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.
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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
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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
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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
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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
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Fall back to oldest building if no BaseBuildings exist.
2015-07-28 20:35:12 +02:00
deniz1a
ef143e5f8a
Freezes map after game ends.
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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
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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.
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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