Commit Graph

31 Commits

Author SHA1 Message Date
Chris Forbes
b0c06d4cd9 force consistent conversion to float in a few places 2010-09-21 22:08:40 +12:00
Paul Chote
f9445cb282 Pathfinder uses a MobileInfo instead of a specific actor 2010-09-09 23:25:58 +12:00
Paul Chote
f38e4d27be Disable lane bias on gunboat and lst 2010-08-25 20:15:48 +12:00
Bob
ae703d50b2 Actor.traits is implementation detail 2010-08-14 17:39:49 +12:00
Chris Forbes
0d0353f8f3 a little faster -- don't look up the Mobile every expand either. 2010-07-26 20:33:42 +12:00
Chris Forbes
f61421edd0 gain ~20% faster pathing perf 2010-07-26 19:14:54 +12:00
Paul Chote
c2197b0adb Hopefully fix some of our pathing issues. Untested. 2010-07-21 18:01:15 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
Paul Chote
29fa9e3aeb Shift movement cost/speed into IMove; regressions in a few areas 2010-06-25 17:05:56 +12:00
Paul Chote
6a5869f2c6 Begin cleaning up terraintypes/movetypes 2010-06-25 15:52:12 +12:00
Paul Chote
7ac8d0cf59 Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes

Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
0aeca2aadc Helicopters use pathfinder 2010-06-24 21:51:22 +12:00
Paul Chote
3e664779ef Remove a bunch of unnecessary caching 2010-06-24 21:51:22 +12:00
Paul Chote
b42589b479 Fix vehicle production; Basic 5-to-a-cell logic. cnc only. Infantry stack; need to give a graphical offset. 2010-06-24 21:51:22 +12:00
Paul Chote
b7c8e55d14 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. 2010-06-24 21:51:22 +12:00
Chris Forbes
82c9c12cae NO THAT IS NOT WHAT YOU DO WITH USELESS CODE 2010-05-14 08:16:33 +12:00
alzeih
43ad339ffe Squelch almost all compile errors 2010-05-14 01:00:28 +12:00
Chris Forbes
5fd86f84fc fix stuff getting stuck on bridges 2010-04-25 14:38:07 +12:00
Chris Forbes
0e18d4e050 fix lane bias in PathSearch 2010-04-23 18:27:51 +12:00
Paul Chote
4a6c32bd9c Fix ICustomTerrain to also work for resources 2010-04-17 21:56:45 +12:00
Paul Chote
70e26bb047 Custom path/move costs for resources 2010-04-17 21:56:40 +12:00
Bob
e38d978849 fix some extraneous refs to Game.world 2010-04-13 20:25:16 +12:00
Paul Chote
b8702e494b Fix most of the x/y issues 2010-04-09 14:50:46 +12:00
Chris Forbes
0596b08f2c rules-based terrain cost, part 1 2010-04-02 16:45:41 +13:00
Chris Forbes
3e45ed6133 directional path cost hack for smoother flows 2010-03-29 17:43:43 +13:00
Chris Forbes
d5a9c76d42 unhack that a bit 2010-03-28 16:56:13 +13:00
Chris Forbes
c6804dff9c moar 2010-03-28 16:54:53 +13:00
Chris Forbes
b677f3cb56 made Expand a bit more sensible 2010-03-28 16:49:28 +13:00
Paul Chote
65783c369a Remove hardcoded limitation on mapsize everywhere except minimap 2010-03-04 19:35:21 +13:00
Chris Forbes
0c9e628bf9 removed TileReference.density 2010-03-04 08:43:27 +13:00
alzeih
7881deca30 Everything is now OpenRA, not OpenRa 2010-02-27 21:10:22 +13:00