Bob
cfa56a791d
Moved footprint info onto its building.
2009-10-20 23:55:57 +13:00
Chris Forbes
6c0ced3e9a
cleaning techtree & sidebar; building placement is mostly fixed
2009-10-20 22:35:05 +13:00
Chris Forbes
b3aa4bf60b
and a bit more
2009-10-20 20:52:24 +13:00
Chris Forbes
bca1479a66
removed a bit of duplication
2009-10-20 20:51:30 +13:00
Chris Forbes
a4c344523f
pushed bibs down into the smudge layer; made Game static
2009-10-20 20:47:04 +13:00
Chris Forbes
e41e74e609
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-20 18:47:55 +13:00
Chris Forbes
ec60b00f31
explosions
2009-10-20 18:47:47 +13:00
Bob
b5c7a00552
Prerequisites now uses the array-loading stuff in FieldLoader. It's use (in techtree) was also simplified.
2009-10-20 18:38:58 +13:00
Bob
7332a8f79a
Fixed bullets
2009-10-20 18:30:15 +13:00
Chris Forbes
9fc96586d8
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-20 18:21:54 +13:00
Chris Forbes
1bc3fc22c6
pulling IEffect out of Bullet in prep for Explosion
2009-10-20 18:21:42 +13:00
Bob
16f81085e7
Merge branch 'master' of git@github.com:beedee/OpenRA
2009-10-20 18:17:23 +13:00
Bob
80bcd23ba7
Traits is now data-driven. Actor.cs is now SMALL. (win)
...
- FieldLoader can now handle arrays. This might be useful for Prerequisites, Owner fields.
2009-10-20 18:17:08 +13:00
Chris Forbes
5a67220f0e
select cursor support, better selection
2009-10-20 18:09:44 +13:00
Chris Forbes
24c49ebb8f
better healthbar rendering
2009-10-20 17:46:58 +13:00
Bob
b31071303f
Removed the last dependency on buildings.txt et al, and removed those ".txt" files.
2009-10-20 17:29:13 +13:00
Bob
6dec94d00e
added units.ini (and campaignUnits.ini), and IniFile got support for load/merging multiple files.
...
- Rules can now handle map-specific rules changes
- units.ini replaces {buildings,units,infantry}.txt (or will replace; sidebar still uses them)
- Added support for loading map-placed units/structures - try scg11eb.ini
- added FCOM
2009-10-20 17:16:45 +13:00
Bob
a59265a661
TechTree now works in lower-case, the same as the rest of the game.
2009-10-20 15:53:54 +13:00
Bob
707ba7d957
Locked frame times; SAM, GUN, AGUN work again.
...
- all frames are 40ms long. (except something in the sidebar, which should really be PlayFetchIndex anyway)
- SAM, GUN, and AGUN no longer crash the game when built. (Turreted used Mobile, which those buildings don't have)
2009-10-20 00:57:50 +13:00
Bob
a7ce0f97d1
changes facing (and desireFacing) on Mobile and on Turreted. range is now 0..255
2009-10-19 23:45:14 +13:00
Chris Forbes
451fdc1615
fixing bullet offset
2009-10-19 21:59:31 +13:00
Chris Forbes
670df0f7e1
healthbars, sortof
2009-10-19 20:21:56 +13:00
Chris Forbes
9a6d730e7c
fixes bib on WEAP
2009-10-19 19:00:56 +13:00
Chris Forbes
985bc16e31
palette matching tool
2009-10-19 18:19:43 +13:00
Bob
5f2d89fd63
added AttackTurreted.
2009-10-18 23:51:00 +13:00
Chris Forbes
62207efbd9
comment already sucked\!
2009-10-18 23:18:06 +13:00
Chris Forbes
46d52d077c
bullet test
2009-10-18 22:56:34 +13:00
Chris Forbes
4aea82712f
tied into renderer
2009-10-18 22:40:41 +13:00
Chris Forbes
253e70f108
oops
2009-10-18 22:29:28 +13:00
Chris Forbes
7b8355beb5
start of some bullet support
2009-10-18 22:27:28 +13:00
Chris Forbes
9a9452c3fa
what a hack, but the cursors work and the terrain doesnt break anymore
2009-10-15 19:15:40 +13:00
Chris Forbes
b2f1d2aa88
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-15 18:38:46 +13:00
Matthew Bowra-Dean
3deacd8062
Beginnings of cursor support.
2009-10-15 18:37:24 +13:00
Chris Forbes
197483f973
fixed unit ack sound to only happen when *issuing* the order
2009-10-15 07:38:27 +13:00
Chris Forbes
05cbf6b680
more dead stuff
2009-10-15 07:28:18 +13:00
Chris Forbes
b87caf2654
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-15 07:27:29 +13:00
Matthew Bowra-Dean
fe78e22747
Fixed the building placement to have the cursor in the centre. Replaced magic numbers with Game.CellSize
...
Using the building footprint, the placement overlay is offset from the cursor so the cursor is in the approximate middle of the overlay (not precisely due to overlay snapping to tiles). The tile size (24) was used as a magic number in a lot of places, they have been replaced with Game.CellSize.
2009-10-15 03:16:44 +13:00
Chris Forbes
736ac862ab
removing some dead crap
2009-10-14 20:27:55 +13:00
Chris Forbes
00cf322feb
added speech packages; successful local move orders now play sound
2009-10-14 20:16:30 +13:00
Chris Forbes
1c7bf80166
slightly more usable sound support
2009-10-14 20:12:28 +13:00
Chris Forbes
60a24a5415
generic info loader, projectiles
2009-10-14 18:55:34 +13:00
Chris Forbes
6432ba8779
WarheadInfo loading
2009-10-14 13:59:27 +13:00
Chris Forbes
f41fddef8e
irrklang thirdparty note
2009-10-14 10:37:43 +13:00
Chris Forbes
74ebdc5f93
sound works
2009-10-14 10:35:24 +13:00
Matthew Bowra-Dean
2709118d48
Fixed building placement input behaviour.
2009-10-13 23:40:23 +13:00
Chris Forbes
bebe9bee85
did palette animation the sane way (switching palettes) rather than cycling 0x60-0x66 in the shader
2009-10-13 23:02:46 +13:00
Chris Forbes
d8d1def249
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-13 22:15:46 +13:00
Chris Forbes
13510ea950
fixes footprints for FACT, FACF, APWR for bibs. building placement offset will remove remaining weirdness.
2009-10-13 22:15:33 +13:00
Chris Forbes
5f711e12e6
adds bib rendering. still wrong for a few buildings, but not *too* bad.
2009-10-13 22:12:00 +13:00
Bob
bdad41c159
Fixed bug #16 .
2009-10-13 21:45:36 +13:00