Paul Chote
0cff8b5b12
Add a debug visualization for muzzle positions.
2013-03-29 20:42:56 +13:00
Matthias Mailänder
1a768c99ff
Merge pull request #2876 from Mailaender/debug-traits
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add the desync-debug traits to the actors of default mods
2013-03-28 09:34:45 -07:00
Matthias Mailänder
8d9f91a844
non-targetable trees, fixes #2875 and related regressions
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makes them indestructable again except for super-weapons
2013-03-28 12:23:39 +01:00
Matthias Mailänder
10ba7ae1c3
add the desync-debug traits to the actors of default mods
2013-03-28 11:53:50 +01:00
Paul Chote
0167bbfbaa
Move weapon/turret definitions out of AttackBase.
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Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00
Matthias Mailänder
17d032b190
destructible trees for both CnC and RA mod
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- move DeadBuildingState to OpenRA.Mods.RA
- don't loop sequences with length > 1
2013-03-10 10:08:59 +01:00
Matthias Mailänder
6152fa2890
fixes #2716
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Gems were non-pathable and therefore also uncollectible
2013-03-02 14:58:17 +01:00
Scott_NZ
817e6f1ec1
Have Tanya not shoot her pistols at buildings, and have her shoot pistols at barrels instead of using C4 on them
2013-02-27 17:57:53 +13:00
Scott_NZ
3f6af59612
Add AutoTargetIgnore for the new bridges
2013-01-28 00:33:07 +13:00
Scott_NZ
742a27158a
Make oil derricks repairable by engineers
2013-01-12 18:55:59 +13:00
Scott_NZ
11c45e4388
Start unbreaking ScaredyCat
2013-01-08 22:44:08 +13:00
Scott_NZ
411aedafa0
Setup c3-c10 placeholder civilians.
2013-01-08 22:44:05 +13:00
Scott_NZ
ed9bb72dbe
Add more things to the Combat tab
2013-01-08 22:42:43 +13:00
Matthias Mailänder
f402c37b14
Don't remap civilian buildings/fields in-game.
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V16 field was mostly affected because it consists mostly of remapped colors.
2012-12-12 09:43:45 +13:00
Matthias Mailänder
aad0b3d2d8
fixed wrong palette remapping for neutral buildings in editor
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for TEMPERAT (fields) and DESERT (buildings, trees, rocks)
2012-11-26 12:21:50 +01:00
Curtis Shmyr
7d5a843684
RA Desert - Added a missing shrub. Added building yaml definitions. Hide Temperate and Snow actors from Desert tileset editor.
2012-11-25 17:30:19 -07:00
Matthias Mailänder
7a89e3d67a
added DESERT rocks
2012-11-17 13:16:26 +01:00
Chris Forbes
0f126fd630
tidy in defaults.yaml
2012-08-15 08:51:15 +12:00
Matthias Mailänder
9ce8c90d25
added Harissons high-quality temperate terrain expansion
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new brigdes, fjords, debris, cliffs
2012-08-15 08:51:01 +12:00
Matthias Mailänder
6204bfcabf
added hospital/bio lab to RA
2012-07-17 14:18:10 +02:00
Curtis Shmyr
bc8c433a72
Modified Capturable to have a capture time; fixes #2002
2012-04-06 14:47:04 +12:00
Chris Forbes
b88a32759c
fixed #800 - infantry can walk on AT mines
2011-11-01 22:16:35 +13:00
Chris Forbes
b9ac25e044
split sprite-based and line-based things in Selectable into two traits
2011-10-23 12:13:11 +13:00
Curtis S
16aec6ba90
Enabled tank squish in RA for 2tnk/3tnk/4tnk/ttnk/harv/mcv
2011-10-10 20:02:04 -06:00
Curtis S
ce336b46fd
fix #1196 : can't capture civ buildings
2011-10-06 18:30:47 -06:00
Chris Forbes
4fd3e6a390
fix #1151 -- husks should not be selectable
2011-10-04 21:57:20 +13:00
Chris Forbes
67b4ef3084
#1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements
2011-08-17 07:52:35 +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
5f315bc404
split unit smoke out into WithSmoke trait; remove duplication
2011-07-17 11:27:20 +12:00
Chris Forbes
43d8750aad
fixed #728 : BuildableInfo.BaseNormal -> GivesBuildableArea
2011-06-28 23:11:20 +12:00
Paul Chote
64497c9b2f
Fix exploding walls
2011-06-20 13:03:23 +12:00
Chris Forbes
d8ff3b8d3a
fix 704 -- parachute offsets are configurable, and sensible now for infantry
2011-05-22 21:33:46 +12:00
Chris Forbes
0bc427c683
make helicopters actually inherit the plane stuff as intended. oops.
2011-05-03 08:21:56 +12:00
Chris Forbes
dd4c5508fa
gpsdot has sprites
2011-05-02 19:51:15 +12:00
Mike Bundy
bcbac667db
Changes how GPS is watched. Changes GPS ability.
2011-05-02 19:31:40 +12:00
Paul Chote
43f81501a8
Split Capturable into its own trait
2011-04-10 10:07:00 +12:00
Mike Bundy
3e04b17b46
Feature: Bounties added to Buildings/Units at 10% of value + 1.25 for each lvl
2011-04-09 11:04:59 +12:00
Chris Forbes
7d29d90338
from mirey: pilot parachutes from shot down plane, sometimes
2011-04-09 11:01:17 +12:00
Curtis S
88d63d07e6
Adds TRUK to both sides - donates cash to others
2011-04-06 09:16:42 +12:00
Curtis S
f6b8e36f36
v2rl arty bridge behaviour fix
2011-04-04 11:22:00 +12:00
Chris Forbes
7e25947689
yaml changes for sellable
2011-03-17 19:14:20 +13:00
Chris Forbes
604c8c590b
fix vehicle speed on ore being insane
2011-03-02 22:51:05 +13:00
Paul Chote
0bd733d7a0
Fix bogus rebase
2011-02-07 20:10:52 +13:00
geckosoft
0f17fa34a8
Added ProximityCaptor and filtering of possible captors for KOTH
2011-02-05 19:22:06 +13:00
Paul Chote
504fe9e427
Fix infantry group damage
2011-02-04 18:39:04 +13:00
Paul Chote
73a08624ef
Hacky fix for group movement
2011-02-04 18:39:03 +13:00
Paul Chote
58f1589f95
Add debug traits to Aircraft so we can see what is desyncing.
2011-01-25 18:19:36 +13:00
Paul Chote
76216b8dd9
Move damage sounds and shaking from Building/RenderBuilding into their own traits. Fix wall damage/death sounds under cnc.
2011-01-04 14:34:00 +13:00
Chris Forbes
94715a1561
add AutoTargetIgnore to ^Wall in ra and cnc
2010-12-05 11:41:14 +13:00
Paul Chote
748a055a24
Disable FrozenUnderFog for this release.
2010-11-28 10:29:05 +13:00