903cb2cbe
added ToString to int2 so it works nicely in debugger; fixed #49 map buildings
2009-10-31 19:02:51 +13:00
Bob
6306690730
Killed that fail TechTree, and added a new one to Rules.
2009-10-30 09:04:33 +13:00
Chris Forbes
a4c344523f
pushed bibs down into the smudge layer; made Game static
2009-10-20 20:47:04 +13:00
Bob
707ba7d957
Locked frame times; SAM, GUN, AGUN work again.
...
- all frames are 40ms long. (except something in the sidebar, which should really be PlayFetchIndex anyway)
- SAM, GUN, and AGUN no longer crash the game when built. (Turreted used Mobile, which those buildings don't have)
2009-10-20 00:57:50 +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
3b1558d678
splitting traits into own files
2009-10-13 21:11:21 +13:00