Commit Graph

219 Commits

Author SHA1 Message Date
Chris Forbes
7e0b0541e2 fixed ore spreading; units no longer block 2009-11-04 22:59:51 +13:00
Chris Forbes
66fd532db8 ore is now in openra.game 2009-11-04 22:51:17 +13:00
Chris Forbes
0d2b7eb855 ore timing too 2009-11-04 20:44:05 +13:00
Chris Forbes
db89136adf timing 2009-11-04 20:40:48 +13:00
Chris Forbes
e8bbf051f9 split tick/render frame counters 2009-11-04 20:20:54 +13:00
Chris Forbes
cda22ba7be added Name to Sequence 2009-11-03 19:03:42 +13:00
Chris Forbes
c615920209 added ore density calculation; added ore growth logic 2009-11-02 23:04:36 +13:00
Chris Forbes
4dd54eb1e3 fixed water animation direction 2009-11-01 15:09:24 +13:00
Chris Forbes
4ada055f06 more infantry tweaks; sidebar mouseover shows desc & prices now 2009-11-01 15:06:21 +13:00
Chris Forbes
db810105da slightly nicer infantry behavior 2009-11-01 14:18:58 +13:00
Bob
0af1e86e65 Fixed bugfix :) 2009-10-30 04:07:27 +13:00
Bob
242fa717b6 Per-player unit production. Also, fixed an interesting bug in Sequence. 2009-10-30 04:03:37 +13:00
Bob
8580ae0f78 Moved our TerrainRender ref into WorldRenderer; TR.tileSet want to be somewhere else (it's not just renderer, it affects pathing) 2009-10-30 00:19:53 +13:00
Chris Forbes
db7b653daf re-enabling my terrain renderer line optimization 2009-10-29 22:19:31 +13:00
Bob
be39cdd054 map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords) 2009-10-29 22:10:54 +13:00
Chris Forbes
066ce1a203 explosions are more or less correct now 2009-10-29 22:04:04 +13:00
Chris Forbes
9d543db7fc text rendering 2009-10-29 21:45:29 +13:00
Bob
c0cb248bc1 Restructuring orders. 2009-10-28 22:06:39 +13:00
Chris Forbes
ff26bd38c7 added pathing debug 2009-10-27 08:22:54 +13:00
Chris Forbes
0d62318688 most of the support for boats 2009-10-26 21:52:13 +13:00
Chris Forbes
482273f604 moved directions to a shared place; fixed pathfinder to use the appropriate movement type 2009-10-26 10:46:41 +13:00
Chris Forbes
801c47daa6 war factory behavior is sortof sane, if glitchy 2009-10-24 19:41:16 +13:00
Chris Forbes
4aa172a7a7 war factory incredible hack 2009-10-24 19:28:16 +13:00
Chris Forbes
5082d9abdd fixes #37: phantom units 2009-10-23 21:45:28 +13:00
Chris Forbes
dd8c70d3c2 fixing z-order; generalized the 1x1 placement fix to handle nx1 (which were ALL wrong) 2009-10-23 21:26:45 +13:00
Chris Forbes
45139015c5 fixed cursor framerate 2009-10-22 23:17:15 +13:00
Chris Forbes
659c3669e7 health 2009-10-21 20:37:38 +13:00
Bob
cfa56a791d Moved footprint info onto its building. 2009-10-20 23:55:57 +13:00
Chris Forbes
a4c344523f pushed bibs down into the smudge layer; made Game static 2009-10-20 20:47:04 +13:00
Chris Forbes
ec60b00f31 explosions 2009-10-20 18:47:47 +13:00
Bob
7332a8f79a Fixed bullets 2009-10-20 18:30:15 +13:00
Chris Forbes
1bc3fc22c6 pulling IEffect out of Bullet in prep for Explosion 2009-10-20 18:21:42 +13:00
Chris Forbes
5a67220f0e select cursor support, better selection 2009-10-20 18:09:44 +13:00
Chris Forbes
24c49ebb8f better healthbar rendering 2009-10-20 17:46:58 +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
Chris Forbes
670df0f7e1 healthbars, sortof 2009-10-19 20:21:56 +13:00
Chris Forbes
4aea82712f tied into renderer 2009-10-18 22:40:41 +13:00
Chris Forbes
9a9452c3fa what a hack, but the cursors work and the terrain doesnt break anymore 2009-10-15 19:15:40 +13:00
Matthew Bowra-Dean
3deacd8062 Beginnings of cursor support. 2009-10-15 18:37:24 +13:00
Matthew Bowra-Dean
fe78e22747 Fixed the building placement to have the cursor in the centre. Replaced magic numbers with Game.CellSize
Using the building footprint, the placement overlay is offset from the cursor so the cursor is in the approximate middle of the overlay (not precisely due to overlay snapping to tiles). The tile size (24) was used as a magic number in a lot of places, they have been replaced with Game.CellSize.
2009-10-15 03:16:44 +13:00
Chris Forbes
bebe9bee85 did palette animation the sane way (switching palettes) rather than cycling 0x60-0x66 in the shader 2009-10-13 23:02:46 +13:00
Chris Forbes
e255a48645 another improvement. it runs, too! 2009-10-12 21:29:49 +13:00
Chris Forbes
711b419ed0 untangling a few things 2009-10-12 21:23:09 +13:00
Matthew Bowra-Dean
99ad09ddc2 Support for Dune II SHP files used for cursors in Red Alert. 2009-10-12 09:45:15 +13:00
Chris Forbes
a9af3be206 WEAF roof fixed 2009-10-11 09:32:24 +13:00
Chris Forbes
f79d52be6a Merge branch 'master' of git://github.com/beedee/OpenRA 2009-10-11 08:54:45 +13:00
Bob
dce4bcc216 Walls are correct; ore/gems are maxed. 2009-10-10 22:08:59 +13:00
Chris Forbes
964888659d Merge branch 'master' of git://github.com/beedee/OpenRA 2009-10-10 21:30:56 +13:00
Chris Forbes
0f94af763a fix selection of phantom units, etc 2009-10-10 21:30:47 +13:00
Bob
296092f9f6 Merge branch 'master' of git@github.com:beedee/OpenRA 2009-10-10 21:23:53 +13:00