Paul Chote
749a947d3f
Avoid repeated queries of DeveloperMode.
2014-06-26 23:14:14 +12:00
Paul Chote
2af123034d
Use ExtraData for SetStance and SetUnitStance.
2014-06-26 23:14:13 +12:00
Paul Chote
7d24053f52
Introduce Order.SuppressVisualFeedback to cleanly disable flashes.
2014-06-26 23:14:13 +12:00
Paul Chote
32e0bf3edf
Fix captured tech unlocking in TD.
2014-06-26 23:14:13 +12:00
Paul Chote
d318d7c5e3
Add HackyAI support for multiple structure queues.
2014-06-26 23:14:13 +12:00
Matthias Mailänder
74be133e40
Use Prerequisites: ~disabled for unbuildable actors.
2014-06-26 23:14:13 +12:00
Paul Chote
ca082e3cec
Allow ProductionQueue to filter by race.
2014-06-26 23:14:13 +12:00
Paul Chote
d9e0559c7a
Remove some long-dead code.
2014-06-26 23:14:13 +12:00
Paul Chote
66d9629520
Fix remaining tech tree issues.
2014-06-26 23:14:12 +12:00
Paul Chote
7b3a0ebeb5
Tidy production traits.
2014-06-26 23:14:10 +12:00
Paul Chote
f46f71217e
Pass initial race to husks and transformed actors.
2014-06-26 23:12:23 +12:00
Paul Chote
7dfc822d76
Tidy transformation trait/activity.
2014-06-26 23:12:23 +12:00
Paul Chote
6536f92b12
Allow custom prerequisites to be restricted by race.
2014-06-26 23:12:23 +12:00
Paul Chote
d4227fa13e
Fix production tooltip display.
2014-06-26 23:12:23 +12:00
Paul Chote
a5cc68efee
Allow production ownership test to be disabled.
2014-06-26 23:12:23 +12:00
Paul Chote
c5089db19c
Allow actors to exist in multiple building queues.
2014-06-26 23:12:22 +12:00
Paul Chote
d43acfe94b
Merge pull request #5679 from RoosterDragon/main-loop-alloc
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Reduce memory allocation in the main loop
2014-06-26 23:10:56 +12:00
Mustafa Alperen Seki
3c891f7c45
Hervaster collects tiberium
2014-06-26 12:29:42 +03:00
Tom Lane
8d6d06fc5f
Remove ability for Sniper to capture churches.
2014-06-25 21:44:50 +01:00
Matthias Mailänder
48bd67b735
Merge pull request #5735 from pavlos256/always-save-replay
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Properly save replay even when the game crashes (fixes #5610 )
2014-06-25 20:17:39 +02:00
Matthias Mailänder
36c910fcae
Merge pull request #5731 from RoosterDragon/sequence-initialize-fix
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Fix #5452
2014-06-25 20:15:08 +02:00
Paul Chote
492513a89a
Merge pull request #5706 from Mailaender/lint-players
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Added a new OpenRA.Lint check for invalid player definitions
2014-06-25 11:30:34 +12:00
Pavlos Touboulidis
e19dae8eec
Properly save replay even when the game crashes ( fixes #5610 )
2014-06-24 22:40:20 +03:00
Oliver Brakmann
0ff66949fb
Make Shift+<Hotkey> queue five units/buildings. Fixes #5544 .
2014-06-24 19:41:20 +02:00
Matthias Mailänder
66325f4941
Merge pull request #5733 from MustaphaTR/bleed
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Heavy Support + Ordos Raider for light
2014-06-24 18:42:33 +02:00
RoosterDragon
3c9f589b5e
Move try-catch during creation of sequences into the function rather than around the lazy initialization.
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This fixes an issue with VS breaking on the exception because it thinks it will go unhandled, even though it will be handled.
2014-06-24 17:21:41 +01:00
Mustapha
50d12ee22e
Update AUTHORS
2014-06-24 16:49:14 +03:00
Mustapha
b297bb7e75
Heavy Support + Ordos Raider for light
2014-06-24 16:43:09 +03:00
Matthias Mailänder
4018da3481
Merge pull request #5732 from MustaphaTR/bleed
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Closes #5726
2014-06-24 09:39:40 +02:00
Mustapha
315fad8db7
Light Unit Support for D2K.
2014-06-24 09:30:39 +03:00
obrakmann
04dbe9fc2a
Merge pull request #5687 from Mailaender/missile-out-of-map
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Added a check for IsInMap(cell) to missiles.
2014-06-23 20:24:28 +02:00
Matthias Mailänder
378dd66622
Merge pull request #5701 from pavlos256/dev-crash
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Add /crash dev command
2014-06-23 19:42:32 +02:00
obrakmann
07fc446520
Merge pull request #5697 from Mailaender/classic-minelay
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Added a classic minelay order
2014-06-23 19:01:37 +02:00
Matthias Mailänder
7f8e84848d
Merge pull request #5722 from MustaphaTR/bleed
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Some description changes
2014-06-23 17:38:38 +02:00
Paul Chote
177dd02cd1
Merge pull request #5628 from pavlos256/smooth-scrolling
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Add smooth scrolling to the ScrollPanelWidget
2014-06-23 21:46:50 +12:00
Paul Chote
0f115b0468
Merge pull request #5330 from Mailaender/jungle
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Added the JUNGLE terrain
2014-06-23 21:42:26 +12:00
Chris Forbes
87ff787f26
Merge pull request #5721 from RoosterDragon/stylecop-small-projects
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Run StyleCop on the smaller projects.
2014-06-23 19:09:04 +12:00
Mustapha
2d8f0ce96e
Engineer's description changes.
2014-06-23 10:02:54 +03:00
Chris Forbes
3b99e79fd0
Merge pull request #5720 from pchote/revert-fail
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Revert Utility changes
2014-06-23 19:01:35 +12:00
Mustapha
4159aa4bba
Trike's weaknesses.
2014-06-23 09:56:15 +03:00
RoosterDragon
38617dc0a9
Run StyleCop on the smaller projects.
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Also add a copy of the rules to the CrashDialog and Irc projects.
2014-06-23 00:03:37 +01:00
Paul Chote
7cf2a32a2a
Revert "export health, cost and damage per section into a CSV file"
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This reverts commit 8249012e4b .
Conflicts:
OpenRA.Utility/Command.cs
2014-06-23 09:31:40 +12:00
obrakmann
e41791568d
Merge pull request #5702 from Mailaender/reslayer-cell-full
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Fixed exploding harvesters spawning resources on full cells
2014-06-22 18:57:57 +02:00
Matthias Mailänder
379686a64d
Merge pull request #5711 from obrakmann/flyattack-fix
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Fix FlyAttack discarding the activity queue upon completion
2014-06-22 18:49:00 +02:00
RoosterDragon
8a60880cf1
Tackle the last of the low hanging fruit for memory allocations in the main game loop.
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- Avoid calling string.Split twice in SprintFont.Measure.
- Change ActorsInBox method of ActorMap and ScreenMap to avoid allocating and intermediate list. As a bonus this allows the sequence to be lazily consumed. Also avoid LINQ in these methods.
- In FrozenUnderFog.TickRender, the method exits early if no players are visible so the attempt at lazy generation was not needed.
- Unwrap a LINQ Any call in ClassicProductionQueue.Tick.
- Merge some successive Where calls in ProximityCapturable into single predicates.
2014-06-22 17:29:45 +01:00
Matthias Mailänder
a5d765e100
Merge pull request #5713 from RoosterDragon/game-project-config
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Fix debug info regression from #5673
2014-06-22 17:55:03 +02:00
RoosterDragon
927b0499da
Produce debug output for OpenRA.Game.
2014-06-22 16:38:05 +01:00
Oliver Brakmann
cf2fad673d
Fix issue with capturing enemy buildings in 'Intervention' mission
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The onDamaged event handler would still fire after an enemy building had
been captured. Fixed by checking the owner before starting repairs.
Thanks to Microbit for showing me that people actually did that.
2014-06-22 14:03:57 +02:00
Oliver Brakmann
c12527e866
Remove workaround for #4482 from 'Intervention' mission
2014-06-22 14:03:57 +02:00
Oliver Brakmann
aa91020790
Do not discard activity queue when FlyAttack completes. Fixes #4482 .
2014-06-22 14:03:44 +02:00