Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
Bob
fdfa1ddf97
extract DrawGrid from DrawBuildingGrid
2010-11-05 19:50:18 +13:00
Bob
80caf1818b
fix off-by-one in IsInRange. use CenterLocation in combat code where appropriate
2010-11-05 19:50:17 +13:00
Bob
5c0cd50797
remove unnecessary parameters from Aircraft.MovementSpeedForCell, and rename to MovementSpeed
2010-11-05 19:50:17 +13:00
Bob
8129d5d7dc
use CenterLocation, not Location, to determine facing during attack
2010-11-05 19:50:17 +13:00
Bob
a77b7af5fd
add Target overload for IsInRange
2010-11-05 19:50:16 +13:00
Bob
ecf41722c3
rename TargetableSquares -> TargetableCells
2010-11-05 19:50:16 +13:00
Bob
39b09780f6
refactor Targetable into Targetable{Unit,Building} and ITargetable
2010-11-05 19:50:15 +13:00
Bob
98dec6dc8e
revert sanity check that building is entirely within map (trees break it)
2010-11-05 19:50:15 +13:00
Bob
50b1ba3acc
attack if in range of any cell of a building
2010-11-05 19:50:15 +13:00
Bob
c3fc7b98f3
use UIM (was BIM) to determine what cells a building blocks
2010-11-05 19:50:14 +13:00
geckosoft
f5b8b18d86
Core: Added trait 'SurrenderOnDisconnect' and the core changes required to make this work
2010-11-05 19:48:32 +13:00
geckosoft
e7c61fac5c
Core: Added the attacker to IDamageModifier' GetDamageModifier
2010-11-05 19:48:31 +13:00
geckosoft
2640603f6c
Added 'Health' and 'PreviousHealth' to the AttackInfo (so we can know how many 'real' damage is done!)
2010-11-05 19:48:31 +13:00
Chris Forbes
1a011276bf
(gecko) add more overloads for Renderable, to support scaling
2010-11-05 19:48:31 +13:00
Chris Forbes
bc7cf09287
(gecko) Add support for custom order generators
2010-11-05 19:48:30 +13:00
Chris Forbes
7762241653
(gecko) Send damage notifications to the owner's player actor too.
2010-11-05 19:48:30 +13:00
geckosoft
9489196911
Added a new trait : Scale
2010-11-05 19:48:29 +13:00
Chris Forbes
e32e060d37
(gecko) make production queue content accessible to mod code
2010-11-05 19:48:29 +13:00
Chris Forbes
5e3fce6820
(gecko) Return the ISound when playing sounds, so you can stop it later
2010-11-05 19:48:28 +13:00
Chris Forbes
6655b6ba6a
(gecko) make IonCannon and NukeLaunch effects public
2010-11-05 19:48:28 +13:00
Chris Forbes
0b4b003c10
(gecko) Make Parachute public so it can be used in other mods
2010-11-05 19:48:27 +13:00
geckosoft
380e7e8b20
Core: Made stuff public so people (read: openrg) can have its own lobby, based on the core lobby
2010-11-05 19:48:27 +13:00
geckosoft
9b3533abc0
Core: Made Corpse public
2010-11-05 19:48:27 +13:00
Chris Forbes
1409016cbd
(gecko) Allow mods to override order validation
2010-11-05 19:48:26 +13:00
Chris Forbes
4aa1fb4b86
refactor mouse position label hooking for Surface
2010-11-02 11:16:30 +13:00
Chris Forbes
40126c52e8
render actors using correct palettes in editor
2010-11-02 10:30:22 +13:00
Chris Forbes
dd600d4590
indent, etc
2010-11-02 09:50:58 +13:00
Chris Forbes
532f420338
build 8bpp bitmaps in OpenRA.Editor
2010-11-02 09:39:35 +13:00
Chris Forbes
e25878e78d
ai: dont build defenses if in low power; dont build random stuff if no power-producing item is available on the same queue
2010-11-02 07:51:07 +13:00
Chris Forbes
002cc4842a
start reducing duplication in HackyAI
2010-11-02 07:27:31 +13:00
Chris Forbes
eac548ac8b
disable bot debug by default
2010-11-01 20:38:28 +13:00
Chris Forbes
3fc4d1b219
fix cnc crashing on startup
2010-11-01 20:31:12 +13:00
Chris Forbes
80e3b8be0d
more cleanups
2010-11-01 20:28:28 +13:00
Chris Forbes
fa35f6caa4
cleanups
2010-11-01 20:25:03 +13:00
Chris Forbes
526cf6059a
remove Misc.cs; put its contents in sensible places.
2010-11-01 20:15:32 +13:00
Caleb Anderson
1527e472b6
potential fix for bug 312 : PlaceBuilding.ResolveOrder does not validate the requested build location
2010-11-01 18:42:51 +13:00
Bob
94f7c6db97
determine which sprites to render during Render, not Tick
2010-11-01 18:39:50 +13:00
Bob
e3ddb8f757
cache world.LocalPlayer instead of fetching it repeatedly within loops
2010-11-01 18:39:44 +13:00
Chris Forbes
d7d0d371c6
(bob) refactor input dispatch; remove public Dispatch*Input from game; (chris) fix build failures due to rebase past gecko
2010-11-01 18:39:37 +13:00
Chris Forbes
527c60daa7
some cleanup on gecko's stuff
2010-11-01 18:34:44 +13:00
geckosoft
c30050396a
Fixed: Possible crash
2010-11-01 17:55:33 +13:00
geckosoft
60a8acf4d4
Added: Another hook for server extensions
2010-11-01 17:55:32 +13:00
geckosoft
5164c3cd7d
Hack: Changed the ChooseFreePlayerIndex (hack on its own..) to loop till 256 instead of 8 (ie increasing max player support to 256)
2010-11-01 17:55:32 +13:00
geckosoft
6276e659cd
Fixed: A crash when the host disconnects
2010-11-01 17:55:31 +13:00
geckosoft
298314626e
Added: Dedicated server support
...
Added: The ability to not render anything when using the client as a dedicated server
Added: The basic server extension (NullServerExtension)
Exposed: Made some fields public, so that the server extension can access it
2010-11-01 17:55:31 +13:00
geckosoft
0112bc4df7
Added : Some missing changes to make WorldGameOver work (ie missing RejoinLobby etc)
...
Warning: Please add the following manually (if you cant find it):
in Game.cs
find
'case ConnectionState.Connected:'
add
if (ConnectedToLobby != null) ConnectedToLobby();
Tried my best to add it in the patch but it failed :(
2010-11-01 17:55:31 +13:00
geckosoft
c8dbed938a
Enable: WorldGameOver at the 'ra' mod (ie after 10 second delay, it'll return all players to the lobby)
2010-11-01 17:55:30 +13:00
geckosoft
278f35e4aa
Added: If the 'Owner' ('who' said something) @ chat is null or "" it'll just render the text
2010-11-01 17:55:30 +13:00
geckosoft
dd38e45f2e
Added: Lobby server command "spectator" - will attempt to put the player in an available spectator slot
2010-11-01 17:55:29 +13:00