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
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
geckosoft
604aae5980
Fixed : #281 for regular (read: right-click) commands (Modified by pchote)
2010-11-23 15:59:05 +13:00
geckosoft
fef6285436
Fixed: issue #277 (Surrender button no longer visible when won or lost)
2010-11-23 15:59:04 +13:00
geckosoft
1ff39761b7
Fixed: Bug in StrategicProgressWidget.FindFirstWinningPlayer
2010-11-21 10:59:34 +13:00
geckosoft
8efb717cf4
Changed: Cleaned up the StrategicProgressWidget a bit
2010-11-21 10:59:33 +13:00
geckosoft
175b07c0ff
Added: StrategicProgressWidget to show the capturing progress (including custom gfx)
...
Fixed: Sync on unsyncable field type
Added: StrategicProgressWidget to both cnc & ra
2010-11-21 10:59:32 +13:00
Chris Forbes
9584c78500
hack around ICE in gmcs-2.6.7; feature wasn't used anyway
2010-11-15 19:59:07 +13:00
geckosoft
8df47f5a60
Added: UnitStanceDefensive
2010-11-13 17:44:45 +13:00
geckosoft
0e6dbe28a8
Changed: Renamed UnitStanceGuard => UnitStanceHoldGround
2010-11-13 17:43:09 +13:00
geckosoft
05f6958286
Changed: From running on the local player, to running on all players
2010-11-13 17:38:41 +13:00
geckosoft
6b40abb58c
Implemented: Stances
...
Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire)
Added: WorldCommandWidget (to be able to set said stances)
Added: WorldCommandWidget to ra (cnc will follow, later on)
Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances)
Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
2010-11-13 17:26:42 +13:00
geckosoft
8b3512e2f1
Changed: Build palette hotkeys cannot be triggered anymore when used together with a modifier
2010-11-13 17:08:30 +13:00
Bob
10ed3db71d
made all orders queuable
2010-11-13 15:53:08 +13:00
Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
geckosoft
2fb72155eb
Added: Missing IngameObserverChromeDelegate.cs file (for spectator)
...
Fixed: Some spectator gui issues (@ gamelobby.yaml / LobbyDelegate.cs)
2010-11-01 03:35:55 +01:00
Paul Chote
9c944924de
Fix a pile of compile warnings and debug log spam. Fix <playername> (Dead) in chat
2010-10-14 19:40:00 +13:00
Bob
20276291ce
move Game.world onto OrderManager. use call IssueOrder on world and/or on orderManager, not on Game
2010-10-12 17:30:27 +13:00
Bob
c974e61680
remove refs to Game.world in widgets
2010-10-12 17:30:22 +13:00
Bob
6ea2a06e4b
pass WorldRenderer to Widget.Draw, DrawInner
2010-10-12 17:27:08 +13:00
Bob
0873741983
don't pass world to Widget.Tick, either
2010-10-12 17:24:17 +13:00
Bob
cb1deacbb2
pass world into CheckSync. don't pass world into Widget.DrawInner
2010-10-12 17:24:12 +13:00
Bob
beecb8aeb1
remove redundant parameter from ObjectCreator.Param attribute
2010-10-12 17:23:57 +13:00
Bob
6a25d989a7
remove many references to Game.world
2010-10-12 17:23:55 +13:00
Bob
3724f46a3e
remove world arg to SyncLobbyInfo and HandleInput
2010-10-12 17:22:14 +13:00
Chris Forbes
79d6eb4a2b
some widgets cleanup
2010-10-10 15:09:26 +13:00
Bob
26d1db778e
push the check-synchash-doesn't-change pattern into a utility fn. furthur reduce the number of uses on Game.world
2010-10-07 22:07:11 +13:00
max621
44fe0396bb
Added shift+right click on build menu cancels 5 orders. Added ctrl+shift+right click on build menu cancels all orders
2010-10-07 18:23:26 +13:00
Bob
14e517cab5
Autoflush renderer. Sprite.DrawAt convenience function.
2010-09-24 18:11:03 +12:00
Bob
ac8d408ba7
allow queuing non-buildings while the queue is ready
2010-09-22 08:02:20 +12:00
Bob
3165ec5359
create widgets on demand
2010-09-22 08:02:03 +12:00
Bob
f4699132d6
made OpenWindow and CloseWindow static
2010-09-22 08:02:00 +12:00
Bob
aff6889995
moved traits from engine into mod
2010-09-20 20:58:42 +12:00
Paul Chote
652f06f604
Route the power check for support powers via the tech tree
2010-09-18 20:46:01 +12:00
Paul Chote
ce9caec291
Begin splitting power into its own trait; incomplete and non-working.
2010-09-18 20:46:00 +12:00
Chris Forbes
1fb336b7da
unwtf the editor a bit
2010-09-18 13:26:45 +12:00
Paul Chote
ca32d51375
Enable music player
2010-09-10 19:45:22 +12:00
Paul Chote
dbbdc171d2
Use the new-format sequences.
2010-09-09 20:31:53 +12:00
Paul Chote
c8c96b9f6b
Fix crash when losing fact with building ready to place
2010-09-08 03:22:05 +12:00
Paul Chote
9de22add08
Fix ra queue visibility
2010-08-28 01:29:23 +12:00
Paul Chote
853e60f76e
Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle.
2010-08-27 23:51:12 +12:00
Paul Chote
88dfbe657c
Route "Can i build X" queries via the appropriate ProductionQueue
2010-08-27 01:18:09 +12:00
Paul Chote
226fd167e7
Category dies in a fire
2010-08-27 00:32:00 +12:00
Paul Chote
cedfeab63c
PrimaryBuilding is no longer necessary in cnc; remove cruft from BuildPaletteWidget
2010-08-26 23:49:14 +12:00
Paul Chote
61ebe0d0a0
Per-structure queues for cnc
2010-08-26 23:11:54 +12:00
Paul Chote
267d89a459
Remove BS from ProductionQueue. Move ProductionQueue onto a structure for queue-per-building.
2010-08-26 23:11:53 +12:00
Paul Chote
1d7ca206f4
Clean up Buildable vs Tooltip vs Valued. cnc only.
2010-08-26 23:11:53 +12:00
Paul Chote
b17e6900ec
Awesome loadscreen for ra; crashfixes
2010-08-25 20:15:45 +12:00
Paul Chote
8e42dd95fc
RGBASpriteRender doesn't care about palettes
2010-08-25 20:15:44 +12:00