Paul Chote
96cd0e2259
Render building previews
2010-11-24 13:43:07 +13:00
Paul Chote
fc5830a687
Added int2.Clamp(Rectangle). All queries for map geometry use map.Bounds.
2010-11-24 12:24:48 +13:00
Paul Chote
1dfe437641
Refactor Viewport.
2010-11-24 11:57:18 +13:00
Paul Chote
b8eda5a152
Tidy more uses of BottomRight/TopLeft, bogus location of FormatTime.
2010-11-24 11:37:18 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc
Kill Map.XOffset / Map.YOffset.
2010-11-24 10:26:38 +13:00
Paul Chote
00dc91cf49
Standardise Theater -> Tileset.
2010-11-24 10:09:51 +13:00
Paul Chote
3a2279f378
Set cursor position based on mouse click location.
2010-11-23 21:39:34 +13:00
geckosoft
8085bcb232
Textfield cursor support and forward-delete (rewritten by pchote).
2010-11-23 21:39:34 +13:00
Chris Forbes
5e6f325df1
#377 fixed
2010-11-23 21:39:34 +13:00
Paul Chote
2072b78489
Remove duplication from PasswordFieldWidget.
2010-11-23 21:39:34 +13:00
Paul Chote
41665f7e95
AOE Iron Curtain
2010-11-23 21:38:28 +13:00
geckosoft
be701007df
Changed: DrawRangeCircle now accepts a float instead of an int
2010-11-23 15:59:04 +13:00
Chris Forbes
730ed8c597
finished removing ctors from Order
2010-11-23 15:33:15 +13:00
Chris Forbes
7b5be4a0ec
remove more ctors
2010-11-23 15:30:21 +13:00
Chris Forbes
da5830845b
remove another ctor
2010-11-23 15:24:45 +13:00
Chris Forbes
23e6eada26
another ctor removed
2010-11-23 15:20:11 +13:00
Chris Forbes
490b0801a0
start removing weird ctors on Order
2010-11-23 15:14:48 +13:00
Chris Forbes
49ab704a84
add ctor & readonlys for required args
2010-11-23 14:04:39 +13:00
Chris Forbes
4a12b78f14
experiment -- _Order is a mutable builder-object for Order, implicitly convertible
2010-11-23 13:59:43 +13:00
Chris Forbes
656dbdcd28
add Order.ExtraLocation as a second int2 parameter
2010-11-23 13:56:04 +13:00
Chris Forbes
88398afba6
symmetry between reading and writing int2
2010-11-23 13:06:37 +13:00
Chris Forbes
2f74207bf6
tighten order encoding
2010-11-23 12:58:59 +13:00
Paul Chote
dba7335594
Fix a pile of compiler warnings.
2010-11-21 13:10:22 +13:00
Paul Chote
1461309dba
Use the Gl renderer by default on all platforms.
2010-11-21 13:10:22 +13:00
Paul Chote
ccf66cde2f
Expose Graphics.Renderer setting; Refactor Renderer.Null.
2010-11-21 13:10:19 +13:00
Paul Chote
f2a20a182e
Begin work on the glsl renderer. Renders blue blocks for chrome-rgba.
2010-11-21 13:10:18 +13:00
Paul Chote
64a7592fed
Rename OpenRA.Gl -> OpenRA.Renderer.Cg
2010-11-21 13:10:18 +13:00
Paul Chote
bfb076b9bc
Refactor IShader to take a name instead of a stream.
2010-11-21 13:10:18 +13:00
Chris Forbes
5292272902
#186 unlimited power devhack
2010-11-21 12:36:18 +13:00
Chris Forbes
1db3ce4b59
some usings cleanup
2010-11-21 12:25:22 +13:00
Chris Forbes
d78dde4db1
fix ModData still being bogus about custom sequences
2010-11-21 11:26:22 +13:00
Chris Forbes
e4bb788fb9
#366 only host can see AI players in a lobby -- fixed
2010-11-21 11:11:29 +13:00
geckosoft
be9f52e029
Changed: Mounts the map' IFolder with least possible priority, allowing the map to has its own assets
2010-11-21 10:59:26 +13:00
geckosoft
000dd6de7b
ed: Made it possible for maps to define custom & override existing voices
2010-11-21 10:57:36 +13:00
geckosoft
5e8e4dd9d5
Changed: Made it possible for maps to define custom & override existing weapons
2010-11-21 10:57:36 +13:00
geckosoft
b31a35d34b
Changed: Made it possible for maps to contain custom sequences (allowing 100% custom map-specific units to be 'build')
2010-11-21 10:57:16 +13:00
Bob
a7f42dcf0c
fix interaction between autoattack and idleanimation
2010-11-16 20:32:00 +13:00
Chris Forbes
c1eacc225d
fix DrawLineToTarget drawing from the ground below flying units
2010-11-14 21:27:17 +13:00
Bob
6cf9939ab3
remove staticness on Server
2010-11-14 21:26:50 +13:00
Bob
80e897abfb
add Util.RunActivity, and have Actor.Tick use it. fix medic autoheal
2010-11-14 18:36:36 +13:00
Bob
e7a07ea9c3
Add target param to INotifyAttack. Remove target field from AttackOmni
2010-11-14 16:03:01 +13:00
Bob
f8e6245903
make order queuing work for buildings and turreted units, too
2010-11-14 15:48:02 +13:00
geckosoft
622f9bfe71
Added: forceQueue to IOrderTarget' CanTargetUnit / CanTargetLocation
...
Added: forceQueue to all related methods
Added: Only shows the select cursor IF hovering over a unit AND the orders return the 'default' icon
2010-11-13 17:46:36 +13:00
geckosoft
0e750a3f25
Cleanup: Idle activity now reuses itself instead of returning null (causing another Idle object to be created)
2010-11-13 17:43:41 +13:00
geckosoft
5b71bee4c8
Added: ISelectionColorModifier
2010-11-13 17:08:00 +13:00
Bob
75e7124af0
oops
2010-11-13 17:07:48 +13:00
geckosoft
9e93edf336
Changed: Made GenericSelectTarget & GenericSelectTargetWithBuilding more generic (now it accepts an optional 'expected' mouse button) default => left (as it was hardcoded)
2010-11-13 17:03:24 +13:00
geckosoft
5608756a24
Moved: AutoAttack key handling out of core => RA
...
Added: AttackMoveInteraction to RA & CNC rules
2010-11-13 17:02:48 +13:00
geckosoft
ebca421856
Moved: BaseBuilding out of core => RA
...
Implemented: INotifyKeyPress for World traits (to respond on key pressed)
Moved: GotoNextBase (backspace key) out of core => RA
Added: GotoNextBase trait to both RA & CNC
2010-11-13 17:01:35 +13:00