Matthew Bowra-Dean
20458fc552
Move Platform.cs to OpenRA.FileFormats, fix #765 .
2011-05-21 11:35:04 +12:00
Matthew Bowra-Dean
608126483e
Fix #789
2011-05-21 11:34:59 +12:00
Paul Chote
4efebcd6b2
Save packages to the support dir by default, but continue to support mods/*/packages
2011-05-04 20:24:03 +12:00
Chris Forbes
eb3f4ef21d
remove random Application.DoEvents() from Game.cs
2011-04-30 14:31:02 +12:00
Chris Forbes
279413f05b
dont crash on disconnect from lobby
2011-04-30 11:14:25 +12:00
Chris Forbes
c7ee613ca0
add trait query report on disconnect
2011-04-22 11:12:50 +12:45
Paul Chote
b0425aff3b
Renormalize line endings and fix copyright headers again.
2011-04-07 21:15:42 +12:00
Chris Forbes
fbc7200472
fix #572 crash when switching mods while playing music
2011-03-08 20:24:52 +13:00
Chris Forbes
85fe83d608
ignore reservations being collected in worlds other than the one the OM is attached to.
2011-03-05 11:09:56 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
7332c5a6df
Fix editor conversion
2011-02-11 21:50:10 +13:00
Chris Forbes
d3ddefbaa3
add ActionQueue, rather than leaving random variables lying around in Game.cs
2011-01-27 21:46:36 +13:00
Paul Chote
492c025844
Load last mod on startup.
2011-01-27 20:50:04 +13:00
Paul Chote
1bdadb6631
Clear widgets on mod change
2011-01-27 20:50:03 +13:00
Paul Chote
c93bdf73aa
Have a single utility app per platform. Route zip extraction and ra package install to the .net utility app under osx.
2011-01-27 20:50:02 +13:00
Paul Chote
a3f26cec46
Fix sound after mod switching.
2011-01-27 20:50:02 +13:00
Paul Chote
aa319ee403
Begin refactoring utility process launching.
2011-01-27 20:50:02 +13:00
Paul Chote
11aab8705e
Display the selector in all menus. Fix information leakage from previous mod.
2011-01-27 20:50:01 +13:00
Paul Chote
f44903b50f
Support ingame mod switching.
2011-01-27 20:50:01 +13:00
Paul Chote
792c82c2d4
Automatically extract packages. Fix ra.
2011-01-27 20:50:01 +13:00
Paul Chote
421058866d
Better install menu and package downloading.
2011-01-27 20:50:01 +13:00
Paul Chote
42a5b0a993
Fix the hyperspeed shellmap by setting the initial tick time *after* we're done loading.
2011-01-27 20:50:00 +13:00
Paul Chote
6a90f00298
Start tidying things up
2011-01-27 20:50:00 +13:00
Paul Chote
908a927929
Add "Install from web" "Install from CD" and "Quit" buttons to the install menu. "From CD" prompts a system file picker (osx only).
2011-01-27 20:50:00 +13:00
Paul Chote
6c14b78b7c
Load the game into an intermediate state where RAInitDelegate can install packages, etc (an even bigger hack).
2011-01-27 20:50:00 +13:00
Paul Chote
6776d6f906
Load the main menu without loading mixes or creating a shellmap world. A giant hack.
2011-01-27 20:50:00 +13:00
Paul Chote
108b90f192
Allow the ra/cnc package dir to be overridden at launch-time.
2011-01-27 20:50:00 +13:00
Paul Chote
481cc7807b
Don't require a WorldRenderer to draw non-world-rendering widgets.
2011-01-19 20:41:32 +13:00
alzeih
5c343caeaf
Mod version validation
...
- Game.CurrentMods property to query the current mods when no orderManager accessible
- Server sends mod versions to master server on ping
- Client sends mod versions on handshake response
- Validate match on server side of handshake, not client side
2011-01-08 16:00:29 +13:00
Chris Forbes
cf17bc7e5c
clean up perf graph a bit
2010-12-31 20:31:57 +13:00
Paul Chote
cb50182fac
Bugfixes: ZipFile.GetInputStream().GetAllBytes/.Length doesn't work; Divide by zero when no shellmaps are available; UseAsShellmap isn't saved by the editor; Duplicate maps crashes game.
2010-12-30 17:43:44 +13:00
Chris Forbes
44e668e804
choose a random map with MapStub.UseAsShellmap as the shellmap, rather than hardcoding a sha1 in mod.yaml; add editor support for the new flag too.
2010-12-28 19:13:56 +13:00
Chris Forbes
2a0c0bb991
remove unused Game.ConnectedToLobby event
2010-12-28 18:54:10 +13:00
Chris Forbes
5a7c62e24a
fix bogus formatstring in ChooseReplayFilename()
2010-12-27 21:19:38 +13:00
Chris Forbes
29818ba60c
remove dead RejoinLobby function
2010-12-27 21:10:58 +13:00
Chris Forbes
5f37b9e7d2
fix crash in replay playback (no world)
2010-12-19 17:48:48 +13:00
Chris Forbes
4206cf1b09
refactor game joining; add replay joining support
2010-12-19 17:48:47 +13:00
Paul Chote
58a92de5a1
Move widget delegates into Mods.
2010-11-27 11:20:01 +13:00
Paul Chote
1dfe437641
Refactor Viewport.
2010-11-24 11:57:18 +13:00
Bob
6cf9939ab3
remove staticness on Server
2010-11-14 21:26:50 +13:00
Paul Chote
d33806e932
More refactoring
2010-11-10 10:30:25 +13:00
Paul Chote
38486e8184
Move some mod-specific UI code out of Game
2010-11-10 10:30:25 +13:00
Paul Chote
047a09bbbd
Excise previous server extensions code
2010-11-10 10:30:24 +13:00
Chris Forbes
a265d11a5f
make JoinServer public [at Gecko's request]
2010-11-07 08:41:16 +13:00
geckosoft
380e7e8b20
Core: Made stuff public so people (read: openrg) can have its own lobby, based on the core lobby
2010-11-05 19:48:27 +13:00
Bob
94f7c6db97
determine which sprites to render during Render, not Tick
2010-11-01 18:39:50 +13:00
Chris Forbes
d7d0d371c6
(bob) refactor input dispatch; remove public Dispatch*Input from game; (chris) fix build failures due to rebase past gecko
2010-11-01 18:39:37 +13:00
geckosoft
298314626e
Added: Dedicated server support
...
Added: The ability to not render anything when using the client as a dedicated server
Added: The basic server extension (NullServerExtension)
Exposed: Made some fields public, so that the server extension can access it
2010-11-01 17:55:31 +13:00
geckosoft
0112bc4df7
Added : Some missing changes to make WorldGameOver work (ie missing RejoinLobby etc)
...
Warning: Please add the following manually (if you cant find it):
in Game.cs
find
'case ConnectionState.Connected:'
add
if (ConnectedToLobby != null) ConnectedToLobby();
Tried my best to add it in the patch but it failed :(
2010-11-01 17:55:31 +13:00
geckosoft
56598ce2ff
Fixed: crash when starting a new game after disconnecting from own server
2010-11-01 03:46:38 +01:00