Bob
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ae703d50b2
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Actor.traits is implementation detail
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2010-08-14 17:39:49 +12:00 |
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Paul Chote
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45e54e1ca8
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Kill some spurious references to Unit
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2010-08-01 01:01:31 +12:00 |
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Paul Chote
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207ee49da3
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Move Facing and Altitude onto IMove impls, with associated pile of cleanups
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2010-08-01 01:01:31 +12:00 |
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Bob
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53b9b63ae5
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change Mobile, Move to use Mobile.toCell instead of Actor.Location
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2010-07-31 12:23:07 +12:00 |
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Chris Forbes
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73b6eb568b
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more of attack-ground (order wiring, etc); doesn't work.
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2010-07-22 08:26:52 +12:00 |
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Chris Forbes
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8006e20dd3
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however, we *do* need to know who nudged us, so we can tell them where to shove it if required.
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2010-07-21 19:27:49 +12:00 |
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Chris Forbes
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e426d50cc2
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add INudge interface; Move tries to nudge things that are in the way as a good first option
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2010-07-21 19:24:45 +12:00 |
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Chris Forbes
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d5f12dd8ee
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trim down license spam in all files
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2010-07-18 16:48:21 +12:00 |
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Paul Chote
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7c3a10396c
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New crush code, now with less bs
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2010-06-25 20:57:06 +12:00 |
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Paul Chote
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29fa9e3aeb
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Shift movement cost/speed into IMove; regressions in a few areas
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2010-06-25 17:05:56 +12:00 |
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Paul Chote
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0aeca2aadc
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Helicopters use pathfinder
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2010-06-24 21:51:22 +12:00 |
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Paul Chote
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3e664779ef
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Remove a bunch of unnecessary caching
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2010-06-24 21:51:22 +12:00 |
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Paul Chote
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b42589b479
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Fix vehicle production; Basic 5-to-a-cell logic. cnc only. Infantry stack; need to give a graphical offset.
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2010-06-24 21:51:22 +12:00 |
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Paul Chote
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b7c8e55d14
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Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work.
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2010-06-24 21:51:22 +12:00 |
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Chris Forbes
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9215fa4d28
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moved CallFunc, Wait activities to ra
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2010-05-20 19:14:16 +12:00 |
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Chris Forbes
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8e46f99ab9
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make it actually sortof work
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2010-05-16 12:53:20 +12:00 |
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Paul Chote
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acefd2a28d
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Tweak base speed, and ore values to be more correct as a multiplier
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2010-04-17 21:57:02 +12:00 |
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Paul Chote
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fcf8eb2726
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Terrain speed modifiers
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2010-04-17 21:56:57 +12:00 |
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Chris Forbes
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6b7d824b9b
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having a look at this perf stuff...
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2010-03-28 10:34:43 +13:00 |
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Chris Forbes
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e9d95dba72
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spread out initial pathing queries from bulk moves
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2010-03-19 21:24:44 +13:00 |
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Chris Forbes
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b5afedb601
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fix scan rate of combat units (was every frame)
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2010-03-19 20:41:11 +13:00 |
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Chris Forbes
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a303299bbb
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added a random delay before repathing (tunable per-unittype in Mobile). fixes a lot of pathological pathing perf.
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2010-03-07 17:49:12 +13:00 |
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alzeih
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7881deca30
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Everything is now OpenRA, not OpenRa
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2010-02-27 21:10:22 +13:00 |
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