Chris Forbes
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a79cc0a0e0
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drop unused parameter on IGraphicsDevice.Clear()
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2011-08-09 08:51:36 +12:00 |
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Chris Forbes
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2bf7cb1496
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fix #1052; tidy up *Init; route initial turret facing for husks through new TurretFacingInit
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2011-08-09 08:51:36 +12:00 |
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Chris Forbes
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096fe7759c
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fix ThrowsParticles/ThrowsParticle naming inconsistency
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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18481afda2
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fix #1063; don't issue orders while dragging a selection box
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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78e6d69103
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fix #1064; always show an arrow while dragging a selection box
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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cfa8298190
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remove duplication of initial map choice logic
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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b748e4b11b
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fix whitespace issues in CncMenuLogic
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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8844ea8e2f
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fix #1082; setting a bot's color no longer clobbers saved player color
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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5a9cb18881
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fix #1070; allow GiveCashCrateAction to generate a cashtick
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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fa78793927
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fix #1057 -- bogus trait lookup in RenderUnitSpinner
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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ddc1311d87
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Make RenderUnit require IFacing; RenderSimple can be used for crates, mines, etc; fix husk facing init
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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7044d81a40
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remove dead makedist.cmd
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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833533b4c3
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fix #1056
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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7429c8ef89
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don't look up IFacing (twice!) every frame for every actor with RenderUnit; fixes #1054
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2011-08-09 08:51:35 +12:00 |
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Chris Forbes
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2797ea72cb
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fix stupid default support dir. if there's something we can't identify reliably, it's going to be a *nix
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2011-08-09 08:51:28 +12:00 |
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Matthew Bowra-Dean
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21f172228d
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Fix compilation with Visual Studio
OpenRA.Renderer.SdlCommon was missing the /unsafe compiler flag and RALint was missing a reference to System.Drawing.
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2011-08-08 11:17:10 +12:00 |
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Paul Chote
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c84f53c10d
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Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061.
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2011-07-27 21:48:32 +12:00 |
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Paul Chote
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08ed7f0316
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Hook up empty/full harvester husk variants in RA.
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2011-07-27 20:09:37 +12:00 |
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Paul Chote
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5fe5addc0c
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Make Harvester.Fullness an int
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2011-07-27 20:00:23 +12:00 |
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Paul Chote
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d62ef64fa6
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Make ralint give useful stacktraces under mono
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2011-07-27 19:58:37 +12:00 |
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Paul Chote
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ad12352f41
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Add mcv husk by Daniel Hernandez
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2011-07-27 19:26:41 +12:00 |
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Paul Chote
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a4814b82c8
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Display cost/power tooltip labels in red if there are insufficient funds/power. Fixes #1076.
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2011-07-27 17:38:37 +12:00 |
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Paul Chote
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1c7a9ce08e
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Fix desert civ building animations (bug #1097).
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2011-07-27 16:59:44 +12:00 |
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Paul Chote
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4e68ad2b12
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Fix default civ building husk walkability
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2011-07-27 16:57:23 +12:00 |
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Paul Chote
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9df7348683
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Add two missing desert buildings
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2011-07-27 16:57:12 +12:00 |
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Paul Chote
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b216d73ac9
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Fix civ structure sequence ordering
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2011-07-27 16:34:46 +12:00 |
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Paul Chote
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2b3f58e3a4
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Fix hospital animation and add husk
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2011-07-27 13:36:49 +12:00 |
|
Paul Chote
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39a3dfffd1
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Disallow capturing hospitals until they give something useful
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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4c60639a0d
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Remove build radius from tech structures
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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8087f16df0
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`The Sentinel' tweaks: replace blue tib fields with hospitals; move starting spawns closer to the center; remove excess tib trees.
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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0946bf52c3
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Tweak tib and add oil derricks to Chokepoint.
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2011-07-27 13:36:49 +12:00 |
|
Paul Chote
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e62ec6caa1
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Remove extra tib trees from `Instant Karma'
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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86bc01cf65
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Fix tib trees in `dead in motion' (bug #1072)
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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8a6a3eac85
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Make nod airfield fly the width of the map instead of spawning a fixed distance outside the map. Increase aircraft speed to compensate. Fixes #283.
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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d9174b7e3b
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Kill RenderSimple.OverrideTileset/OverrideImage.
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2011-07-27 13:36:48 +12:00 |
|
Paul Chote
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64ab44c3ea
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Log a message when trying to render a nonexistent actor in the editor
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2011-07-27 13:36:48 +12:00 |
|
Paul Chote
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d98649e7e1
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Switch `minus two' to desert variants.
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2011-07-27 13:36:48 +12:00 |
|
Paul Chote
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2778752a17
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Switch `instant karma' to desert variants.
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2011-07-27 13:36:48 +12:00 |
|
Paul Chote
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a0d1686fd1
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Fix bogus desert variant in shellmap
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2011-07-27 13:36:48 +12:00 |
|
Paul Chote
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e1691a4a70
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Switch `chokepoint' to desert variants.
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2011-07-27 13:36:48 +12:00 |
|
Paul Chote
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6fecb82c98
|
Switch `break of day' to desert variants.
|
2011-07-27 13:36:48 +12:00 |
|
Paul Chote
|
7211cd10c6
|
Define desert variants of civilian buildings as real actors instead of visual hacks.
|
2011-07-27 13:36:48 +12:00 |
|
Paul Chote
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17d72f17d9
|
Add an EditorTilesetFilter trait for filtering the actor palette based on tileset.
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2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
9f7c5791f9
|
Make vehicle husks unselectable
|
2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
7e3cfd7ee9
|
Don't show a selection cursor over targetable but unselectable actors
|
2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
aa2ae95ce1
|
Kill DeadBuildingState.Zombie
|
2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
f9017567c1
|
Implement dead civilian buildings ask husks. Fixes #149.
|
2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
d6ab8b2456
|
Fix tech structures: cannot sell, can repair, fix husks.
|
2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
3972836cd6
|
Don't allow engineers to repair neutral structures, it conflicts with capturing.
|
2011-07-27 13:36:47 +12:00 |
|
Paul Chote
|
d8ec459b97
|
Declare RenderSimple dep in WithFire
|
2011-07-27 13:36:47 +12:00 |
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