Commit Graph

34 Commits

Author SHA1 Message Date
Paul Chote
c74fe87fc8 Fix voice on unpathable terrain 2010-07-23 22:45:11 +12:00
Paul Chote
c90317fb35 Aircraft/Helicopter move/dock flashing and cursor fixes 2010-07-23 19:10:10 +12:00
Paul Chote
55e59e0b53 Unhardcode voice/order interaction; reimplement for move and attack 2010-07-23 18:41:35 +12:00
Paul Chote
71420df0f3 Fix CursorForOrderString to work with orders + preliminary e6 fixes 2010-07-23 17:16:02 +12:00
Paul Chote
d21e9fe093 Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster. 2010-07-22 22:22:53 +12:00
Chris Forbes
a78001a5cc strip some redundancy from UnitOrders, but it still sucks; fix nudges breaking everything 2010-07-22 08:03:44 +12:00
Chris Forbes
3a7bec1eef implement INudge on Mobile 2010-07-21 19:37:24 +12:00
Chris Forbes
8006e20dd3 however, we *do* need to know who nudged us, so we can tell them where to shove it if required. 2010-07-21 19:27:49 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
Paul Chote
df3581237e Remove hardcoded cursor bs; move TransformsOnDeploy to Mods.RA. 2010-07-08 20:23:19 +12:00
Paul Chote
08ee425415 Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes 2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8 Unhardcode terrain types. Needs a bit more work re initialization and bridges 2010-06-26 10:55:29 +12:00
Paul Chote
7c3a10396c New crush code, now with less bs 2010-06-25 20:57:06 +12:00
Paul Chote
00b91bd7ad Reimplement ICustomTerrain with far less bs 2010-06-25 19:26:08 +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
0aeca2aadc Helicopters use pathfinder 2010-06-24 21:51:22 +12:00
Paul Chote
37cf30a097 Refactor Mobile.TeleportTo -> IMove.SetPosition 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
Chris Forbes
b8093b7f6c removing a bunch of excessively low-level pixel -> cell conversions 2010-06-24 21:51:21 +12:00
Paul Chote
7d717592c7 Rename IMovement -> IMove; Move GetCurrentPath from Mobile to IMove and implement for aircraft; fix regressions in Helicopter (ITick) and remove unused cruft from Aircraft (IOccupySpace). 2010-06-24 21:51:21 +12:00
Chris Forbes
66adbee2a6 moving Actor.Location onto the appropriate traits (bob) 2010-06-19 14:37:06 +12:00
Chris Forbes
db465e1fdd ActorInitializer, in preparation for next change (bob) 2010-06-19 14:28:30 +12:00
Chris Forbes
572cdc9dbf vacate cells earlier 2010-06-18 22:36:24 +12:00
Bob
493dec031b allow queueing on Mobile 2010-05-31 14:24:35 +12:00
Chris Forbes
027d7e2c2b filtering of unusable cells in minefield support; rationalize mobile a bit 2010-05-24 21:10:10 +12:00
Chris Forbes
595dd57b6f HasSight -> RevealsShroud and used everywhere 2010-04-19 20:49:32 +12:00
Paul Chote
fcf8eb2726 Terrain speed modifiers 2010-04-17 21:56:57 +12:00
Chris Forbes
0596b08f2c rules-based terrain cost, part 1 2010-04-02 16:45:41 +13:00
Chris Forbes
d211056082 remove dead crap from ShroudRenderer 2010-03-30 18:57:56 +13:00
Chris Forbes
78aff19fa2 hooked into Mobile 2010-03-30 07:55:17 +13:00
Paul Chote
b4540db406 Begin unfailing movement types / IsBuildable / etc 2010-03-21 18:56:22 +13:00
Chris Forbes
a303299bbb added a random delay before repathing (tunable per-unittype in Mobile). fixes a lot of pathological pathing perf. 2010-03-07 17:49:12 +13:00
alzeih
7881deca30 Everything is now OpenRA, not OpenRa 2010-02-27 21:10:22 +13:00