Chris Forbes
fe9f11b3f7
Merge branch 'master' of git://github.com/beedee/OpenRA
2009-11-12 00:26:00 +13:00
Chris Forbes
08e192ce5f
fixes #94
2009-11-12 00:25:48 +13:00
Chris Forbes
c447e6b53f
perf stuff is a bit nicer; render time shown
2009-11-10 21:32:22 +13:00
Chris Forbes
c00bce8bf8
lightened shadow; added rotor shadows to heli; stripped some duplication; still a lot left though
2009-11-10 21:12:31 +13:00
Chris Forbes
14910762c8
adds custom-palette/shadow support for rendering everything
2009-11-10 21:03:47 +13:00
Chris Forbes
9693593998
fixed #26 etc
2009-11-10 20:43:55 +13:00
Matthew Bowra-Dean
abac3bd59d
Seperated power into 'power provided' and 'power consumed'
2009-11-10 19:01:40 +13:00
Matthew Bowra-Dean
a96a7523c8
Beginnings of building power tracking
2009-11-09 21:57:42 +13:00
Chris Forbes
6e4a53d49a
#85 fixed
2009-11-09 21:32:28 +13:00
Chris Forbes
d954b22f65
fixed #60
2009-11-08 13:53:43 +13:00
Chris Forbes
701adda6f3
less perf fail in jams
2009-11-06 23:12:24 +13:00
Chris Forbes
105792612c
perf graph
2009-11-06 19:01:46 +13:00
Chris Forbes
64a6b34d93
more perf diagnostics
2009-11-05 23:01:03 +13:00
Chris Forbes
841292fdf0
money works
2009-11-05 21:32:34 +13:00
Chris Forbes
d385a89283
wow, i suck.
2009-11-05 21:15:17 +13:00
Chris Forbes
7e0b0541e2
fixed ore spreading; units no longer block
2009-11-04 22:59:51 +13:00
Chris Forbes
66fd532db8
ore is now in openra.game
2009-11-04 22:51:17 +13:00
Chris Forbes
0d2b7eb855
ore timing too
2009-11-04 20:44:05 +13:00
Chris Forbes
db89136adf
timing
2009-11-04 20:40:48 +13:00
Chris Forbes
e8bbf051f9
split tick/render frame counters
2009-11-04 20:20:54 +13:00
Chris Forbes
cda22ba7be
added Name to Sequence
2009-11-03 19:03:42 +13:00
Chris Forbes
c615920209
added ore density calculation; added ore growth logic
2009-11-02 23:04:36 +13:00
Chris Forbes
4dd54eb1e3
fixed water animation direction
2009-11-01 15:09:24 +13:00
Chris Forbes
4ada055f06
more infantry tweaks; sidebar mouseover shows desc & prices now
2009-11-01 15:06:21 +13:00
Chris Forbes
db810105da
slightly nicer infantry behavior
2009-11-01 14:18:58 +13:00
Bob
0af1e86e65
Fixed bugfix :)
2009-10-30 04:07:27 +13:00
Bob
242fa717b6
Per-player unit production. Also, fixed an interesting bug in Sequence.
2009-10-30 04:03:37 +13:00
Bob
8580ae0f78
Moved our TerrainRender ref into WorldRenderer; TR.tileSet want to be somewhere else (it's not just renderer, it affects pathing)
2009-10-30 00:19:53 +13:00
Chris Forbes
db7b653daf
re-enabling my terrain renderer line optimization
2009-10-29 22:19:31 +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
066ce1a203
explosions are more or less correct now
2009-10-29 22:04:04 +13:00
Chris Forbes
9d543db7fc
text rendering
2009-10-29 21:45:29 +13:00
Bob
c0cb248bc1
Restructuring orders.
2009-10-28 22:06:39 +13:00
Chris Forbes
ff26bd38c7
added pathing debug
2009-10-27 08:22:54 +13:00
Chris Forbes
0d62318688
most of the support for boats
2009-10-26 21:52:13 +13:00
Chris Forbes
482273f604
moved directions to a shared place; fixed pathfinder to use the appropriate movement type
2009-10-26 10:46:41 +13:00
Chris Forbes
801c47daa6
war factory behavior is sortof sane, if glitchy
2009-10-24 19:41:16 +13:00
Chris Forbes
4aa172a7a7
war factory incredible hack
2009-10-24 19:28:16 +13:00
Chris Forbes
5082d9abdd
fixes #37 : phantom units
2009-10-23 21:45:28 +13:00
Chris Forbes
dd8c70d3c2
fixing z-order; generalized the 1x1 placement fix to handle nx1 (which were ALL wrong)
2009-10-23 21:26:45 +13:00
Chris Forbes
45139015c5
fixed cursor framerate
2009-10-22 23:17:15 +13:00
Chris Forbes
659c3669e7
health
2009-10-21 20:37:38 +13:00
Bob
cfa56a791d
Moved footprint info onto its building.
2009-10-20 23:55:57 +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
ec60b00f31
explosions
2009-10-20 18:47:47 +13:00
Bob
7332a8f79a
Fixed bullets
2009-10-20 18:30:15 +13:00
Chris Forbes
1bc3fc22c6
pulling IEffect out of Bullet in prep for Explosion
2009-10-20 18:21:42 +13:00
Chris Forbes
5a67220f0e
select cursor support, better selection
2009-10-20 18:09:44 +13:00
Chris Forbes
24c49ebb8f
better healthbar rendering
2009-10-20 17:46:58 +13:00
Bob
707ba7d957
Locked frame times; SAM, GUN, AGUN work again.
...
- all frames are 40ms long. (except something in the sidebar, which should really be PlayFetchIndex anyway)
- SAM, GUN, and AGUN no longer crash the game when built. (Turreted used Mobile, which those buildings don't have)
2009-10-20 00:57:50 +13:00