Commit Graph

25 Commits

Author SHA1 Message Date
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
Paul Chote
78a70be0d4 Fix and enable SA1133, SA1134 style rules. 2019-05-24 10:47:57 +02:00
abcdefg30
cadbd0d9ab Change the year number in all cs headers from 2018 to 2019 2019-01-26 23:15:21 +01:00
Paul Chote
14607f55c5 Replace INotifyBuildComplete in render traits with conditions. 2018-10-07 19:29:34 +02:00
Mustafa Alperen Seki
536f5f05a8 Make WithBuildingPlacedAnimation conditional 2018-10-06 13:31:47 +01:00
reaperrr
9d24c40f92 Fix various Mods.Common animation traits not supporting actors having multiple sprite bodies 2018-07-01 13:16:07 +02:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
reaperrr
0103b7ca87 Make WithSpriteBody.PlayCustomAnimation resume loop of Sequence
...after it finished playing.
2017-08-23 12:34:00 +02:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
Paul Chote
53f47f8ee1 Use explicit interfaces in WithBuildingPlaced(Overlay|Animation). 2016-09-04 15:25:50 +01:00
Paul Chote
a09b32b4f3 Disable WithBuildingPlacedAnimation while selling. 2016-09-04 15:25:49 +01:00
reaperrr
fd5a597966 Move Render traits to Traits.Render namespace 2016-04-15 20:43:04 +02:00
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
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
reaperrr
9da56f51e2 Remove RenderBuilding 2015-08-30 15:44:59 +02:00
Paul Chote
8e6b764284 Make WithBuildingPlacedAnimation fields readonly. 2015-08-01 14:19:09 +01:00
Matthias Mailänder
7faebe874a check for missing sequence entries using lint 2015-06-20 22:22:59 +02:00
Oliver Brakmann
a9339d91ea Fix WithBuildingPlacedAnimation interrupting WithMakeAnimation
The bug happens when a second (or third, fourth etc.) Conyard deploys while a building is placed from the first Conyard.

The `WithMakeAnimation` running on the second CY uses `Animation::PlayThen` to call `Building::Unlock` in a delegate.

`WithBuildingPlacedAnimation::BuildingPlaced` runs when a building placed and replaces the delegate from `WithMakeAnimation` with its own before it has a chance to run, and so the new Conyard never gets unlocked.

The fix is then to simply not run `BuildingPlaced` on conyards that haven't completed the make animation yet.
2015-06-06 15:13:22 +02:00
abcdefg30
8ca61aa917 Updated all year numbers 2015-01-09 21:18:05 +01:00
RoosterDragon
a6cda967c2 Formatted all files.
Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
2015-01-06 21:28:50 +00:00
Matthias Mailänder
bc3acfeee7 StyleCop clean OpenRA.Game 2015-01-04 15:38:54 +01:00
Hellhake
fa72e04042 Remove BOM 2015-01-01 22:51:12 +01:00
penev92
09350528fd Moving renders
Remove Traits.Render
2014-12-09 01:29:25 +02:00