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