Paul Chote
0bd466a9e9
Use a lookup table for fvecs.
2011-01-27 12:05:13 +13:00
Paul Chote
9db41f5638
Remove fp from facing calculation.
2011-01-27 12:01:02 +13:00
Chris Forbes
848622054d
unstatic SpriteLoader
2011-01-26 21:09:07 +13:00
Chris Forbes
1d7f57941e
rename SpriteSheetBuilder to SpriteLoader; it's dumb otherwise
2011-01-26 21:07:54 +13:00
Chris Forbes
0f84ac5215
RenderBuilding.BuildingPreview pushed down to RenderSimple and renamed to .RenderPreview()
2011-01-26 21:06:05 +13:00
Chris Forbes
f52620f6fc
add ISync to all traits that have [Sync] members
2011-01-26 21:00:28 +13:00
Paul Chote
272ba08c21
Likewise for PlayerResources
2011-01-25 18:26:15 +13:00
Chris Forbes
9387029b51
remove some sillyness in PlayerResources.Tick
2011-01-09 13:24:54 +13:00
Chris Forbes
b4109b12ca
less dumb PlayerResources init
2011-01-09 13:23:29 +13:00
Chris Forbes
3426b52247
add ColorRamp type; change everything to use it; maps not yet upgraded
2011-01-08 18:17:18 +13:00
Paul Chote
8264c6c8dc
Play "Unable to build more" eva when the production exit is blocked. Also fixes #484 .
2011-01-08 13:15:30 +13:00
Chris Forbes
93a56f9a18
#250 resources should have a list of allowed terrain types
2011-01-08 09:31:36 +13:00
Paul Chote
9f38df013e
Target uses int2.
2011-01-07 20:21:47 +13:00
Paul Chote
60e3f7621f
Remove fp from CenterLocation and aircraft.
2011-01-07 20:14:22 +13:00
Paul Chote
de5d9abec3
Delayed unloading. Remove LocalStorage from proc.
2011-01-02 15:27:29 +13:00
Paul Chote
f3da258763
Remove GetSiloFullness.
2011-01-02 14:54:25 +13:00
Chris Forbes
2048900c10
fix some dumbness in Production/ITeleportable
2011-01-02 14:41:48 +13:00
Chris Forbes
d8eaa7c841
shuffle exits
2010-12-27 19:43:32 +13:00
Chris Forbes
59fdbe8725
CanTargetUnit -> CanTargetUnit
2010-12-27 18:43:32 +13:00
Chris Forbes
d320a689a2
wire up bot creation properly in CreateMPPlayers etc
2010-12-23 08:42:44 +13:00
Chris Forbes
dcec748911
fix #436 bridges in wrong place in render sequence
2010-12-20 19:43:25 +13:00
Chris Forbes
3f47715c36
harvesters show colors for each resource type
2010-12-05 12:10:52 +13:00
Chris Forbes
5617465294
remove sync attribute from DisplayCash/DisplayOre
2010-12-04 11:14:40 +13:00
Paul Chote
971287e989
Fix shroud crash
2010-12-01 18:22:46 +13:00
Paul Chote
5070a81db4
Move CancelableActivity into the Activities namespace. Remove the Idle activity.
2010-11-30 11:11:14 +13:00
Paul Chote
00a0aac7a3
Scale is now set via a field on Render* and interacts properly with chronoshift and building previews.
2010-11-27 13:30:08 +13:00
Paul Chote
434ea26950
Fix cloaked units.
2010-11-27 11:28:22 +13:00
Paul Chote
3b0810a096
Simply the localplayer hack, and prevent vis dirtying when shroud is disabled.
2010-11-27 11:28:17 +13:00
Paul Chote
1d81e71bcb
Allow vis to extend outside the map, but not explored.
2010-11-27 11:20:04 +13:00
Paul Chote
29ac9a594a
Add a hack to support our old "no player means total vis" behavior.
2010-11-27 11:20:04 +13:00
Paul Chote
fb0e399ab9
Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
2010-11-27 11:20:04 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
41fd19c766
Begin refactoring Shroud. ShroudRenderer is now internal to WorldRenderer; all traits interact with Shroud directly. Gives soft-edges at the map border for free, but breaks shellmap and observers.
2010-11-27 11:20:03 +13:00
Paul Chote
b423889c06
Remove a pile of duplication from target lines.
...
Remove MoveFlash.
2010-11-27 11:20:03 +13:00
Paul Chote
96cd0e2259
Render building previews
2010-11-24 13:43:07 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc
Kill Map.XOffset / Map.YOffset.
2010-11-24 10:26:38 +13:00
Paul Chote
00dc91cf49
Standardise Theater -> Tileset.
2010-11-24 10:09:51 +13:00
Paul Chote
dba7335594
Fix a pile of compiler warnings.
2010-11-21 13:10:22 +13:00
Chris Forbes
5292272902
#186 unlimited power devhack
2010-11-21 12:36:18 +13:00
Chris Forbes
1db3ce4b59
some usings cleanup
2010-11-21 12:25:22 +13:00
Bob
a7f42dcf0c
fix interaction between autoattack and idleanimation
2010-11-16 20:32:00 +13:00
Chris Forbes
c1eacc225d
fix DrawLineToTarget drawing from the ground below flying units
2010-11-14 21:27:17 +13:00
Bob
80e897abfb
add Util.RunActivity, and have Actor.Tick use it. fix medic autoheal
2010-11-14 18:36:36 +13:00
Bob
e7a07ea9c3
Add target param to INotifyAttack. Remove target field from AttackOmni
2010-11-14 16:03:01 +13:00
Bob
f8e6245903
make order queuing work for buildings and turreted units, too
2010-11-14 15:48:02 +13:00
geckosoft
622f9bfe71
Added: forceQueue to IOrderTarget' CanTargetUnit / CanTargetLocation
...
Added: forceQueue to all related methods
Added: Only shows the select cursor IF hovering over a unit AND the orders return the 'default' icon
2010-11-13 17:46:36 +13:00
geckosoft
0e750a3f25
Cleanup: Idle activity now reuses itself instead of returning null (causing another Idle object to be created)
2010-11-13 17:43:41 +13:00
geckosoft
5b71bee4c8
Added: ISelectionColorModifier
2010-11-13 17:08:00 +13:00
geckosoft
ebca421856
Moved: BaseBuilding out of core => RA
...
Implemented: INotifyKeyPress for World traits (to respond on key pressed)
Moved: GotoNextBase (backspace key) out of core => RA
Added: GotoNextBase trait to both RA & CNC
2010-11-13 17:01:35 +13:00