Bob
cfa56a791d
Moved footprint info onto its building.
2009-10-20 23:55:57 +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
ec60b00f31
explosions
2009-10-20 18:47:47 +13:00
Bob
7332a8f79a
Fixed bullets
2009-10-20 18:30:15 +13:00
Chris Forbes
1bc3fc22c6
pulling IEffect out of Bullet in prep for Explosion
2009-10-20 18:21:42 +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
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
Chris Forbes
670df0f7e1
healthbars, sortof
2009-10-19 20:21:56 +13:00
Chris Forbes
4aea82712f
tied into renderer
2009-10-18 22:40:41 +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
Matthew Bowra-Dean
3deacd8062
Beginnings of cursor support.
2009-10-15 18:37:24 +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
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
e255a48645
another improvement. it runs, too!
2009-10-12 21:29:49 +13:00
Chris Forbes
711b419ed0
untangling a few things
2009-10-12 21:23:09 +13:00
Matthew Bowra-Dean
99ad09ddc2
Support for Dune II SHP files used for cursors in Red Alert.
2009-10-12 09:45:15 +13:00
Chris Forbes
a9af3be206
WEAF roof fixed
2009-10-11 09:32:24 +13:00
Chris Forbes
f79d52be6a
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-11 08:54:45 +13:00
Bob
dce4bcc216
Walls are correct; ore/gems are maxed.
2009-10-10 22:08:59 +13:00
Chris Forbes
964888659d
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-10 21:30:56 +13:00
Chris Forbes
0f94af763a
fix selection of phantom units, etc
2009-10-10 21:30:47 +13:00
Bob
296092f9f6
Merge branch 'master' of git@github.com:beedee/OpenRA
2009-10-10 21:23:53 +13:00
Bob
b880f7d1bc
Overlay rendering
...
- also, sequences for HBOX and PBOX
2009-10-10 21:23:33 +13:00
Chris Forbes
70bc8366a5
water anim in shader
2009-10-10 20:51:17 +13:00
Bob
4fa05a6d40
sequences for the rest of the buildable buildings, and fixes to make HBOX and MSLO work
...
- HBOX and MSLO sprites are in temperat/snow mixes with .tem/.sno extensions (and not present in interior)
2009-10-10 19:30:19 +13:00
Chris Forbes
4c9bd5c095
fixes selection highlight
2009-10-10 09:35:03 +13:00
Bob
3181b055aa
Trait-based units. Any unit/building without sequences will cause a crash when built.
2009-10-10 00:31:16 +13:00
Bob
9ffa73cf6c
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-10-09 21:29:58 +13:00
Bob
04dd5e68ba
Added UnitInfo.
...
- units.txt turned into infantry.txt and vehicles.txt
- slight sidebar fixes
2009-10-09 21:28:56 +13:00
Chris Forbes
d8c7d3288c
merging bob's changes
2009-10-09 19:21:43 +13:00
Bob
382ff42397
updated sequences, and some small fixes
2009-10-09 18:09:30 +13:00
Chris Forbes
f6eb20bbf8
show potential selections in band-box; FindUnits is still wrong.
2009-10-08 22:39:26 +13:00
Chris Forbes
40969087f0
mouse selection works. multiselect still to come.
2009-10-08 22:26:15 +13:00
Chris Forbes
2e4279664f
line rendering - selection box!!
2009-10-08 21:53:59 +13:00
Chris Forbes
ea48024f3e
oops - region offsetting was completely broken
2009-10-07 23:19:51 +13:00
Bob
75d18cf11e
added TurretedUnit
...
3tnk works; jeep's turret is off-center (and possibly hard-coded?)
2009-10-07 22:35:13 +13:00
Chris Forbes
9eb03e3839
RMB to cancel orders
2009-10-06 22:21:15 +13:00
Chris Forbes
108d799b29
unsnarled the input a bit
2009-10-06 22:03:24 +13:00
Bob
f2eeb11d0f
added TurretedUnit
...
3tnk works; jeep's turret is off-center (and possibly hard-coded?)
2009-10-06 20:39:40 +13:00
chrisf
b594f296c3
slowly teasing the view+controller out of the model classes.
...
actually doesn't work right now, but that will change.
git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@2050 993157c7-ee19-0410-b2c4-bb4e9862e678
2008-07-25 07:27:47 +00:00
chrisf
4ea033f63d
git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@2049 993157c7-ee19-0410-b2c4-bb4e9862e678
2008-07-20 20:06:19 +00:00