Chris Forbes
34f56e1fb8
more chrome
2009-11-17 19:41:34 +13:00
Chris Forbes
533440280a
more chrome
2009-11-16 22:49:09 +13:00
Chris Forbes
f22db9324e
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-11-16 17:54:25 +13:00
Chris Forbes
5e6461bb8f
more chrome
2009-11-16 17:54:12 +13:00
Bob
99d006c73f
NetworkOrderSource.
...
- Also, fixed the bug where watching a replay that contained non-localplayer production orders crashed.
2009-11-16 17:26:38 +13:00
Chris Forbes
35f00cbc54
new chrome stuff
2009-11-15 20:28:49 +13:00
Bob
ddc91ddafa
Moved Activity and friends into separate files.
2009-11-02 20:22:12 +13:00
Bob
1d7798d40c
Buildings with special rendering now skip their make animation. Removed IsMapActor; make-skipping is now controlled by a global in Game.
2009-11-02 00:59:53 +13:00
Bob
7e1417254c
Pause and Cancel orders for production.
2009-11-02 00:15:04 +13:00
Bob
b4510876d3
working on Orders for sidebar
2009-11-01 23:54:22 +13:00
Chris Forbes
b9af0d42fe
sidebar on-hold/cancel works correctly
2009-11-01 19:25:28 +13:00
Chris Forbes
f9fb04372c
lots of stuff: harvester, acceptsore, half-destroyed buildings, building sounds
2009-11-01 18:51:15 +13:00
Chris Forbes
4ada055f06
more infantry tweaks; sidebar mouseover shows desc & prices now
2009-11-01 15:06:21 +13:00
Chris Forbes
a3dba77f99
much better building support; phantom selection is dead AGAIN.
2009-10-31 23:17:59 +13:00
Chris Forbes
6cd9d468d3
production stuff: fixes #54
2009-10-31 22:40:26 +13:00
Chris Forbes
cb518ba25d
sensible build times
2009-10-31 19:20:45 +13:00
Bob
4232974f3a
Oops.
2009-10-30 09:31:57 +13:00
Bob
6306690730
Killed that fail TechTree, and added a new one to Rules.
2009-10-30 09:04:33 +13:00
Bob
7b28ab7979
Rules.Categories
2009-10-30 07:32:19 +13:00
Bob
accb391c6c
Rules.Categories
2009-10-30 05:43:21 +13:00
Bob
179d071a97
Minor changes on Sidebar
2009-10-30 04:44:29 +13:00
Bob
242fa717b6
Per-player unit production. Also, fixed an interesting bug in Sequence.
2009-10-30 04:03:37 +13:00
Chris Forbes
c3f8019ab4
BuildUnit order is now in replay
2009-10-29 20:45:07 +13:00
Bob
5086f6ab51
Fixed bug where unit would occasionally "disappear" or face in an odd direction.
2009-10-24 20:48:36 +13:00
Chris Forbes
979bb74bba
tank production works
2009-10-24 16:24:44 +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
a4c344523f
pushed bibs down into the smudge layer; made Game static
2009-10-20 20:47:04 +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
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
74ebdc5f93
sound works
2009-10-14 10:35:24 +13:00
Matthew Bowra-Dean
2709118d48
Fixed building placement input behaviour.
2009-10-13 23:40:23 +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
3e0432464b
building footprints
2009-10-11 15:21:19 +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
b880f7d1bc
Overlay rendering
...
- also, sequences for HBOX and PBOX
2009-10-10 21:23:33 +13:00
Bob
3181b055aa
Trait-based units. Any unit/building without sequences will cause a crash when built.
2009-10-10 00:31:16 +13:00
Bob
a08bcd9a17
IOrderGenerator can produce multiple orders (or none)
2009-10-09 23:02:54 +13:00
Chris Forbes
f8309b79f4
show building in sea as invalid, etc
2009-10-09 22:52:25 +13:00
Chris Forbes
7708004120
fix player=2 weirdness with building
2009-10-09 22:03:40 +13:00
Bob
04dd5e68ba
Added UnitInfo.
...
- units.txt turned into infantry.txt and vehicles.txt
- slight sidebar fixes
2009-10-09 21:28:56 +13:00
Chris Forbes
f6eb20bbf8
show potential selections in band-box; FindUnits is still wrong.
2009-10-08 22:39:26 +13:00
Matthew Bowra-Dean
62f0a67d28
Merge branch 'master' of github.com:beedee/OpenRA
...
Conflicts:
OpenRa.Game/Sidebar.cs
2009-10-08 01:53:03 +13:00
Matthew Bowra-Dean
8a4c583882
Added grouping of items in sidebar + correct clock placement
...
Items in the sidebar are now grouped by their type and one of each item in the group can be 'built' at a time. Clock animation is now drawn on the items that are being built. Build time still not implemented. Behaviour after item built not correct.
2009-10-08 01:51:23 +13:00
Bob
75d18cf11e
added TurretedUnit
...
3tnk works; jeep's turret is off-center (and possibly hard-coded?)
2009-10-07 22:35:13 +13:00
Chris Forbes
eabc464410
use new types for that event
2009-10-07 08:00:55 +13:00
Matthew Bowra-Dean
aa3801eace
Added BuildableItemsChanged event to tech tree.
...
This lets the Sidebar only repopulate its item list when the items that can be built changes.
2009-10-07 03:37:35 +13:00