Paul Chote
c7e76cc26d
Visible cargo for LST
2010-08-25 20:15:48 +12:00
Paul Chote
142be86934
Import infantry subcell and actor stance
2010-08-25 20:15:47 +12:00
Paul Chote
73dadbc873
Fix gunboat
2010-08-25 20:15:47 +12:00
Paul Chote
50d5936846
Scripted gdi1 mission intro
2010-08-25 20:15:47 +12:00
Bob
3f68330c70
pruning refs to Game.world
2010-08-20 17:46:58 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
Paul Chote
40b16e33ba
Fix and polish all ra production structures; remove some obsoleted Production subclasses
2010-08-03 18:29:32 +12:00
Paul Chote
8e82f6fa1a
Fix a retarded crash with husks; remove some debug
2010-08-03 01:16:24 +12:00
Paul Chote
7c562059c2
Fix cnc afld
2010-08-03 00:17:11 +12:00
Paul Chote
711378d352
Polish cnc pyle & hand inf production; lays groundwork for future polish. Likely breaks every other production structure (untested).
2010-08-02 23:35:35 +12:00
Paul Chote
7d044a9e1b
Remove custom cnc behavior
2010-08-02 20:43:56 +12:00
alzeih
578d42614b
Convert all CreateActor calls to use TypeDictionary
2010-08-02 01:51:13 +12:00
Bob
10b7ece62e
new mapactor init stuff
2010-08-01 19:38:39 +12:00
Chris Forbes
4567bad251
make Activities.Land work with Targets.
2010-08-01 14:57:07 +12:00
Paul Chote
d5dbd1b7da
Fix Monodevelop build
2010-08-01 01:48:12 +12:00
Chris Forbes
b1736e5efd
fix VS build
2010-08-01 01:40:37 +12:00
Paul Chote
d29e3f3f0e
Split facing into its own interface; fix husks
2010-08-01 01:01:31 +12:00
Paul Chote
207ee49da3
Move Facing and Altitude onto IMove impls, with associated pile of cleanups
2010-08-01 01:01:31 +12:00
alzeih
33b6f590e9
move ROT, InitialFacing and Speed to Mobile and Aircraft.
2010-07-31 02:06:30 +12:00
Paul Chote
9b051a6624
Remove some bs from buildings with multiple damage states; cnc civilian structure rubble persists after death.
2010-07-31 01:50:09 +12:00
Paul Chote
1459ec483c
Rename ExtendedDamageState -> DamageState
2010-07-30 22:24:43 +12:00
Paul Chote
028c5b5201
Merge the two DamageState types
2010-07-30 22:24:43 +12:00
Chris Forbes
290a44440c
cnc should run 'ralint cnc' after build, not 'ralint ra'. ralint no longer allows exceptions to escape.
2010-07-30 18:41:09 +12:00
Paul Chote
6fba888d45
Shift Actor.Health onto a trait.
...
Known regressions:
- cnc only
- health bar colors
- can't repair buildings
2010-07-30 00:33:44 +12:00
Paul Chote
637fae87cd
Remove a bunch of unused stuff. May help pathfinder perf a little.
2010-07-26 20:27:56 +12:00
Paul Chote
305fa03355
Kill Controller
2010-07-26 20:14:35 +12:00
alzeih
925ca2bb73
SetTargetSilently for DrawLineToTarget
2010-07-26 13:57:53 +12:00
Paul Chote
63951ac134
Run ralint after building
2010-07-25 15:11:08 +12:00
Paul Chote
5776d351b4
Fix Monodevelop build; remove Aftermath project.
2010-07-25 14:55:44 +12:00
alzeih
484bea106b
OpenRA works nicely with monodevelop
2010-07-24 16:19:54 +12:00
Paul Chote
52c8c93b30
Building capture eva + wtf on silo capture
2010-07-23 22:29:27 +12:00
Chris Forbes
31d5d18d65
undo ProjectileArgs stuff
2010-07-22 18:59:41 +12:00
alzeih
1497c31908
some more hax
2010-07-22 18:01:32 +12:00
alzeih
6be4e5c266
Combat.DoExplosion now takes a Target
...
(needs more refactoring)
2010-07-22 16:00:14 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Bob
fb6c44bce3
move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render
2010-07-08 17:24:12 +12:00
Bob
281d013c3b
move Combat, AttackBase, and associates into mod
2010-07-08 16:38:58 +12:00
Chris Forbes
5bec019d55
add RALint checking to nearly everything
2010-07-01 18:57:10 +12:00
Chris Forbes
2d9e5c6fcd
remove spam on loading RA MIX headers; add some more bits to RALint
2010-07-01 18:31:13 +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
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
37cf30a097
Refactor Mobile.TeleportTo -> IMove.SetPosition
2010-06-24 21:51:22 +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
Paul Chote
f3dc3b1da0
Recover gracefully if proc goes away while harv is docking
2010-06-16 20:22:11 +12:00
Paul Chote
5ed8113d8e
Steal docked harv on proc capture (needs multiplayer testing); framework for canceling dock on proc death/sell (needs further activity changes)
2010-06-16 19:47:15 +12:00