Commit Graph

42 Commits

Author SHA1 Message Date
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