Commit Graph

57 Commits

Author SHA1 Message Date
Chris Forbes
65a54ba13a add audio feedback to stop/scatter/deploy junk 2011-03-06 10:22:40 +13:00
Paul Chote
094907c1a9 Update copyright header. Normalize line endings to LF. 2011-02-13 10:38:57 +13:00
Paul Chote
73020a9419 Make binary info loading lazy 2011-02-11 21:50:11 +13:00
Paul Chote
2daeb45bfe Fix a subtle bug with flying units in spatialbins. Fixes #489. 2011-02-01 22:06:09 +13:00
Paul Chote
7c5c989eb2 Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog. 2010-11-27 11:20:04 +13:00
Paul Chote
fc5830a687 Added int2.Clamp(Rectangle). All queries for map geometry use map.Bounds. 2010-11-24 12:24:48 +13:00
Paul Chote
b8eda5a152 Tidy more uses of BottomRight/TopLeft, bogus location of FormatTime. 2010-11-24 11:37:18 +13:00
Paul Chote
de8603832f Use Map.Bounds instead. 2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc Kill Map.XOffset / Map.YOffset. 2010-11-24 10:26:38 +13:00
Bob
480c5edd75 move Building et al into Mods/ 2010-11-06 11:05:45 +13:00
geckosoft
030bd4b28d Core: Added basic support for Spectators
TODO: Someone modify the files for cnc (chrome / rules)
2010-10-31 04:03:31 +01:00
Paul Chote
230d59f655 Tweak visibility; hopefully allows targeting of detected units 2010-08-15 06:18:46 +12:00
Bob
ae703d50b2 Actor.traits is implementation detail 2010-08-14 17:39:49 +12:00
Paul Chote
7a4fa93ce9 Introduce a Targetable trait; Subs can attack bridges; May introduce subtle bugs due to previous stupid assumption that !selectable == !attackable. 2010-07-28 22:57:14 +12:00
Paul Chote
8fab45ae39 Move Cloak, HiddenUnderFog, FrozenUnderFog into Mods.RA; Simplify a pile of related stuff. 2010-07-28 21:11:50 +12:00
Paul Chote
55e59e0b53 Unhardcode voice/order interaction; reimplement for move and attack 2010-07-23 18:41:35 +12:00
Paul Chote
d21e9fe093 Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster. 2010-07-22 22:22:53 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
Paul Chote
8abc8e03cb Shift player palette definitions onto the player/client. Needs ui; for now everyone is teal. 2010-07-16 20:51:20 +12:00
Chris Forbes
73abf68d01 sensibly represent times >= 1h (important for game timer) 2010-07-15 21:02:28 +12:00
Chris Forbes
12a350b89f fix crash on selecting husks (and other things with Unit but Selectable.Voice = null) 2010-07-07 21:27:34 +12:00
Paul Chote
08ee425415 Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes 2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8 Unhardcode terrain types. Needs a bit more work re initialization and bridges 2010-06-26 10:55:29 +12:00
Paul Chote
7c3a10396c New crush code, now with less bs 2010-06-25 20:57:06 +12:00
Paul Chote
29fa9e3aeb Shift movement cost/speed into IMove; regressions in a few areas 2010-06-25 17:05:56 +12:00
Paul Chote
b7c8e55d14 Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work. 2010-06-24 21:51:22 +12:00
Paul Chote
7d717592c7 Rename IMovement -> IMove; Move GetCurrentPath from Mobile to IMove and implement for aircraft; fix regressions in Helicopter (ITick) and remove unused cruft from Aircraft (IOccupySpace). 2010-06-24 21:51:21 +12:00
alzeih
3ac0ca6a65 BuildPalette tooltips show build time (+ in red if in low power) 2010-06-14 00:18:36 +12:00
Chris Forbes
4c955c36e7 fix retarded crash in WorldUtils.IsVisible 2010-06-12 23:07:55 +12:00
Paul Chote
9837b4ce32 Fix map-player ctor. 2010-05-24 21:14:36 +12:00
Chris Forbes
55a58394e4 instrument FindUnitsInCircle for perf 2010-05-19 20:13:01 +12:00
Chris Forbes
7a426778d4 don't show cloaked units that are not your own, on the minimap 2010-05-19 19:35:17 +12:00
Bob
e05defed67 allow building near your allies 2010-05-13 19:26:26 +12:00
Chris Forbes
46e465cf33 resources moved off player onto a synced trait 2010-05-12 18:29:25 +12:00
Chris Forbes
20aa3d6764 fix not-even-vaguely-close random distribution 2010-05-07 21:32:30 +12:00
Chris Forbes
7a25bea751 crushable walls 2010-05-06 19:05:31 +12:00
Chris Forbes
affd853a96 add sounds for grenades; fix crash in -2 2010-05-01 14:58:06 +12:00
Chris Forbes
897c102d8e IsVisible patched to know about GPS 2010-05-01 14:48:54 +12:00
Chris Forbes
1f3f25de87 don't leak information about actors under fog etc 2010-04-18 17:40:57 +12:00
Bob
59eebb6c9b Speed up FindUnitsInCircle 2010-04-12 13:42:08 +12:00
Paul Chote
fd5539d110 Reimplement Bibs 2010-04-09 14:50:57 +12:00
Paul Chote
b8702e494b Fix most of the x/y issues 2010-04-09 14:50:46 +12:00
Chris Forbes
7dc765d120 #68 Inaccurate weapons (1/2) 2010-04-05 07:56:29 +12:00
Chris Forbes
0596b08f2c rules-based terrain cost, part 1 2010-04-02 16:45:41 +13:00
Chris Forbes
20c4d3ef61 #37 enemy actors can be selected under shroud 2010-03-30 19:07:12 +13:00
Chris Forbes
15813b04a8 oops. 2010-03-22 19:19:44 +13:00
Chris Forbes
0d54d00375 use spatial index for whatever we can 2010-03-22 19:02:23 +13:00
Paul Chote
15a7eed603 Refactor int -> TerrainType. This had a bigger footprint than i initially intended. 2010-03-21 18:56:22 +13:00
Paul Chote
5b2dbc2389 Less carp 2010-03-21 18:56:22 +13:00
Paul Chote
b4540db406 Begin unfailing movement types / IsBuildable / etc 2010-03-21 18:56:22 +13:00