Commit Graph

  • dbef9e4a45 killed PrepareOverlay Chris Forbes 2009-10-31 23:24:39 +13:00
  • a3dba77f99 much better building support; phantom selection is dead AGAIN. Chris Forbes 2009-10-31 23:17:59 +13:00
  • 6cd9d468d3 production stuff: fixes #54 Chris Forbes 2009-10-31 22:40:26 +13:00
  • cb518ba25d sensible build times Chris Forbes 2009-10-31 19:20:45 +13:00
  • a903cb2cbe added ToString to int2 so it works nicely in debugger; fixed #49 map buildings Chris Forbes 2009-10-31 19:02:51 +13:00
  • 8cd7106e4f recoil! Chris Forbes 2009-10-31 18:42:49 +13:00
  • 4201f40f6b multiple turrets; turret offsets Chris Forbes 2009-10-31 14:46:04 +13:00
  • 816c927aa5 Bugfix: "Unit production requires a right-click before another unit can be produced." Bob 2009-10-30 09:35:18 +13:00
  • 4232974f3a Oops. Bob 2009-10-30 09:31:57 +13:00
  • 6306690730 Killed that fail TechTree, and added a new one to Rules. Bob 2009-10-30 09:04:33 +13:00
  • 7b28ab7979 Rules.Categories Bob 2009-10-30 07:32:19 +13:00
  • accb391c6c Rules.Categories Bob 2009-10-30 05:43:21 +13:00
  • 179d071a97 Minor changes on Sidebar Bob 2009-10-30 04:44:29 +13:00
  • 0af1e86e65 Fixed bugfix :) Bob 2009-10-30 04:07:27 +13:00
  • 242fa717b6 Per-player unit production. Also, fixed an interesting bug in Sequence. Bob 2009-10-30 04:03:37 +13:00
  • 8580ae0f78 Moved our TerrainRender ref into WorldRenderer; TR.tileSet want to be somewhere else (it's not just renderer, it affects pathing) Bob 2009-10-30 00:19:53 +13:00
  • 02ed35b501 rude hack to fix broken building Chris Forbes 2009-10-29 23:05:16 +13:00
  • c3a335cedb rude hack to fix clashing with the translucent part of the palette Chris Forbes 2009-10-29 23:01:25 +13:00
  • 8e56699a42 important to test :) Chris Forbes 2009-10-29 22:49:49 +13:00
  • 4689a7fd05 better cursor handling Chris Forbes 2009-10-29 22:42:15 +13:00
  • 7a5d75c393 bib is removed from smudge on building death Chris Forbes 2009-10-29 22:31:41 +13:00
  • db7b653daf re-enabling my terrain renderer line optimization Chris Forbes 2009-10-29 22:19:31 +13:00
  • 72f77d32e2 Merge branch 'master' of git://github.com/beedee/OpenRA Chris Forbes 2009-10-29 22:11:59 +13:00
  • 61e84a076b visual improvement for bullets: no longer perfectly accurate Chris Forbes 2009-10-29 22:11:51 +13:00
  • be39cdd054 map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords) Bob 2009-10-29 22:10:54 +13:00
  • 066ce1a203 explosions are more or less correct now Chris Forbes 2009-10-29 22:04:04 +13:00
  • 9d543db7fc text rendering Chris Forbes 2009-10-29 21:45:29 +13:00
  • c3f8019ab4 BuildUnit order is now in replay Chris Forbes 2009-10-29 20:45:07 +13:00
  • 318a1c40dd Sanity checked frameNumber; finished TODO on UnitInfo.Owner Bob 2009-10-29 20:22:40 +13:00
  • 704dd5a885 stripped out dead netplay code Chris Forbes 2009-10-29 20:12:32 +13:00
  • f010a8957f Merge branch 'master' of git@github.com:beedee/OpenRA Bob 2009-10-29 16:29:08 +13:00
  • fc2f7cc597 Oops Bob 2009-10-29 16:28:42 +13:00
  • cb5acb33c7 more sequences Chris Forbes 2009-10-29 08:29:06 +13:00
  • 89f9a96de5 Replay stuff. Bob 2009-10-29 01:57:47 +13:00
  • 7c5fc4aa76 sequences for boats Chris Forbes 2009-10-28 23:46:29 +13:00
  • b15bd4aa59 scrolling hax Chris Forbes 2009-10-28 23:30:13 +13:00
  • 4d9903bd7c fixed lots of sequences Chris Forbes 2009-10-28 23:07:50 +13:00
  • 945c290ea3 oops Chris Forbes 2009-10-28 22:55:25 +13:00
  • 048f48eeb1 sequence editor actually works for editing Chris Forbes 2009-10-28 22:52:46 +13:00
  • 1c3b48de04 easy to add sequences now Chris Forbes 2009-10-28 22:35:28 +13:00
  • 3bd46a4dcb removing sequences works Chris Forbes 2009-10-28 22:15:08 +13:00
  • 8a571c4bab Merge branch 'master' of git@github.com:beedee/OpenRA Bob 2009-10-28 22:07:04 +13:00
  • c0cb248bc1 Restructuring orders. Bob 2009-10-28 22:06:39 +13:00
  • d1a665148e show frame offset Chris Forbes 2009-10-28 21:39:59 +13:00
  • 5d1ae1cb2a sequence highlight works in viewer Chris Forbes 2009-10-28 21:26:35 +13:00
  • 92d28a6354 start of a sequence editor Chris Forbes 2009-10-28 21:10:52 +13:00
  • 49e37b4b64 added e1 sequences Chris Forbes 2009-10-28 20:22:37 +13:00
  • cc1be5b31c Perf fixes for low unit-counts. Added sanity checks - not enabled by default. Bob 2009-10-28 19:43:04 +13:00
  • 9f237f2530 Fixes for small bugs. Bob 2009-10-28 18:45:50 +13:00
  • 222b72a679 Repath around blocking units or structures. Bob 2009-10-28 17:59:09 +13:00
  • 58f9347cb7 fixed attack causing units to vanish Chris Forbes 2009-10-27 17:58:57 +13:00
  • 0e32b5ca18 hacked around weird disappearing behavior for single units. group behavior is still pretty thoroughly borked Chris Forbes 2009-10-27 08:40:55 +13:00
  • ff26bd38c7 added pathing debug Chris Forbes 2009-10-27 08:22:54 +13:00
  • 01a3fc5c62 move to range actually uses weapon's range now Chris Forbes 2009-10-27 00:32:11 +13:00
  • b4d75f6195 oops. a slight pathfinder cock-up. Chris Forbes 2009-10-27 00:24:09 +13:00
  • 25ca8e3057 fixed fixme Chris Forbes 2009-10-27 00:08:14 +13:00
  • e9faf62c4a move cancels attack Chris Forbes 2009-10-27 00:05:38 +13:00
  • 98bcfe3bce Oops Bob 2009-10-26 23:57:30 +13:00
  • 5ebf64f803 Separating Turret-specific parts out of AttackTurreted. Bob 2009-10-26 23:55:47 +13:00
  • 01198a69e4 FindUnitPathToRange Chris Forbes 2009-10-26 23:46:13 +13:00
  • fba0cb4cdc Merge branch 'master' of git://github.com/beedee/OpenRA Chris Forbes 2009-10-26 23:26:46 +13:00
  • 3ef0f90b00 Added attack order. Cursor is currently incorrect. Bob 2009-10-26 23:25:35 +13:00
  • ca65a5e2ca tidy Chris Forbes 2009-10-26 23:17:59 +13:00
  • 612490e5b8 boat spawn works now Chris Forbes 2009-10-26 23:05:26 +13:00
  • 65f7f8c145 Fixed bug where units left influence behind in some circumstances. Bob 2009-10-26 22:08:12 +13:00
  • 48a4e421d8 fixed cursor for sea units Chris Forbes 2009-10-26 21:55:20 +13:00
  • 0d62318688 most of the support for boats Chris Forbes 2009-10-26 21:52:13 +13:00
  • 384a3ee2e9 renamed in Mobile.CurrentAction: "Action" -> "Activity" Bob 2009-10-26 18:57:12 +13:00
  • 20fed17306 Refactored Mobile.MoveTo Bob 2009-10-26 16:38:17 +13:00
  • 6d1826245f unit movement debug overlay + working blocking. still needs repath in some cases. Chris Forbes 2009-10-26 14:06:06 +13:00
  • b0cf14b3eb tidy Chris Forbes 2009-10-26 13:44:31 +13:00
  • 2058134380 unit/unit blocking works sensibly for first-half; a few glitches due to second-half Chris Forbes 2009-10-26 13:04:16 +13:00
  • aa04c869a0 changed unit influence map to be more suitable Chris Forbes 2009-10-26 11:21:50 +13:00
  • 482273f604 moved directions to a shared place; fixed pathfinder to use the appropriate movement type Chris Forbes 2009-10-26 10:45:29 +13:00
  • e61ef4a93f temporarily made all units block pathing Chris Forbes 2009-10-24 22:45:37 +13:00
  • 021e41a5bf unit influence blocks building Chris Forbes 2009-10-24 22:39:07 +13:00
  • 2b60a31c0c added voice pool stuff back in for unit movement\! Chris Forbes 2009-10-24 21:57:34 +13:00
  • 5086f6ab51 Fixed bug where unit would occasionally "disappear" or face in an odd direction. Bob 2009-10-24 20:48:36 +13:00
  • f6ae86bb53 fixed order canceling Chris Forbes 2009-10-24 20:41:38 +13:00
  • 0956748116 Merged Bob 2009-10-24 19:49:27 +13:00
  • 78c9ae53df On orders, the mouse button is now considered part on issuing the order, not resolving it. Bob 2009-10-24 19:42:54 +13:00
  • 801c47daa6 war factory behavior is sortof sane, if glitchy Chris Forbes 2009-10-24 19:41:16 +13:00
  • 4aa172a7a7 war factory incredible hack Chris Forbes 2009-10-24 19:28:16 +13:00
  • d25bd8550a Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction. Bob 2009-10-24 19:17:13 +13:00
  • d66475edcb smooth unit-movement. Doesn't look right yet, but it's getting there. Bob 2009-10-24 18:20:58 +13:00
  • 06e6d50735 Improvements to Mobile to support smooth movement (like real-ra does it) Bob 2009-10-24 17:28:51 +13:00
  • 979bb74bba tank production works Chris Forbes 2009-10-24 16:24:44 +13:00
  • ea3526a238 voicepool to avoid annoying me with the same sound over and over... and units now have a voice assigned. Chris Forbes 2009-10-24 16:07:23 +13:00
  • aa784d446c fixed influence map update on remove Chris Forbes 2009-10-24 14:51:31 +13:00
  • 6ea3a3d1cc removing binary Chris Forbes 2009-10-24 01:13:02 +13:00
  • 8d2cce5995 fixes influence map for map buildings Chris Forbes 2009-10-24 00:24:25 +13:00
  • 5082d9abdd fixes #37: phantom units Chris Forbes 2009-10-23 21:45:28 +13:00
  • 7f1e881c47 added player=N commandline option to choose local player id Chris Forbes 2009-10-23 21:39:52 +13:00
  • ac82e1451e Fixes bug #23: enemy units can be ordered Chris Forbes 2009-10-23 21:31:52 +13:00
  • dd8c70d3c2 fixing z-order; generalized the 1x1 placement fix to handle nx1 (which were ALL wrong) Chris Forbes 2009-10-23 21:26:45 +13:00
  • b265eb6d08 fixes #38: wrong footprint / offset for 1x1 buildings Chris Forbes 2009-10-23 21:18:07 +13:00
  • f17e0eec75 move-blocked cursor is now used for impossible moves Chris Forbes 2009-10-23 21:14:32 +13:00
  • 7d6e254983 clipped voronoi regions for ground control; buildings cannot be placed outside of ground control anymore Chris Forbes 2009-10-23 20:10:28 +13:00
  • d60775f45c Merge branch 'master' of git://github.com/beedee/OpenRA Chris Forbes 2009-10-23 17:28:44 +13:00
  • 9d35bae1af added the rest of the cursors we want Chris Forbes 2009-10-23 14:34:51 +13:00