Commit Graph

301 Commits

Author SHA1 Message Date
Paul Chote
421058866d Better install menu and package downloading. 2011-01-27 20:50:01 +13:00
Paul Chote
42a5b0a993 Fix the hyperspeed shellmap by setting the initial tick time *after* we're done loading. 2011-01-27 20:50:00 +13:00
Paul Chote
6a90f00298 Start tidying things up 2011-01-27 20:50:00 +13:00
Paul Chote
908a927929 Add "Install from web" "Install from CD" and "Quit" buttons to the install menu. "From CD" prompts a system file picker (osx only). 2011-01-27 20:50:00 +13:00
Paul Chote
6c14b78b7c Load the game into an intermediate state where RAInitDelegate can install packages, etc (an even bigger hack). 2011-01-27 20:50:00 +13:00
Paul Chote
6776d6f906 Load the main menu without loading mixes or creating a shellmap world. A giant hack. 2011-01-27 20:50:00 +13:00
Paul Chote
108b90f192 Allow the ra/cnc package dir to be overridden at launch-time. 2011-01-27 20:50:00 +13:00
Paul Chote
481cc7807b Don't require a WorldRenderer to draw non-world-rendering widgets. 2011-01-19 20:41:32 +13:00
alzeih
5c343caeaf Mod version validation
- Game.CurrentMods property to query the current mods when no orderManager accessible
- Server sends mod versions to master server on ping
- Client sends mod versions on handshake response
- Validate match on server side of handshake, not client side
2011-01-08 16:00:29 +13:00
Chris Forbes
cf17bc7e5c clean up perf graph a bit 2010-12-31 20:31:57 +13:00
Paul Chote
cb50182fac Bugfixes: ZipFile.GetInputStream().GetAllBytes/.Length doesn't work; Divide by zero when no shellmaps are available; UseAsShellmap isn't saved by the editor; Duplicate maps crashes game. 2010-12-30 17:43:44 +13:00
Chris Forbes
44e668e804 choose a random map with MapStub.UseAsShellmap as the shellmap, rather than hardcoding a sha1 in mod.yaml; add editor support for the new flag too. 2010-12-28 19:13:56 +13:00
Chris Forbes
2a0c0bb991 remove unused Game.ConnectedToLobby event 2010-12-28 18:54:10 +13:00
Chris Forbes
5a7c62e24a fix bogus formatstring in ChooseReplayFilename() 2010-12-27 21:19:38 +13:00
Chris Forbes
29818ba60c remove dead RejoinLobby function 2010-12-27 21:10:58 +13:00
Chris Forbes
5f37b9e7d2 fix crash in replay playback (no world) 2010-12-19 17:48:48 +13:00
Chris Forbes
4206cf1b09 refactor game joining; add replay joining support 2010-12-19 17:48:47 +13:00
Paul Chote
58a92de5a1 Move widget delegates into Mods. 2010-11-27 11:20:01 +13:00
Paul Chote
1dfe437641 Refactor Viewport. 2010-11-24 11:57:18 +13:00
Bob
6cf9939ab3 remove staticness on Server 2010-11-14 21:26:50 +13:00
Paul Chote
d33806e932 More refactoring 2010-11-10 10:30:25 +13:00
Paul Chote
38486e8184 Move some mod-specific UI code out of Game 2010-11-10 10:30:25 +13:00
Paul Chote
047a09bbbd Excise previous server extensions code 2010-11-10 10:30:24 +13:00
Chris Forbes
a265d11a5f make JoinServer public [at Gecko's request] 2010-11-07 08:41:16 +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
Bob
94f7c6db97 determine which sprites to render during Render, not Tick 2010-11-01 18:39:50 +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
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
56598ce2ff Fixed: crash when starting a new game after disconnecting from own server 2010-11-01 03:46:38 +01:00
Matthew Bowra-Dean
b9c40ad3ce Cleanup
Removed OpenRAUploader (long since obsolete) and master server hack from master server upgrade.
2010-10-28 23:03:14 +13:00
Bob
10f5e68f7f fix #166 (shroud artifacting at bounds) 2010-10-25 09:06:23 +13:00
Caleb Anderson
ff7daf8727 MoveViewport takes a float to allow for smoother panning. Added more scripting to shellmap 2010-10-25 08:16:08 +13:00
Matthew Bowra-Dean
9ac9d83745 Moved Mod class into OpenRA.FileFormats. Added OpenRA.Utility project, a CLI program for utility actions on a game install. 2010-10-16 18:48:41 +13:00
Chris Forbes
bba9c4b976 #313 fixed -- there's unsynced code that runs in Tick, too. 2010-10-16 09:48:39 +13:00
Paul Chote
185ba80e99 Fix FMV player widget display 2010-10-14 23:30:48 +13:00
Bob
7ca9fcdac9 run the shellmap even while the lobby shows. remove Widget.SpecialOneArg 2010-10-12 18:33:16 +13:00
Bob
20276291ce move Game.world onto OrderManager. use call IssueOrder on world and/or on orderManager, not on Game 2010-10-12 17:30:27 +13:00
Bob
34fc207a6c FUCK YES 2010-10-12 17:30:24 +13:00
Bob
4cd3195f9f call refreshPalette in the right place. make Game.worldRenderer PRIVATE (yay) 2010-10-12 17:29:06 +13:00
Bob
6ea2a06e4b pass WorldRenderer to Widget.Draw, DrawInner 2010-10-12 17:27:08 +13:00
Bob
597dba8584 untangling WorldRenderer from World 2010-10-12 17:24:23 +13:00
Bob
0873741983 don't pass world to Widget.Tick, either 2010-10-12 17:24:17 +13:00
Bob
e0afc08e5f move an access of Viewport into Game 2010-10-12 17:24:14 +13:00
Bob
ab1e930ba3 pass worldRenderer around as necessary 2010-10-12 17:24:07 +13:00
Bob
10bf85f57e move Game.Current{Host,Port} into orderManager 2010-10-12 17:24:03 +13:00
Bob
17990ab8b7 move LobbyInfo onto OrderManager 2010-10-12 17:24:00 +13:00
Bob
6a25d989a7 remove many references to Game.world 2010-10-12 17:23:55 +13:00
Bob
3724f46a3e remove world arg to SyncLobbyInfo and HandleInput 2010-10-12 17:22:14 +13:00
Bob
915ad7fb7b extract replay saving from OrderManager 2010-10-12 17:22:12 +13:00