Paul Chote
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ce9caec291
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Begin splitting power into its own trait; incomplete and non-working.
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2010-09-18 20:46:00 +12:00 |
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Chris Forbes
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0330ef2b9e
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blah
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2010-09-18 19:57:45 +12:00 |
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Paul Chote
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ad8038867d
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PlayerProductionQueue -> ClassicProductionQueue.
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2010-09-18 11:28:50 +12:00 |
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Paul Chote
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fb90400524
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Rename TechTreeCache -> TechTree
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2010-09-18 11:28:48 +12:00 |
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Paul Chote
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08b25d10c1
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Remove dead TechTree code
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2010-09-18 11:28:46 +12:00 |
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Paul Chote
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22861fca5a
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Sanitize ProductionQueue and fix bugs in TechTreeCache.
Gives perf win on every tick, and fixes bugs where you lose prereqs when buildings are low power.
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2010-09-18 11:28:33 +12:00 |
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Chris Forbes
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72fe873b26
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#105 fixed
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2010-09-16 10:23:37 +12:00 |
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Bob
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9e53774299
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fix bug wrt tiberium infantry damage splashing; fix bug where Mobile+Production units didn't work right
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2010-09-09 15:26:12 +12:00 |
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Chris Forbes
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7f7f4e81a5
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add Give Exploration devmode option
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2010-09-06 17:56:12 +12:00 |
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Paul Chote
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9de22add08
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Fix ra queue visibility
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2010-08-28 01:29:23 +12:00 |
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Paul Chote
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b2f535d2e0
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Fix ProductionQueue-on-player init
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2010-08-28 00:56:15 +12:00 |
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Paul Chote
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853e60f76e
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Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle.
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2010-08-27 23:51:12 +12:00 |
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Paul Chote
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88dfbe657c
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Route "Can i build X" queries via the appropriate ProductionQueue
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2010-08-27 01:18:09 +12:00 |
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Paul Chote
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226fd167e7
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Category dies in a fire
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2010-08-27 00:32:00 +12:00 |
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Paul Chote
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61ebe0d0a0
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Per-structure queues for cnc
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2010-08-26 23:11:54 +12:00 |
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Paul Chote
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267d89a459
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Remove BS from ProductionQueue. Move ProductionQueue onto a structure for queue-per-building.
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2010-08-26 23:11:53 +12:00 |
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Paul Chote
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1d7ca206f4
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Clean up Buildable vs Tooltip vs Valued. cnc only.
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2010-08-26 23:11:53 +12:00 |
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Chris Forbes
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6ae7da77ae
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fix wtf in PlayerResources
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2010-08-24 20:02:18 +12:00 |
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Chris Forbes
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39f699916c
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start hacking up lobby to work with slots (cnc only)
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2010-08-24 20:02:14 +12:00 |
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Paul Chote
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c3b3947b9d
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Rename some settings
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2010-08-24 19:53:05 +12:00 |
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Paul Chote
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1143f496db
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Part 2 of 3: Split Settings into logical units.
Syntax for command line overrides is now <section>.<setting>=<value>
eg `General.InitialMods=cnc'
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2010-08-24 19:53:05 +12:00 |
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Bob
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ae703d50b2
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Actor.traits is implementation detail
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2010-08-14 17:39:49 +12:00 |
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Chris Forbes
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8f6fe8344b
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split PrimaryBuilding from Production
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2010-08-09 17:20:34 +12:00 |
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alzeih
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578d42614b
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Convert all CreateActor calls to use TypeDictionary
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2010-08-02 01:51:13 +12:00 |
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Chris Forbes
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ca986688a1
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fix primary building & building fallback when busy
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2010-08-01 12:11:48 +12:00 |
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Bob
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b4c84a11f2
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changes to allow widgets to be in mods/; moved BuildPaletteWidget into mods/
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2010-07-30 20:15:14 +12:00 |
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alzeih
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d9a423b596
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Smite Indexdebug, tidy up dev mode
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2010-07-26 22:23:24 +12:00 |
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alzeih
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30241ddccc
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Locate devmode code largely in the trait, reduce exploitability.
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2010-07-26 22:23:24 +12:00 |
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alzeih
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c749fcfce3
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Nearly There
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2010-07-26 22:23:24 +12:00 |
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alzeih
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fe527c1297
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Some of DeveloperMode trait (not working yet)
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2010-07-26 22:23:24 +12:00 |
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Paul Chote
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1fc3ca284e
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Fix "Unit Lost" in cnc; remove related cruft
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2010-07-23 17:33:39 +12:00 |
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alzeih
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f92b59e6db
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Developer Mode (pchote: amended)
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2010-07-20 21:20:03 +12:00 |
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Chris Forbes
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d5f12dd8ee
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trim down license spam in all files
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2010-07-18 16:48:21 +12:00 |
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alzeih
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aeefc94fe0
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BuildPaletteWidget: don't click on buttons if the palette isn't open. Don't allow hotkeys unless palette is open. Move key handling into widget.
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2010-07-15 18:24:54 +12:00 |
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Paul Chote
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50f3aecf53
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Move chat display into a widget
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2010-07-10 20:43:29 +12:00 |
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Paul Chote
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476d40b317
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Move StoresOre into Mods.RA
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2010-07-08 19:32:07 +12:00 |
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Bob
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fb6c44bce3
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move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render
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2010-07-08 17:24:12 +12:00 |
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Bob
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7a738ed6af
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move CYard trait and UndeployMCV activity into mod
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2010-07-08 15:34:21 +12:00 |
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Bob
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6a840dff4c
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move ActorGroupProxy to mod; move SupportPower traits into directory
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2010-07-08 14:01:44 +12:00 |
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Chris Forbes
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db465e1fdd
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ActorInitializer, in preparation for next change (bob)
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2010-06-19 14:28:30 +12:00 |
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Chris Forbes
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5f58379f5b
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reenable cash sounds; if you want to disable them for your mod, don't set those evaAlerts properties. (as done in cnc); add SplitOreAndCash property to MoneyBinWidget, restoring old RA behavior (cnc is unchanged)
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2010-06-16 20:18:01 +12:00 |
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Chris Forbes
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c3e15aab7d
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hacky fix for productionqueue desync (e3, etc)
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2010-06-15 08:42:40 +12:00 |
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Paul Chote
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24edba34a7
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Remove thief; transfer ore along with stolen silo/proc.
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2010-06-14 20:59:35 +12:00 |
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Paul Chote
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283512f314
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Spend ore before cash; lose ore > capacity.
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2010-06-14 20:59:35 +12:00 |
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alzeih
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3ac0ca6a65
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BuildPalette tooltips show build time (+ in red if in low power)
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2010-06-14 00:18:36 +12:00 |
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Paul Chote
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aba5c777db
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The original method worked better; take the best of both worlds
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2010-06-13 22:00:39 +12:00 |
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Paul Chote
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640ac9b8e6
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Trial a new resource model in cnc
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2010-06-13 22:00:05 +12:00 |
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Paul Chote
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3b4753d9a8
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Fix aircraft targeting; add veterancy
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2010-06-13 17:00:18 +12:00 |
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Paul Chote
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8397bc12b5
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Tweak special powers
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2010-06-13 17:00:18 +12:00 |
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Chris Forbes
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bcf7328d77
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a bit of cleanup
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2010-06-12 21:48:52 +12:00 |
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