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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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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Chris Forbes
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77b88729e6
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fix crash in prev; fix broken pathing wrt crushables
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2010-04-23 21:30:13 +12:00 |
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Chris Forbes
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0e18d4e050
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fix lane bias in PathSearch
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2010-04-23 18:27:51 +12:00 |
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Paul Chote
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b8702e494b
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Fix most of the x/y issues
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2010-04-09 14:50:46 +12:00 |
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Chris Forbes
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0596b08f2c
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rules-based terrain cost, part 1
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2010-04-02 16:45:41 +13:00 |
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Chris Forbes
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8e0e776a9a
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remove path debug; convert all other chat abuses to Game.Debug()
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2010-03-30 07:54:23 +13:00 |
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Chris Forbes
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4844c82051
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add a noob little path cache
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2010-03-28 17:19:54 +13:00 |
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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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Paul Chote
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b4540db406
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Begin unfailing movement types / IsBuildable / etc
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2010-03-21 18:56:22 +13:00 |
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Paul Chote
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ae2bbae16c
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Begin unhardcoding 128 map size; Trees; Waypoints
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2010-03-04 09:37:22 +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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