WolfGaming
75e13592b2
Adding to the Authors file
2014-05-19 03:29:25 +00:00
WolfGaming
00698cefff
Added in code for Tech Levels using prereqs
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and fixed up some kinks of the old system
2014-05-19 03:29:25 +00:00
Pavlos Touboulidis
63ec6d60e7
Refactoring to remove static Rules & SequenceProvider
2014-05-17 14:32:03 +03:00
Matthias Mailänder
f68a6bbd76
split latency from Client into ClientPing
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closes #4282
2014-05-15 10:04:21 +02:00
Matthias Mailänder
f365f9da2b
split lobby SyncInfo order into smaller chunks
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closes #4594
2014-05-15 10:04:03 +02:00
Paul Chote
b4298982a0
Merge pull request #5262 from Mailaender/parse-invariant-culture
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Added checks for NumberFormatInfo.InvariantInfo everywhere
2014-05-14 00:20:35 +12:00
Squiggles211
ce69ea2237
Fix sold tech bug on build limited structures
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Fixes where if a structure with a build limit was sold, it was not
properly removed from the buildables prerequisite list until next
update.
2014-05-12 08:42:44 -05:00
Matthias Mailänder
b19d286f56
parse with NumberFormatInfo.InvariantInfo everywhere
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closes #5240
2014-05-06 18:31:48 +02:00
Squiggles211
a495d9d552
Rewrite for better efficiency
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uses a single, more concise statement rather than an if statement, and
checks buildLimit before attempting to check if the buildables cache
contains the key.
2014-05-02 08:26:36 -05:00
Squiggles211
11c9bd7bc8
Fix TechTree prerequisite bug for buildings with a build limit.
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Fixes where a building/unit whose prereq is a build limited structure
was always available to be built even when the prereq was not satisfied.
2014-05-01 18:28:21 -05:00
Oliver Brakmann
63f4a0646f
Fix build palette showing too many queued items when BuildLimit is reached
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When a BuildLimit on an actor type is set and nearly reached, you could
shift-click the build palette and it would show it had five more items
queued when really less are allowed to be built. This fixes it so that
only the allowed number of items is enqueued, and thus showing the
correct number on the build palette.
2014-04-26 16:27:02 +02:00
Matthias Mailänder
fcca5a7683
StyleCop
2014-04-20 15:05:43 +02:00
Matthias Mailänder
00ca5516fc
add crane animation to Dune 2000 and Tiberian Sun
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closes #3754
2014-04-19 13:12:32 +02:00
Matthias Mailänder
bf4f58b5c7
StyleCop
2014-04-18 15:38:42 +02:00
Paul Chote
4935266945
Merge FileFormats dll into Game and reorganise namespaces.
2014-04-17 01:20:47 +12:00
Paul Chote
94e30503a7
Allow support powers to define a poster image for beacons.
2014-03-20 22:13:11 +13:00
Paul Chote
9f31304743
Don't notify when the world attacks your base.
2014-03-18 15:28:49 +13:00
Paul Chote
20b88fd904
Remove World.FrameNumber.
2014-03-12 17:19:29 +13:00
Stephen Holdaway
bd077d337f
Set ProductionItem build time when building starts
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The build time for a unit/structure was previously set at the time that
item was added to a production queue. This meant modifiers of the
production time (multiple production facilities in ClassicProductionQueue
or "instant build" in debug) were not applied to items already in a queue.
This change modifies ProductionQueue so that build time is set at the
instant an item starts building (reaches the front of it's queue). This was
done primarily to make the production bonuses in ClassicProductionQueue
more apparent, though it also makes the "instant build" debug option more
responsive when items are queued prior to enabling.
2014-03-09 14:56:54 +13:00
Chicken man
cf3cc43a28
Changed things to do with Shroud to WRange. Updated Utility.
2014-03-05 17:30:33 -05:00
ScottNZ
0a9a959ecf
Change spacebar key to move to the last visible radar ping location
2014-02-22 00:07:54 +13:00
ScottNZ
06caf7f156
Add radar pings to BaseAttackNotifier and HarvesterAttackNotifier
2014-02-22 00:07:54 +13:00
ScottNZ
2a8efde8e6
Add map beacons and radar pings
2014-02-22 00:07:53 +13:00
Kanar
aace7ca607
Disables "building"-speech when nothing more can be built
2014-01-18 22:42:05 +01:00
Paul Chote
bbc19df512
Fix StyleCop issues in TechTree.
2013-12-08 21:40:59 +13:00
Paul Chote
e76dbcd4bf
Silently ignore bogus prerequisites instead of crashing. Fixes #4225 .
2013-12-08 21:34:49 +13:00
Matthias Mailänder
9e50f577a0
fixed index outside bounds of the array when 0 productions left
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closes #4137
2013-11-17 22:16:31 +01:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Matthias Mailänder
6b0238a6cc
don't stack flashes and filter non unit actor related orders
2013-11-02 18:29:54 +01:00
Taryn Hill
dd17a99ab5
Checks to make sure Attacker is not null.
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Ignores self-attacking.
Ignores friendly-fire that does <= 0 damage (repairs).
2013-10-31 11:56:01 -04:00
Matthias Mailänder
b618fc7cc2
complete password protected servers
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closes #2290
2013-10-07 19:37:12 +02:00
Paul Chote
048bed0a5e
Rename ITeleportable -> IPositionable.
2013-07-21 17:35:41 +12:00
Paul Chote
ecc119cb29
Combine IHasLocation -> IOccupySpace, IMove -> ITeleportable.
2013-07-21 17:33:32 +12:00
Matthias Mailänder
9a6e7f749b
Merge pull request #3545 from pchote/infantry-range-fix
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Infantry range fix
2013-07-11 11:45:15 -07:00
Paul Chote
11cebddaa9
Convert Sound.Play* to WPos.
2013-07-11 17:37:27 +12:00
Chris Forbes
401ffaff17
rename BuildSpeedModifier back to BuildSpeed
2013-07-10 16:34:43 +12:00
Paul Chote
9eaeeffae9
CenterLocation.ToCPos() -> CenterPosition.ToCPos().
2013-07-08 21:52:26 +12:00
Paul Chote
39e699d119
Convert BaseProvider range check to world coords.
2013-07-08 21:52:24 +12:00
ScottNZ
9f1d9e153a
Favour newer buildings over older buildings when a unit can appear from multiple buildings after being built
2013-06-24 09:16:35 +12:00
Paul Chote
7bce2017c3
Simplify and increase robustness of Shroud et al. Fixes #3440 .
2013-06-22 13:15:27 +12:00
Curtis Shmyr
06375fe1a3
Fix BuildTimeSpeedReduction being one step (building) too early with build speed reduction
2013-06-13 18:31:30 -06:00
Curtis Shmyr
3513e6538a
Build Acceleration - Change BuildTimeSpeedReduction to be more configurable
2013-06-12 17:45:43 -06:00
Chris Forbes
96ecb7c232
validate building placement in ResolveOrder as well
2013-05-18 15:47:11 +12:00
Paul Chote
096d95f391
Fix bogus pause logic.
2013-04-07 23:38:52 +12:00
Paul Chote
9127d0dcf4
Support a maximum building range ( Fixes #2156 ).
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This also implements support for a per-provider
cooldown between placing structures, allowing mods
with multiple structure queues to rate-limit
placement around a single provider.
An initial delay parameter is included to
support units that deploy into a base provider and
require an initial setup time (e.g. the Surveyor
unit from C&C TW).
The range and time restrictions are not applied to
walls as a balance choice.
2013-03-30 23:00:26 +13:00
Scott_NZ
a25aa23805
radoc tidy
2013-03-22 18:12:47 +13:00
Matthias Mailänder
c731a7960e
embed the previously manually edited outdated documentation
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from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
2013-03-20 21:20:27 +01:00
Matthias Mailänder
6d6664d930
make classic production queue speedup less error prone
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- avoid float modifiers because of rounding errors and desync
- try not to crash when the last production building is gone
- don't do LINQ queries on selfsame buildings if not required
2013-03-12 12:49:16 +01:00
Matthias Mailänder
f3e0ff8758
fix #2709 CustomBuildTimeValue should not desync
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remove redundant code by outsourcing raw build time calculation
2013-03-08 09:40:11 +01:00
Matthias Mailänder
527790f962
move SpeedUp to ClassicProductionQueueInfo
2013-03-08 09:40:08 +01:00