Paul Chote
974e9b3325
Write XCC compatible mix files.
2013-05-17 23:46:29 +12:00
Paul Chote
47f078ec3a
Parse XCC global mix database.
2013-05-17 23:46:24 +12:00
Paul Chote
8817fd2cc5
Parse XCC local mix database.
2013-05-17 23:46:24 +12:00
Paul Chote
50b87b580a
Remove 12 character limit from mix content names (XCC compatibility).
2013-05-17 23:46:19 +12:00
Paul Chote
170e14546a
Convert NukeLaunch to world coordinates.
2013-05-17 18:12:29 +12:00
Paul Chote
4b4c1b71df
Convert GpsSatellite to world coordinates.
2013-05-17 18:12:29 +12:00
Paul Chote
e122797a68
Convert CrateEffect to world coordinates.
2013-05-17 18:12:29 +12:00
Paul Chote
4d8dd2db7d
Convert Corpse to world coordinates.
2013-05-17 18:12:29 +12:00
Paul Chote
3e1c1096c2
Convert Smoke to world coordinates.
2013-05-17 18:12:29 +12:00
Paul Chote
c6e6977bf6
Convert RallyPoint to world coordinates.
2013-05-17 18:12:28 +12:00
Paul Chote
85056e1c6c
Convert bridges to world coordinates.
2013-05-17 18:12:28 +12:00
Paul Chote
57142fbb8d
Convert indicator overlays to world coordinates.
2013-05-17 18:12:28 +12:00
Paul Chote
e382dc9b71
Remove obsolete functions from WorldRenderer.
2013-05-17 18:12:28 +12:00
Paul Chote
e1290dca47
Round PxPosition to the nearest pixel.
2013-05-17 18:12:28 +12:00
Paul Chote
ca5f2c3785
Split Renderable into an IRenderable interface and SpriteRenderable implementation.
2013-05-17 18:12:28 +12:00
Paul Chote
9b7aaebcbc
Rewrite RenderCargo -> WithCargo.
...
Now uses world coordinates and properly displays
cargo at all facings.
2013-05-17 18:12:27 +12:00
Paul Chote
462478afdf
Convert building rendering to world coordinates.
2013-05-17 18:12:27 +12:00
Paul Chote
d7e6125dd7
Convert ChronoshiftPower to world coords.
2013-05-17 18:12:27 +12:00
Paul Chote
79cbb7f729
Convert Parachute to world coords.
2013-05-17 18:12:27 +12:00
Paul Chote
fe716e76a7
Convert AnimationWithOffset to world coords.
...
Animations (via Actor.CenterPosition) now
understand Altitude, so there is potential for
mis-positioned animations if any existing altitude
hacks were missed.
2013-05-17 18:12:27 +12:00
Paul Chote
fb17654ea0
Convert Renderable to World Coordinates internally.
2013-05-17 18:12:26 +12:00
Paul Chote
d878c96343
Change Renderable to take centered positions.
2013-05-17 18:12:26 +12:00
Paul Chote
d103a187f6
Make the guts of Renderable private.
2013-05-17 18:12:26 +12:00
Paul Chote
7719ad1f2d
Move Renderable into its own file.
2013-05-17 18:12:26 +12:00
Chris Forbes
cfcccb590d
Merge pull request #3295 from reaperrr/patch-3
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adding ImpactSounds to many weapons + other changes
2013-05-16 15:46:30 -07:00
Chris Forbes
8b4814e399
Merge pull request #3233 from ScottNZ/follow
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Add unit following/guarding
2013-05-16 14:02:32 -07:00
Chris Forbes
3f1805c1ea
Merge pull request #3192 from Mailaender/asset-browser
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Created an Asset Browser to view and convert Sprites
2013-05-16 12:57:15 -07:00
Chris Forbes
56067e4d4f
Merge pull request #3281 from Mailaender/sdl-openal-mirrors
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Added OpenAL and SDL Windows dependency DLLs to mirrors
2013-05-16 12:55:31 -07:00
reaperrr
7e3f90ee1d
sound and explosion changes
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Explosion sounds have been noticeably absent from the RA mod, artillery weapons only used the weak kaboom12, most other weapons had no ImpactSound at all, making even larger battles sound 'empty'.
Now, explosive artillery weapons (155m, 8Inch, SubMissile) use art-exp1 as animation and kaboom22 as impact sound. Furthermore, most cannons and rockets now use kaboom12 as ImpactSound. In one or two cases kaboom15 is used instead. Furthermore, for consistency Trail: smokey was disabled on Dragon and ChronoTusk.
2013-05-16 21:10:54 +03:00
reaperrr
c71bdf32e1
adds artillery_explosion
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Technically unnecessary, but using self_destruct on regular weapons in weapons.yaml might be a little confusing for modders. artillery_explosion is a more straight-forward label for art-exp1.
2013-05-16 20:52:19 +03:00
Scott_NZ
6e5d58379f
Add unit guarding
2013-05-16 21:23:58 +12:00
Chris Forbes
a2a3def685
Merge pull request #3291 from reaperrr/patch-2
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Adjusting infantry run animations to speed
2013-05-15 13:50:25 -07:00
reaperrr
01e6c14025
Adjusting infantry run animations to speed
...
I noticed that by default the run and prone-run animations are way too fast for the infantry movement speed. I used Tick values to fix this, taking into account individual speed. I used Tick: 80 for Speed: 5, 100 for speed 4 and 120 for speed 3. Some fine-tuning may be needed, but it already looks much better than before.
2013-05-15 23:43:20 +03:00
Matthias Mailänder
2d1bc7bac8
adapt asset browser for R8 files
2013-05-15 18:13:40 +02:00
Matthias Mailänder
6262aa846f
wire up the import from PNG to SHP button
...
store everything in user directory to not junk up the game
and for file permissions on Mac/Linux when installed
2013-05-15 18:13:39 +02:00
Matthias Mailänder
8f822f6cad
game asset browser UI polishing
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- display file extension
- show total frame count
- dark background for preview
2013-05-15 18:13:39 +02:00
Matthias Mailänder
f14441d2f4
added MinimumThumbSize to ScrollPanelWidget
...
closes #2865
2013-05-15 18:13:39 +02:00
Matthias Mailänder
2762c245ee
fix Makefile
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OpenRA.Mods.RA.dll now depends on the Utility.exe
2013-05-15 18:13:39 +02:00
Matthias Mailänder
0c1b6f21b9
add a dump everything to PNG options for @xanax
2013-05-15 18:13:39 +02:00
Matthias Mailänder
7f40f59d85
added button to extract the selected SHP and convert it to PNG
2013-05-15 18:13:39 +02:00
Matthias Mailänder
6a6776754b
added .mix file support for game asset browser
2013-05-15 18:13:39 +02:00
Matthias Mailänder
4a1ebb69c3
remove duplicate ra-desert bridge tiles
2013-05-15 18:13:39 +02:00
Matthias Mailänder
3ae61c5f8c
added the game asset viewer to d2k mod
2013-05-15 18:13:38 +02:00
Matthias Mailänder
881fcf1191
added in-game SHP viewer with frame slider
2013-05-15 18:13:33 +02:00
Chris Forbes
ce021a4f62
Merge pull request #3283 from pchote/turret-rendering
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Unify turret rendering traits
2013-05-15 03:30:17 -07:00
Chris Forbes
2207c391d6
Merge pull request #3265 from Mailaender/building-building-building
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Avoid notification spam when the build palette is left-clicked
2013-05-15 03:27:54 -07:00
Chris Forbes
e97638ce86
Merge pull request #3282 from pchote/renderer-refactoring
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Renderer refactoring - SheetBuilder
2013-05-15 03:26:16 -07:00
Paul Chote
f5d59fab22
Fix #2106 .
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The current tilesets only use only ~3% of the
available sheet space, so a future patch may want
to look into decreasing the terrain sheet size to
save some GPU memory.
2013-05-15 20:36:30 +12:00
Paul Chote
4ebe547a05
Allow SheetBuilder to generate 1/2/4 channel sheets.
...
This makes the SpriteFont RBGA sprite hack explicit,
and adds a DualIndexed option to be used by the voxel
renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
28d4df355d
Tidy Sprite.
2013-05-15 20:18:41 +12:00