Commit Graph

26 Commits

Author SHA1 Message Date
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
abcdefg30
05899b5b0e Split a UnitCommandWidget from WorldCommandWidget 2016-09-18 14:55:59 +02:00
abcdefg30
ba9fff3c6d Move the checks into the Any to prevent units in a group from doing nothing 2016-07-12 19:15:04 +02:00
abcdefg30
756dc7c127 Disable the attack-move and guard cursor for units which can't auto-target 2016-07-12 19:08:31 +02:00
abcdefg30
fb47c3ac9e Fix the attack-move cursor appearing for units which can't attack-move 2016-07-12 14:07:19 +02:00
RoosterDragon
178fcfaf8c Use Contains method on Selection when possible.
This allows the set to be utilized for a fast check, rather than degrading to a linear search via LINQ.
2016-04-19 21:19:36 +01:00
Paul Chote
e71225496b Clarify GPL version. 2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9 Update licence header year. 2016-02-21 16:27:31 +00:00
Matthias Mailänder
5b263e3cdb put GuardOrderGenerator in the correct namespace 2016-01-10 07:22:42 +01:00
Oliver Brakmann
59d22a2ff0 Fix AttackMove not working properly under certain conditions
This fixes the issue where AttackMove (and possibly other order modes) would not work properly when people were clicking their mouse buttons at the same time. A move order (the default order mode) would be issued instead.
2015-12-13 14:16:06 +01:00
atlimit8
b6f17df260 Add ActorsHavingTrait<TTrait>([Func<TTrait, bool]) 2015-10-28 16:36:45 -05:00
Oliver Brakmann
f98a55c72f Fix H and Home keys not working when the shroud debug option is enabled 2015-10-04 18:46:05 +02:00
Paul Chote
9aa5828155 Merge pull request #9307 from obrakmann/fix6174_beacon-key-in-replays
Make some navigation keys available to spectators
2015-09-26 11:30:50 +01:00
Oliver Brakmann
28c78f6085 Make a number of navigation keys available to spectators
This will make the following keys available to spectators and in replays:

* Center screen on last event/beacon [Space]
* Center screen on current selection [Home]
* Cycle construction yards [H]
* Cycle production buildings [Tab]

The latter two need a player view to work, the former two work in all
views.
2015-09-20 22:39:06 +02:00
Paul Chote
ef55d646f7 Unstatic the Sound class. 2015-09-20 14:11:06 +01:00
atlimit8
09984683a7 Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types 2015-09-19 09:56:14 -05:00
atlimit8
8162fa27ab Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types 2015-09-19 09:49:24 -05:00
atlimit8
85fab45451 Remove Actor.HasTrait<T>() 2015-09-19 09:49:23 -05:00
Matthias Mailänder
e127e55792 Merge pull request #8777 from pchote/base-key
Fall back to oldest building if no BaseBuildings exist.
2015-07-28 20:35:12 +02:00
deniz1a
ef143e5f8a Freezes map after game ends.
Adds newline.

Disables keyboard hotkeys for units after game ends.
2015-07-25 18:56:23 +03:00
bryanwilbur
031109d766 The 'Jump to base' hotkey is useless if the Construction Yard is destroyed #3318
Now works like original Red Alert.  When there are no more Construction Yards the 'Jump to base' hotkey goes to the oldest undestroyed building.
2015-07-25 10:04:14 +01:00
Paul Chote
585a43fd8f Rename Actor.Destroy/Destroyed to Dispose/Disposed. 2015-05-29 19:08:38 +01:00
Taryn Hill
0717ca57ea Implement DeployToUpgrade.
Expose some deploy-related cursors to yaml.
2015-04-13 10:04:03 -05:00
Bynnar18
7b46b76329 Fixed left-click orders and implemented a selection deadzone. 2015-03-01 14:58:19 -06:00
Bynnar18
36d59d6b1d Restored faulty left-click logic for now. 2015-03-01 14:58:18 -06:00
Matthias Mailänder
ff6dbde8d7 move widget code to commons 2015-02-28 20:32:19 +01:00