reaperrr
f03617bbe5
Move Console commands to Mods.Common
2014-10-03 23:19:27 +02:00
reaperrr
ab30e8a993
Move FloatingText effect to Mods.Common
2014-10-03 23:08:42 +02:00
reaperrr
a7d3ff973e
Move Explosion effect to Mods.Common
2014-10-03 23:08:41 +02:00
Paul Chote
cb85da6712
Merge pull request #6632 from steelphase-forks/common-widgets
...
Mods.Common Widgets
2014-10-04 10:06:05 +13:00
steelphase
2f87a62ee8
Mods.Common Widgets
...
Moved over Widgets that don't require a bunch of things to move.
2014-10-01 09:48:41 -04:00
Paul Chote
fd14ebddb8
Remove the now-redundant ScriptInvulnerable trait.
2014-10-01 21:50:18 +13:00
Paul Chote
b6d17d3034
Expose upgrades to map scripts.
2014-10-01 21:50:18 +13:00
Paul Chote
8a014393a3
Rename UnitUpgradeCrateAction to GrantUpgradeCrateAction.
2014-10-01 21:29:22 +13:00
Paul Chote
abba61dd8c
Replace RemoveOnConditions with KillsSelf.
...
Upgrades offer more flexibility than prerequisites.
2014-10-01 21:29:21 +13:00
Paul Chote
bb44d76762
Add a GrantUpgradeWarhead and initial TS EMP implementation.
2014-10-01 21:29:21 +13:00
Paul Chote
968486a03e
Reimplement iron curtain as a generic stat upgrade.
2014-10-01 21:29:19 +13:00
Paul Chote
c697a1e7b4
Add a UnitUpgradeManager trait.
...
This introduces support for timed upgrades, starting with crate buffs.
2014-10-01 21:28:45 +13:00
Matthias Mailänder
867ebcec3b
port allies-01 to new Lua API
2014-09-28 10:53:01 +02:00
steelphase
7199b6fd96
Mod Chooser move.
...
Moved code for mod chooser to mod.common.
2014-09-21 14:27:20 -04:00
steelphase
f948bf0d1b
Add Mod.Common Graphics
...
Moved Graphics to Mod.Common
2014-09-21 01:34:35 -04:00
Alexander Fast
08890b0994
Added IUtilityCommand and move default commands into Mods.Common.
2014-09-21 10:15:50 +12:00
steelphase
3a72153a3d
Create Mods.Common
...
Create a small base for Mods.Common and update solution and makefile to use it
2014-09-19 22:05:45 -04:00
Matthias Mailänder
bf02d60e30
Merge pull request #6283 from reaperrr/sprite-barrel
...
Adds WithBarrel trait
2014-09-14 12:54:09 +02:00
reaperrr
60eae9f229
Replace Wall trait with BlocksBullets
2014-09-14 01:33:47 +02:00
reaperrr
4b94d964ca
Adds WithBarrel trait.
2014-09-14 01:24:42 +02:00
reaperrr
409d6a046d
Rename CrushableInfantry to Crushable, adapt to WithDeathAnimation.
...
Make Crushable compatible with non-mobile actors.
Change RA, TD and TS infantry die-crushed sequence ZOffsets in preparation
for future engine changes.
Add descriptions and CrushedByFriendlies to Crushable.
Adapt code to factor in whether the palette is a player palette.
2014-09-13 17:21:30 +02:00
reaperrr
3dd5fe988d
Move SpawnsCorpse functionality from RenderInfantry into its own WithDeathAnimation trait.
...
Add descriptions and player palette booleans to WithDeathAnimation.
2014-09-13 15:57:06 +02:00
Matthias Mailänder
c204e185bc
Merge pull request #6388 from DeadlySurprise/bleed
...
Closes #6198
2014-09-08 06:03:50 +02:00
obrakmann
d56c1fa450
Merge pull request #6378 from Mailaender/desert-shellmap-lua-cleaning
...
Desert shellmap Lua maintenance
2014-09-06 23:14:09 +02:00
DeadlySurprise
7183c52a2e
Adds damage debug overlay
2014-09-06 16:16:36 +02:00
Matthias Mailänder
52aba46b10
Merge pull request #6392 from ingemaradahl/debug-symbols
...
Copy mod .mdb symbol file together with .dll
2014-09-06 13:40:59 +02:00
Alexander Fast
16965d5797
Improves tab completion in chat.
...
Pressing tab after completion now cycles to the next candidate.
2014-09-03 11:43:26 +02:00
Ingemar Ådahl
03815a1c8d
Copy mod .mdb symbol file together with .dll
...
Allows for MonoDevelop to debug execution in mod library properly.
2014-09-02 21:15:47 +02:00
Matthias Mailänder
a7389a0e45
make this a seasonal easter egg
2014-08-31 20:38:16 +02:00
Tiago Sousa
ce68d67f0b
Disallow same/similar colors ( fixes #2820 )
2014-08-30 01:53:38 +01:00
ScottNZ
b70395e27c
Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.
2014-08-27 18:45:09 +12:00
Curtis Shmyr
fa8229d53b
Implement IRenderInfantrySequenceModifier for ScaredyCat and TakeCover
2014-08-23 14:42:55 -06:00
Oliver Brakmann
74c45d5d21
Add reinforcements functions to Lua API
2014-08-23 16:21:40 +02:00
UberWaffe
a1e51b71d6
AI Support Power Meta Data implemented.
...
Changes included:
Decision can be defined for the AI support powers, governing their targeting.
Each decision can be made up of multiple considerations.
2014-08-23 12:01:30 +02:00
Paul Chote
50fea12a80
Remove now-redundant AbsoluteSpreadDamageWarhead.
2014-08-23 17:14:11 +12:00
Paul Chote
8e8e02dae8
Move warheads into mod code.
2014-08-23 17:14:10 +12:00
WolfGaming
d619fbfbbe
Added a trait that removes an actor when prereqs are met, with delay.
2014-08-21 18:42:37 +00:00
Paul Chote
520df8242d
Merge pull request #6217 from Mailaender/starting-units-classname
...
Fixed lobby start unit notifications not showing class names
2014-08-19 10:15:12 +12:00
Matthias Mailänder
fa2b2bea0b
beautify starting unit notification when joining server
...
move LobbySettingsNotification into it's own ServerTrait
2014-08-17 07:39:34 +02:00
Curtis Shmyr
cb4bd52fc0
Added more Lua functions
2014-08-15 19:51:02 -06:00
Oliver Brakmann
819eb64011
Add end game dialog
2014-08-08 13:35:49 +02:00
Oliver Brakmann
8cec848a0f
Add a mission objectives GUI panel
2014-08-08 13:35:49 +02:00
Oliver Brakmann
cca6646927
Add mission objectives to Lua interface
2014-08-08 13:35:43 +02:00
Oliver Brakmann
6e3000ab0e
Make Conquest- and StrategicVictoryConditions use objectives backend
...
Note: 3rd party KotH maps will need to be modified to work correctly
with this change. Previously, StrategicVictoryConditions was a
supplement to ConquestVictoryConditions. After this change, each works
by itself. So KotH maps will need to remove the ConquestVictoryConditions
trait from the player definitions, or both victory conditions will have
to be satisfied to win the game.
2014-08-07 16:56:17 +02:00
Oliver Brakmann
a3bf3e7403
Add support for mission objectives
...
Objectives can be either primary or secondary objectives. Primary ones
influence the outcome of the game. If all primary objectives are
completed the game is won, and lost when any of them fails.
Objectives can be added at any stage during the game, allowing to react
dynamically to game events.
The objectives backend only contains the information about the
objectives themselves. It does not check if objectives are completed or
failed. Instead, the state of objectives must be manually marked. The
backend, however, does check whether the game is won or lost.
2014-08-07 16:56:17 +02:00
Paul Chote
1a4f476ffa
Replace CloakCrateAction with upgrades.
2014-08-07 20:44:30 +12:00
Paul Chote
0ca5336072
Reimplement UnitUpgradeCrate using IUpgradable.
2014-08-07 20:43:27 +12:00
Paul Chote
bf5da145b0
Introduce IUpgradable and purchasable unit upgrades.
2014-08-07 20:40:47 +12:00
Chris Forbes
c482e97060
Merge pull request #6152 from Mailaender/money-crate
...
Added money crates to be spawned by destroyed supply trucks
2014-08-04 10:39:29 +12:00
Taryn Hill
b6fd757672
Merge pull request #6030 from UberWaffe/CustomWarheads
...
Custom Warheads refactor
2014-08-03 10:35:36 -05:00