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