Chris Forbes
5a9cb18881
fix #1070 ; allow GiveCashCrateAction to generate a cashtick
2011-08-09 08:51:35 +12:00
Chris Forbes
fa78793927
fix #1057 -- bogus trait lookup in RenderUnitSpinner
2011-08-09 08:51:35 +12:00
Chris Forbes
ddc1311d87
Make RenderUnit require IFacing; RenderSimple can be used for crates, mines, etc; fix husk facing init
2011-08-09 08:51:35 +12:00
Chris Forbes
833533b4c3
fix #1056
2011-08-09 08:51:35 +12:00
Chris Forbes
7429c8ef89
don't look up IFacing (twice!) every frame for every actor with RenderUnit; fixes #1054
2011-08-09 08:51:35 +12:00
Paul Chote
c84f53c10d
Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061 .
2011-07-27 21:48:32 +12:00
Paul Chote
08ed7f0316
Hook up empty/full harvester husk variants in RA.
2011-07-27 20:09:37 +12:00
Paul Chote
5fe5addc0c
Make Harvester.Fullness an int
2011-07-27 20:00:23 +12:00
Paul Chote
d9174b7e3b
Kill RenderSimple.OverrideTileset/OverrideImage.
2011-07-27 13:36:48 +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
00ba03cbce
Fix #1062
2011-07-27 13:36:46 +12:00
Paul Chote
648979c8ae
Fix a crash in Demolish
2011-07-27 13:36:40 +12:00
Paul Chote
cf9ac8d801
Fix a dumb crash & avoid a trait lookup in DragHusk
2011-07-26 10:01:32 +12:00
Paul Chote
0a5f81c39e
Drag husks to their final location. Fixes #730 .
2011-07-25 23:50:11 +12:00
Paul Chote
49cbaeb1d2
Fix a crash when an infantry is crushed and killed by conventional means in the same tick.
2011-07-25 22:23:21 +12:00
Paul Chote
9270c9c6b7
Don't clear RA production queues whenever anything dies.
2011-07-25 22:23:21 +12:00
Paul Chote
eadf6fe6cf
Rename RenderBuildingOre -> RenderBuildingSilo
2011-07-25 22:23:21 +12:00
Paul Chote
2231940056
Harvesters harvest the cell in front of them; fix harvester target lines; split harvester activities into their own (correctly named) files.
2011-07-25 22:23:21 +12:00
Paul Chote
22d3e16225
Installing from CD: Volume names / mount points are unreliable identifiers - check for specific files on the disk instead.
2011-07-25 22:23:19 +12:00
Paul Chote
abf63b3054
Remove GameInitInfoWidget and routing startup via widgets in RA.
2011-07-25 22:23:19 +12:00
Paul Chote
2d269155b1
Reimplement installing from CD in RA.
2011-07-25 22:23:19 +12:00
Paul Chote
bf6be0424f
Remove file prompting and drop all the remaining utility communication plumbing.
2011-07-25 22:23:18 +12:00
Paul Chote
f88ea4c25a
Add RA settings UI for PixelDouble
2011-07-25 22:23:18 +12:00
Paul Chote
0bfc9a957f
Fix radar viewport rectangle
2011-07-25 22:23:17 +12:00
Paul Chote
fc783ddf80
Support custom zoom levels
2011-07-25 22:23:17 +12:00
Paul Chote
926b396605
Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.
2011-07-25 22:23:16 +12:00
Paul Chote
2b3ee9e5bc
Replace fullscreen checkbox and misleading width/height fields in RA settings menu with a mode/resolution selector like C&C. Fixes bugs #118 , #791 .
2011-07-25 22:23:16 +12:00
Paul Chote
9b96bfb33b
Fix #931 ("Unit Ready" played when a production structure is destroyed).
2011-07-25 22:23:16 +12:00
Paul Chote
c79f5b5365
Ignore damage modifiers when killing a unit via actor.Kill(). Fixes surrender desync ( #460 ); Fixes invulnerable actors surviving in situations where they should be killed (bridge death, losing/surrender, etc).
2011-07-25 22:23:15 +12:00
Paul Chote
b8ba48ee67
Switch to observer ui on victory/defeat (Feature #1002 ).
2011-07-25 22:23:14 +12:00
Paul Chote
ee3be9c89b
Laser tweaks:
...
- Expose the beam duration to the projectileinfo
- Play an explosion animation at the target
- Beam tracks moving targets
- Disable player beam color in C&C
2011-07-25 22:23:14 +12:00
Chris Forbes
71cf332ee1
trim some crap out of Contrail
2011-07-25 22:23:13 +12:00
Chris Forbes
e4e443b0ab
remove unused SidebarButtonWidget
2011-07-25 22:23:13 +12:00
Chris Forbes
e81cbceb99
aircraft sync debug traits dont really need to do trait lookups every time the synchash is taken..
2011-07-25 22:23:13 +12:00
Chris Forbes
5055e0be62
clean up PlayerResources trait lookup in MoneyBinWidget
2011-07-25 22:23:13 +12:00
Chris Forbes
ac71e60a4b
remove SplitOreAndCash from MoneyBinWidget; noone uses it anymore
2011-07-25 22:23:13 +12:00
Chris Forbes
70dfcffaea
add another lint pass to ensure that every (non-template) actor type is actually constructible
2011-07-25 22:23:12 +12:00
Chris Forbes
b3bdc2df85
declare RenderUnitTurreted -> Turreted,AttackBase deps; remove spurious TraitOrDefault on AttackBase which just failed later; fixes #1053
2011-07-25 22:23:12 +12:00
Chris Forbes
315c00f67f
clean up Contrail trait lookups; fixes #1058
2011-07-25 22:23:11 +12:00
Chris Forbes
0bca88d9d3
remove silly trait lookup in RenderBuildingCharge
2011-07-25 22:23:11 +12:00
Chris Forbes
3a1613667b
drop unnecessary ISync from ProximityCapturable
2011-07-19 21:14:12 +12:00
Chris Forbes
0d018d3eff
tidying some font uses in BuildPaletteWidget
2011-07-19 21:14:12 +12:00
Chris Forbes
4448089cb7
use text rendering to show hold/ready indicators rather than SHP
2011-07-19 21:14:12 +12:00
Chris Forbes
8544930db9
ProximityCapturable simplifications
2011-07-19 21:14:12 +12:00
Chris Forbes
70a582df33
more simplification of Strategic*
2011-07-19 21:14:12 +12:00
Chris Forbes
68fd2c9744
clean up usings after prev
2011-07-19 21:14:12 +12:00
Chris Forbes
643e0ee7a2
move CheckActorReferences out of the core lint code
2011-07-19 21:14:11 +12:00
Chris Forbes
3340e124e4
simplify Strategic*
2011-07-19 21:14:11 +12:00
Chris Forbes
a635e8a4d8
add Passenger to crate; remove special cases in Cargo to support not having Passenger; #851
2011-07-17 17:55:53 +12:00
Chris Forbes
8221b8acca
declare Burns -> RenderSimple dep; remove first tick weirdness
2011-07-17 17:55:52 +12:00