Chris Forbes
1bf649d27d
Merge remote-tracking branch 'matt/bleed'
2012-06-24 21:34:37 +12:00
James Dunne
b127ae8027
Added sub-pixel position/vector types.
...
Updated Sync code to handle new sub-pixel types.
2012-06-21 19:41:12 -05:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Matthias Mailänder
f4cb798c8b
small code optimisations as suggested
2012-06-20 09:51:00 +02:00
Matthias Mailänder
84d623397b
made PaletteFormat configurable
...
as suggested in issue #2219
2012-06-19 21:36:10 +02:00
Chris Forbes
bc7aa9a491
make Health.MaxHP not readonly; some people want to frob it at runtime
2012-05-17 10:04:06 +12:00
Remco van der Zon
8a08365666
Fixed bug in cash ticks, normal settings.
...
No sound was heared when repairing buildings or on low power.
Fixed.
2012-05-07 07:42:48 +12:00
Remco van der Zon
6c96a106e7
Red Alert CashTicks
...
Three options for cash ticks:
Extreme: current behavoir (every cash countdown tick is heard)
Normal: RedAlert countdown style (only one cash countdown tick every ~1 or 2 seconds)
Disabled: No cash tickdown or tickup is heard.
Thanks to Tirili for hints on the settings system.
2012-05-06 20:03:09 +12:00
Chris Forbes
10c1b996ed
tidy up disabled handling
2012-04-06 19:34:43 +12:00
Chris Forbes
eab0e7ddf9
add range circle for gap generator
2012-04-06 18:35:04 +12:00
Curtis Shmyr
891cba456b
give Gap Generator to allies
2012-04-06 18:23:30 +12:00
Chris Forbes
418b8d40f9
improve TraitDictionary error messages
2011-12-28 08:02:09 +13:00
Chris Forbes
9581595a3d
remove spurious null checks in Shroud -- all actors have an owner, always.
2011-12-27 21:53:31 +13:00
Chris Forbes
b8c4ff8668
tidy GetTargetQueue
2011-11-29 11:46:57 +13:00
Chris Forbes
6cb8ee1f9f
expose appropriate *Inits, and make them work in editor
2011-11-06 18:17:13 +13:00
Chris Forbes
564fdd650d
add mechanism for traits to export the *Inits they can use
2011-11-05 12:29:55 +13:00
Chris Forbes
ce8267992a
remove self parameter from IPostRenderSelection.RenderAfterWorld
2011-10-23 12:23:15 +13:00
Chris Forbes
b9ac25e044
split sprite-based and line-based things in Selectable into two traits
2011-10-23 12:13:11 +13:00
Chris Forbes
4168e54715
tidy in Selectable
2011-10-23 11:50:53 +13:00
Chris Forbes
4c26710ccb
swap args to PlayerColorRemap
2011-10-21 22:15:51 +13:00
Chris Forbes
88bfee872f
more tidy in DrawLineToTarget
2011-10-21 17:03:18 +13:00
Chris Forbes
3548dacad3
collapse useless layer of crap in DrawLineToTarget
2011-10-21 16:52:50 +13:00
Chris Forbes
b7b2db9ace
remove some insanity in DrawLineToTarget
2011-10-21 16:34:54 +13:00
Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00
Chris Forbes
1e32014190
add CountryInfo.Selectable
2011-10-15 13:00:19 +13:00
Chris Forbes
c39050fdda
support setting initial cargo of units via ActorInit
2011-10-11 14:42:35 +13:00
Chris Forbes
2bc260c833
move Activity from OpenRA.Traits.Activities namespace to OpenRA.Traits
2011-10-06 23:11:58 +13:00
Chris Forbes
9eecd7ba6b
tidy Traits.Util usings
2011-10-04 22:55:19 +13:00
Chris Forbes
9c35debd46
more formatting tidy
2011-10-04 22:54:02 +13:00
Chris Forbes
dc850d3f73
tidy in Armor.cs
2011-10-04 22:49:58 +13:00
Chris Forbes
554032ad5f
allow null player in RenderSimple.RenderPreview in prep for editor usage
2011-10-04 22:40:46 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
776a1aa817
fix newlines in source files
2011-09-17 11:26:17 +12:00
Chris Forbes
9de1ed9761
fix #1146 (bogus client lookup)
2011-09-11 17:49:54 +12:00
Chris Forbes
a3818a6aa2
fix MoveAdjacentTo so it doesnt suck so much
2011-09-07 20:43:18 +12:00
Chris Forbes
da4811abe8
rip out ActorStance garbage
2011-08-21 18:59:20 +12:00
Chris Forbes
257bd6f431
fixed #849 -- forceMove plumbing removed, noone uses it.
2011-08-17 07:52:35 +12:00
Chris Forbes
663a323f29
remove trait lookup spam everywhere for IOccupySpace.
2011-08-13 15:01:41 +12:00
Chris Forbes
2bf7cb1496
fix #1052 ; tidy up *Init; route initial turret facing for husks through new TurretFacingInit
2011-08-09 08:51:36 +12:00
Chris Forbes
ddc1311d87
Make RenderUnit require IFacing; RenderSimple can be used for crates, mines, etc; fix husk facing init
2011-08-09 08:51:35 +12:00
Chris Forbes
833533b4c3
fix #1056
2011-08-09 08:51:35 +12:00
Paul Chote
08ed7f0316
Hook up empty/full harvester husk variants in RA.
2011-07-27 20:09:37 +12:00
Paul Chote
d9174b7e3b
Kill RenderSimple.OverrideTileset/OverrideImage.
2011-07-27 13:36:48 +12:00
Paul Chote
17d72f17d9
Add an EditorTilesetFilter trait for filtering the actor palette based on tileset.
2011-07-27 13:36:47 +12:00
Paul Chote
6c129eed3c
Split pip artwork into their own files and kill the hardcoded size/offset junk. Add a blue pip to support C&C blue tib. Fixes #836 .
2011-07-25 22:23:20 +12:00
Paul Chote
fc783ddf80
Support custom zoom levels
2011-07-25 22:23:17 +12:00
Paul Chote
926b396605
Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.
2011-07-25 22:23:16 +12:00
Paul Chote
4fa0962d49
Check for bogus subject clients in ValidateOrder. Fixes crash in #1001 .
2011-07-25 22:23:16 +12:00
Paul Chote
c79f5b5365
Ignore damage modifiers when killing a unit via actor.Kill(). Fixes surrender desync ( #460 ); Fixes invulnerable actors surviving in situations where they should be killed (bridge death, losing/surrender, etc).
2011-07-25 22:23:15 +12:00
Chris Forbes
fc15aa47ad
dont really need to setup palettes every frame in ResourceLayer
2011-07-25 22:23:11 +12:00