Chris Forbes
11b926a422
fix case
2010-02-27 20:17:27 +13:00
Chris Forbes
5dc240d390
some fixes to shake code
2010-02-27 19:40:57 +13:00
alzeih
5db5829bb6
naming conventions (Pascals not camels)
2010-02-27 18:55:09 +13:00
alzeih
39b91bc894
Temporary: Add shake to building destroy
2010-02-27 18:55:08 +13:00
pchote
49edeb9549
Custom build sounds for walls
2010-02-27 18:04:38 +13:00
Chris Forbes
a72d19e754
converted to GPLv3
2010-02-16 21:20:41 +13:00
Chris Forbes
eeaf51a859
added custom sell value trait. this fixes sell/repair on FACT, and buy/sell exploit on PROC
2010-02-11 11:56:07 +13:00
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