c17a63a434
Add icons to the osx launcher
Paul Chote
2010-07-03 18:57:23 +12:00
bc84e33222
Add more resolution to version string
Paul Chote
2010-07-03 15:45:41 +12:00
2835fd66fe
Show version on shellmap (via alzeih)
Paul Chote
2010-07-03 15:23:44 +12:00
1b38c4a6cb
Upgrade install if newer version is run
Paul Chote
2010-07-03 15:02:24 +12:00
a74705f34d
Tweaks
Paul Chote
2010-07-03 14:30:15 +12:00
2fa0ac99dd
Install game in ~/Library/Application Support/OpenRA/; Download packages only when needed; Display a dialog on crash
Paul Chote
2010-07-03 13:41:56 +12:00
247576277f
Select mod on game start (TODO: kill this in favor of a proper ingame mod manager)
Paul Chote
2010-07-03 11:30:59 +12:00
6359674d27
Override UserSettings from the commandline
Paul Chote
2010-07-03 11:26:27 +12:00
4671e6b261
Script to package a game build into a zip
Paul Chote
2010-07-02 21:20:18 +12:00
cfa4820379
Package Cg and SDL too
Paul Chote
2010-07-02 11:18:54 +12:00
4c8575b1f5
Custom game wrapper for osx. Point it at a standard game dir, and it will run it without needing any other dependencies installed.
Paul Chote
2010-07-01 21:20:25 +12:00
ec9bdb03c5
slower-moving but much nicer v2 projectile
Chris Forbes
2010-07-07 19:00:10 +12:00
ae671369b6
fix descriptions for 2tnk/3tnk; tweak damage types for 1tnk.
Chris Forbes
2010-07-07 18:36:08 +12:00
2ed8045736
remove DeathWeapon; IExplodeModifier implemented for resource actors (and for V2, which was the original purpose)
Chris Forbes
2010-07-05 17:43:20 +12:00
68b63dc89e
ralint: verify voices, support (and still verify) @-form prerequisites.
Chris Forbes
2010-07-04 14:50:26 +12:00
8e68449af1
voices are no longer tied to having Unit; default is to have no voice; defaults.yaml set up appropriately for units that should have one.
Chris Forbes
2010-07-04 14:25:34 +12:00
35b6f5c38b
don't download the mixes if you already have them; split cg deps into /releases/windows/cg-win32.zip (1.5M)
Chris Forbes
2010-07-04 10:23:18 +12:00
8d88d73e53
hack windows installer to NOT reinstall freetype,zlib,sdl on upgrade
Chris Forbes
2010-07-03 10:56:06 +12:00
8018fa0aec
please don't have insane options as the hardcoded default. that's what your personal settings file is for.
Chris Forbes
2010-07-01 19:04:07 +12:00
5bec019d55
add RALint checking to nearly everything
Chris Forbes
2010-07-01 18:57:10 +12:00
8974fb7ae8
hack the RALint output format so VS shows errors as errors. Source position would be nice too, but that requires actual work.
Chris Forbes
2010-07-01 18:34:27 +12:00
2d9e5c6fcd
remove spam on loading RA MIX headers; add some more bits to RALint
Chris Forbes
2010-07-01 18:31:13 +12:00
c310713cd5
beginning of RALint
Chris Forbes
2010-07-01 13:11:32 +12:00
521e6b8549
Log when something hits the path cache
Paul Chote
2010-06-30 20:39:52 +12:00
4c3930043e
Reenable path cache to catch the most stupid path fails (doesn't help the most common fails)
Paul Chote
2010-06-30 20:25:11 +12:00
202d1a38d5
Specify valid filetypes in tilesets
Paul Chote
2010-06-30 20:08:31 +12:00
9ca9d9a47e
Fix country names in lobby
Paul Chote
2010-06-30 19:49:51 +12:00
e5ce9196fa
Nicer tooltips
Paul Chote
2010-06-30 19:02:37 +12:00
51079f0876
add LevelUpCrateAction
Chris Forbes
2010-06-30 18:33:19 +12:00
c605a35ab0
only kill units on bridge death which cannot exist on their cell(s)' new terrain types
Chris Forbes
2010-06-30 18:11:39 +12:00
aa64803f84
hacky chat line wrapping
alzeih
2010-06-26 12:56:30 +12:00
7070b04cc9
new 1tnk concept; 2tnk/3tnk owners swapped back
Chris Forbes
2010-06-24 20:53:48 +12:00
272e03603a
Kill any units on a bridge piece when it dies. Todo: need to mask the death regions for cnc bridges
Paul Chote
2010-06-28 13:05:52 +12:00
797b1b4a84
Non-selectable fields in ra
Paul Chote
2010-06-28 12:41:45 +12:00
915c9460cf
Theater specific artwork done properly
Paul Chote
2010-06-28 12:38:35 +12:00
b46cec91a8
Fix cnc shellmap uid
Paul Chote
2010-06-28 00:24:04 +12:00
15a72e893b
Quick hack for theater-specific artwork. Should probably be done better; editor support required.
Paul Chote
2010-06-28 00:23:58 +12:00
560c3ce5af
Regress the editor so it actually works
Paul Chote
2010-06-27 23:59:54 +12:00
dfb6d19646
Add missing road end to oasis
Paul Chote
2010-06-27 23:19:41 +12:00
4def9e0eae
Fix Editor
Paul Chote
2010-06-27 23:14:43 +12:00
b12b774deb
Kill some obsoleted data
Paul Chote
2010-06-27 22:39:02 +12:00
f37a4ec9ed
Add bridges to cnc
Paul Chote
2010-06-27 17:50:05 +12:00
25f2268f58
Bridge destruction etc works
Paul Chote
2010-06-27 15:58:57 +12:00
cdbe2d3a34
Friendly tree tooltips
Paul Chote
2010-06-27 11:02:54 +12:00
c5718456fd
First half of bridge overhaul
Paul Chote
2010-06-27 01:09:06 +12:00
9a34b049a8
Reverse ra bridge metadata
Paul Chote
2010-06-26 22:22:48 +12:00
49d7833b04
Fix editor
Paul Chote
2010-06-26 14:56:51 +12:00
920b4f6856
Fix ra
Paul Chote
2010-06-26 13:41:50 +12:00
d275c72cb8
Cleaner TileSet init
Paul Chote
2010-06-26 13:33:46 +12:00
08ee425415
Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes
Paul Chote
2010-06-26 12:02:30 +12:00
bf6b2da1a8
Unhardcode terrain types. Needs a bit more work re initialization and bridges
Paul Chote
2010-06-26 10:55:29 +12:00
8fbbaddce9
Merge all 4 tileset files together
Paul Chote
2010-06-26 09:21:11 +12:00
9cf6d8970a
Merge templates.ini and tileset.til into theatre-specific yaml files. Game doesn't use them yet.
Paul Chote
2010-06-26 00:19:34 +12:00
cf265c8b58
Fix ra
Paul Chote
2010-06-25 23:07:11 +12:00
2373528ad9
Kill UnitMovementType; bs-free crate spawning; fix "DOME crash" (caused by crate not IOccupying space); add money and hide-map crates to cnc
Paul Chote
2010-06-25 21:58:09 +12:00
7c3a10396c
New crush code, now with less bs
Paul Chote
2010-06-25 20:57:06 +12:00
00b91bd7ad
Reimplement ICustomTerrain with far less bs
Paul Chote
2010-06-25 19:26:08 +12:00
29fa9e3aeb
Shift movement cost/speed into IMove; regressions in a few areas
Paul Chote
2010-06-25 17:05:56 +12:00
6a5869f2c6
Begin cleaning up terraintypes/movetypes
Paul Chote
2010-06-25 15:52:12 +12:00
7ac8d0cf59
Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Paul Chote
2010-06-25 13:53:37 +12:00
0aeca2aadc
Helicopters use pathfinder
Paul Chote
2010-06-24 21:44:30 +12:00
37cf30a097
Refactor Mobile.TeleportTo -> IMove.SetPosition
Paul Chote
2010-06-23 21:09:42 +12:00
3e664779ef
Remove a bunch of unnecessary caching
Paul Chote
2010-06-23 20:42:45 +12:00
b42589b479
Fix vehicle production; Basic 5-to-a-cell logic. cnc only. Infantry stack; need to give a graphical offset.
Paul Chote
2010-06-23 20:23:47 +12:00
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.
Paul Chote
2010-06-23 19:54:22 +12:00
308a7b0cf6
remove hardcoded magic number
Chris Forbes
2010-06-23 18:19:10 +12:00
0cf39991db
new range circle renderer; faster minefield renderer
Chris Forbes
2010-06-23 18:10:17 +12:00
b8093b7f6c
removing a bunch of excessively low-level pixel -> cell conversions
Chris Forbes
2010-06-23 17:53:46 +12:00
2dcc85f608
fix aircraft so it actually works again
Chris Forbes
2010-06-23 17:32:39 +12:00
e56339897f
add additional debug to WorldRenderer.DrawUnitPath so we can see waypoint density, etc
Chris Forbes
2010-06-23 17:15:18 +12:00
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).
Paul Chote
2010-06-23 14:54:24 +12:00
3be5b946ad
Flesh out center of the map
Paul Chote
2010-06-20 18:30:50 +12:00