Paul Chote
e44c46200d
Hack in a different terrain palette
2010-02-05 11:02:38 +13:00
Chris Forbes
338f68dff7
don't render overlay or smudge under shroud
2010-01-31 16:58:36 +13:00
Chris Forbes
59c0791d93
renamed OpenRa.Game.* to OpenRa.*; a few other bits
2010-01-17 09:30:53 +13:00
Chris Forbes
228c622145
more
2009-12-26 20:49:26 +13:00
Chris Forbes
f73ddd7d4e
and some more
2009-12-26 20:46:17 +13:00
Chris Forbes
e8bcd630d9
UnitSheetBuilder is dead. long live SpriteSheetBuilder
2009-12-26 20:41:49 +13:00
Chris Forbes
2435e48a82
trimming 'using' crap
2009-12-05 14:23:59 +13:00
Chris Forbes
c630e6a0a7
#76 smudge
2009-12-05 12:30:46 +13:00
Bob
c0fe3fa4c9
[More whitespace fixes]
2009-11-19 15:18:13 +13:00
Chris Forbes
08e192ce5f
fixes #94
2009-11-12 00:25:48 +13:00
Chris Forbes
66fd532db8
ore is now in openra.game
2009-11-04 22:51:17 +13:00
Chris Forbes
c615920209
added ore density calculation; added ore growth logic
2009-11-02 23:04:36 +13:00
Bob
be39cdd054
map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)
2009-10-29 22:10:54 +13:00
Chris Forbes
a4c344523f
pushed bibs down into the smudge layer; made Game static
2009-10-20 20:47:04 +13:00
Chris Forbes
670df0f7e1
healthbars, sortof
2009-10-19 20:21:56 +13:00
Matthew Bowra-Dean
fe78e22747
Fixed the building placement to have the cursor in the centre. Replaced magic numbers with Game.CellSize
...
Using the building footprint, the placement overlay is offset from the cursor so the cursor is in the approximate middle of the overlay (not precisely due to overlay snapping to tiles). The tile size (24) was used as a magic number in a lot of places, they have been replaced with Game.CellSize.
2009-10-15 03:16:44 +13:00
Chris Forbes
a9af3be206
WEAF roof fixed
2009-10-11 09:32:24 +13:00
Bob
dce4bcc216
Walls are correct; ore/gems are maxed.
2009-10-10 22:08:59 +13:00
Bob
b880f7d1bc
Overlay rendering
...
- also, sequences for HBOX and PBOX
2009-10-10 21:23:33 +13:00