Commit Graph

3265 Commits

Author SHA1 Message Date
Chris Forbes
8974fb7ae8 hack the RALint output format so VS shows errors as errors. Source position would be nice too, but that requires actual work. 2010-07-01 18:34:27 +12:00
Chris Forbes
2d9e5c6fcd remove spam on loading RA MIX headers; add some more bits to RALint 2010-07-01 18:31:13 +12:00
Chris Forbes
c310713cd5 beginning of RALint 2010-07-01 13:11:32 +12:00
Paul Chote
521e6b8549 Log when something hits the path cache 2010-06-30 20:39:52 +12:00
Paul Chote
4c3930043e Reenable path cache to catch the most stupid path fails (doesn't help the most common fails) 2010-06-30 20:25:32 +12:00
Paul Chote
202d1a38d5 Specify valid filetypes in tilesets 2010-06-30 20:25:32 +12:00
Paul Chote
9ca9d9a47e Fix country names in lobby 2010-06-30 20:25:32 +12:00
Paul Chote
e5ce9196fa Nicer tooltips 2010-06-30 20:25:32 +12:00
Chris Forbes
51079f0876 add LevelUpCrateAction 2010-06-30 18:33:19 +12:00
Chris Forbes
c605a35ab0 only kill units on bridge death which cannot exist on their cell(s)' new terrain types 2010-06-30 18:11:39 +12:00
alzeih
aa64803f84 hacky chat line wrapping 2010-06-30 18:00:47 +12:00
Chris Forbes
7070b04cc9 new 1tnk concept; 2tnk/3tnk owners swapped back 2010-06-30 17:59:52 +12:00
Paul Chote
272e03603a Kill any units on a bridge piece when it dies. Todo: need to mask the death regions for cnc bridges 2010-06-28 13:05:52 +12:00
Paul Chote
797b1b4a84 Non-selectable fields in ra 2010-06-28 12:41:45 +12:00
Paul Chote
915c9460cf Theater specific artwork done properly 2010-06-28 12:38:35 +12:00
Paul Chote
b46cec91a8 Fix cnc shellmap uid 2010-06-28 00:24:04 +12:00
Paul Chote
15a72e893b Quick hack for theater-specific artwork. Should probably be done better; editor support required. 2010-06-28 00:23:58 +12:00
Paul Chote
560c3ce5af Regress the editor so it actually works 2010-06-27 23:59:54 +12:00
Paul Chote
dfb6d19646 Add missing road end to oasis 2010-06-27 23:19:41 +12:00
Paul Chote
4def9e0eae Fix Editor 2010-06-27 23:14:43 +12:00
Paul Chote
703d536e46 Map object polish (tooltips + pruning) 2010-06-27 23:13:30 +12:00
Paul Chote
b12b774deb Kill some obsoleted data 2010-06-27 22:39:02 +12:00
Paul Chote
f37a4ec9ed Add bridges to cnc 2010-06-27 17:50:05 +12:00
Paul Chote
25f2268f58 Bridge destruction etc works 2010-06-27 15:58:57 +12:00
Paul Chote
cdbe2d3a34 Friendly tree tooltips 2010-06-27 11:02:54 +12:00
Paul Chote
c5718456fd First half of bridge overhaul 2010-06-27 10:59:01 +12:00
Paul Chote
9a34b049a8 Reverse ra bridge metadata 2010-06-26 22:23:05 +12:00
Paul Chote
49d7833b04 Fix editor 2010-06-26 14:56:51 +12:00
Paul Chote
920b4f6856 Fix ra 2010-06-26 13:41:50 +12:00
Paul Chote
d275c72cb8 Cleaner TileSet init 2010-06-26 13:33:46 +12:00
Paul Chote
08ee425415 Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes 2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8 Unhardcode terrain types. Needs a bit more work re initialization and bridges 2010-06-26 10:55:29 +12:00
Paul Chote
8fbbaddce9 Merge all 4 tileset files together 2010-06-26 09:21:11 +12:00
Paul Chote
9cf6d8970a Merge templates.ini and tileset.til into theatre-specific yaml files.
Game doesn't use them yet.
2010-06-26 00:19:34 +12:00
Paul Chote
cf265c8b58 Fix ra 2010-06-25 23:07:11 +12:00
Paul Chote
2373528ad9 Kill UnitMovementType; bs-free crate spawning; fix "DOME crash" (caused by crate not IOccupying space); add money and hide-map crates to cnc 2010-06-25 21:58:09 +12:00
Paul Chote
7c3a10396c New crush code, now with less bs 2010-06-25 20:57:06 +12:00
Paul Chote
00b91bd7ad Reimplement ICustomTerrain with far less bs 2010-06-25 19:26:08 +12:00
Paul Chote
29fa9e3aeb Shift movement cost/speed into IMove; regressions in a few areas 2010-06-25 17:05:56 +12:00
Paul Chote
6a5869f2c6 Begin cleaning up terraintypes/movetypes 2010-06-25 15:52:12 +12:00
Paul Chote
7ac8d0cf59 Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes

Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
0aeca2aadc Helicopters use pathfinder 2010-06-24 21:51:22 +12:00
Paul Chote
37cf30a097 Refactor Mobile.TeleportTo -> IMove.SetPosition 2010-06-24 21:51:22 +12:00
Paul Chote
3e664779ef Remove a bunch of unnecessary caching 2010-06-24 21:51:22 +12:00
Paul Chote
b42589b479 Fix vehicle production; Basic 5-to-a-cell logic. cnc only. Infantry stack; need to give a graphical offset. 2010-06-24 21:51:22 +12:00
Paul Chote
b7c8e55d14 Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work. 2010-06-24 21:51:22 +12:00
Chris Forbes
308a7b0cf6 remove hardcoded magic number 2010-06-24 21:51:22 +12:00
Chris Forbes
0cf39991db new range circle renderer; faster minefield renderer 2010-06-24 21:51:21 +12:00
Chris Forbes
b8093b7f6c removing a bunch of excessively low-level pixel -> cell conversions 2010-06-24 21:51:21 +12:00
Chris Forbes
2dcc85f608 fix aircraft so it actually works again 2010-06-24 21:51:21 +12:00