Commit Graph

27557 Commits

Author SHA1 Message Date
Chris Forbes
f6ae86bb53 fixed order canceling 2009-10-24 20:41:38 +13:00
Bob
0956748116 Merged 2009-10-24 19:49:27 +13:00
Bob
78c9ae53df On orders, the mouse button is now considered part on issuing the order, not resolving it. 2009-10-24 19:42:54 +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
Bob
d25bd8550a Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction. 2009-10-24 19:17:13 +13:00
Bob
d66475edcb smooth unit-movement. Doesn't look right yet, but it's getting there. 2009-10-24 18:20:58 +13:00
Bob
06e6d50735 Improvements to Mobile to support smooth movement (like real-ra does it)
- McvDeploy got simpler.
    - BUGFIX: Bullet no longer crashes when it damages a tree
2009-10-24 17:28:51 +13:00
Chris Forbes
979bb74bba tank production works 2009-10-24 16:24:44 +13:00
Chris Forbes
ea3526a238 voicepool to avoid annoying me with the same sound over and over... and units now have a voice assigned. 2009-10-24 16:07:23 +13:00
Chris Forbes
aa784d446c fixed influence map update on remove 2009-10-24 14:51:31 +13:00
Chris Forbes
6ea3a3d1cc removing binary 2009-10-24 01:13:02 +13:00
Chris Forbes
8d2cce5995 fixes influence map for map buildings 2009-10-24 00:24:25 +13:00
Chris Forbes
5082d9abdd fixes #37: phantom units 2009-10-23 21:45:28 +13:00
Chris Forbes
7f1e881c47 added player=N commandline option to choose local player id 2009-10-23 21:39:52 +13:00
Chris Forbes
ac82e1451e Fixes bug #23: enemy units can be ordered 2009-10-23 21:31:52 +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
b265eb6d08 fixes #38: wrong footprint / offset for 1x1 buildings 2009-10-23 21:18:07 +13:00
Chris Forbes
f17e0eec75 move-blocked cursor is now used for impossible moves 2009-10-23 21:14:32 +13:00
Chris Forbes
7d6e254983 clipped voronoi regions for ground control; buildings cannot be placed outside of ground control anymore 2009-10-23 20:10:28 +13:00
Chris Forbes
d60775f45c Merge branch 'master' of git://github.com/beedee/OpenRA 2009-10-23 17:28:44 +13:00
Chris Forbes
9d35bae1af added the rest of the cursors we want 2009-10-23 14:34:51 +13:00
Chris Forbes
c5df73d63a more cursors 2009-10-23 00:11:23 +13:00
Chris Forbes
7d1f7670b9 unit lost sound when local player's units die 2009-10-22 23:48:19 +13:00
Chris Forbes
8249951b27 minor tidying 2009-10-22 23:33:51 +13:00
Chris Forbes
b73e5a62bb water-bound structures can now be placed only in water 2009-10-22 23:24:55 +13:00
Chris Forbes
45139015c5 fixed cursor framerate 2009-10-22 23:17:15 +13:00
Chris Forbes
cfa20a04ed added IsDead property; made attack notice when the target is dead 2009-10-22 23:13:33 +13:00
Chris Forbes
1effd85d50 prep in pathfinder for multi-source pathing 2009-10-22 22:34:06 +13:00
Chris Forbes
4382a10568 combat actually works 2009-10-21 21:34:34 +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
6c0ced3e9a cleaning techtree & sidebar; building placement is mostly fixed 2009-10-20 22:35:05 +13:00
Chris Forbes
b3aa4bf60b and a bit more 2009-10-20 20:52:24 +13:00
Chris Forbes
bca1479a66 removed a bit of duplication 2009-10-20 20:51:30 +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
e41e74e609 Merge branch 'master' of git://github.com/beedee/OpenRA 2009-10-20 18:47:55 +13:00
Chris Forbes
ec60b00f31 explosions 2009-10-20 18:47:47 +13:00
Bob
b5c7a00552 Prerequisites now uses the array-loading stuff in FieldLoader. It's use (in techtree) was also simplified. 2009-10-20 18:38:58 +13:00
Bob
7332a8f79a Fixed bullets 2009-10-20 18:30:15 +13:00
Chris Forbes
9fc96586d8 Merge branch 'master' of git://github.com/beedee/OpenRA 2009-10-20 18:21:54 +13:00
Chris Forbes
1bc3fc22c6 pulling IEffect out of Bullet in prep for Explosion 2009-10-20 18:21:42 +13:00
Bob
16f81085e7 Merge branch 'master' of git@github.com:beedee/OpenRA 2009-10-20 18:17:23 +13:00
Bob
80bcd23ba7 Traits is now data-driven. Actor.cs is now SMALL. (win)
- FieldLoader can now handle arrays. This might be useful for Prerequisites, Owner fields.
2009-10-20 18:17:08 +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
b31071303f Removed the last dependency on buildings.txt et al, and removed those ".txt" files. 2009-10-20 17:29:13 +13:00
Bob
6dec94d00e added units.ini (and campaignUnits.ini), and IniFile got support for load/merging multiple files.
- Rules can now handle map-specific rules changes
    - units.ini replaces {buildings,units,infantry}.txt (or will replace; sidebar still uses them)
    - Added support for loading map-placed units/structures - try scg11eb.ini
        - added FCOM
2009-10-20 17:16:45 +13:00
Bob
a59265a661 TechTree now works in lower-case, the same as the rest of the game. 2009-10-20 15:53:54 +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