1
0
forked from 0ad/0ad
Commit Graph

844 Commits

Author SHA1 Message Date
0be99c65bf Removed hourglass from archive builder screen since it was ambiguous (user does have input, and can just click to skip that screen -- which isn't used at present anyway).
Also restored the Esc key to its previous role of quick-quit, as I'm
just too used to using it. :)

This was SVN commit r3560.
2006-02-24 18:12:54 +00:00
ffcd73ad96 played around with the icons a bit more
This was SVN commit r3559.
2006-02-24 10:50:38 +00:00
da2178db66 Basic progress bar UI at the start of the game requested by Jan, so player is aware of and can cancel archive building.
(Note that the Esc key is now used here, so you'll have to use another
key ... Ctrl+F4/Alt+F4/Ctrl+Break to quick-kill the game.)

Also set Matei's StartProduction to use entity's creation time.

This was SVN commit r3556.
2006-02-23 18:22:30 +00:00
e959e59614 icon demos
This was SVN commit r3555.
2006-02-23 12:01:37 +00:00
a52365f90a ranked stuff
This was SVN commit r3552.
2006-02-23 07:07:58 +00:00
a4c10bba1e Quick fix to change to a "wait" hourglass cursor while the game is loading. Note that the placeholder icon has been ripped from AoM and should be replaced before we ship. :)
This was SVN commit r3551.
2006-02-23 04:23:35 +00:00
7a4aeb69ed Added production queue system and associated events. It might still need some extra features but it should be functional.
This was SVN commit r3547.
2006-02-22 22:45:16 +00:00
022c84f43d formation test1
This was SVN commit r3546.
2006-02-22 07:25:30 +00:00
acbed7a656 Vercingetorix, our first Celtic hero (minus his horse)
This was SVN commit r3545.
2006-02-21 10:56:02 +00:00
a40b3d38ae Mythos' lighting tweak.
This was SVN commit r3544.
2006-02-21 03:57:10 +00:00
e0fe2b7253 This was SVN commit r3538. 2006-02-19 02:42:52 +00:00
008d487d2c This was SVN commit r3537. 2006-02-19 02:40:40 +00:00
6d0a9c6d04 This was SVN commit r3536. 2006-02-19 02:39:49 +00:00
7396587f6e Fix scenario DTD
This was SVN commit r3517.
2006-02-15 05:49:14 +00:00
36fa5ec2bf * clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency
* shadows will let a fraction of diffuse light through
* added JS LightEnv objects, so the lighting environment can be changed
  from the console
* new element TerrainShadowTransparency supported in the scenario .xml
format,
  changed cantabrian_generated with an example

This was SVN commit r3513.
2006-02-15 00:45:16 +00:00
e3c3ac920f lighter shadows for cantabrian_generated.xml
This was SVN commit r3510.
2006-02-14 05:20:17 +00:00
7dee30e24c - Terrain self-shadows (only noticeable with a low angle of sun)
- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
  and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
  black

This was SVN commit r3508.
2006-02-13 14:18:20 +00:00
pyrolink
9c739099fc Various fixes to notifications and orders
Added escort--follow can be done by simply changing the default and
secondary actions from NOTIFY_ESCORT to NOTIFY_FOLLOW in
entityEventTargetchanged.

Bugs are: ranged units can't assist in attacking from some reason, and
when you tell a leading unit to run, the escorting unit doesn't.

This was SVN commit r3503.
2006-02-13 03:28:36 +00:00
b0e7b7d03e Fixed a bug that was causing resources to go to NaN when you killed something.
This was SVN commit r3502.
2006-02-13 02:06:57 +00:00
56d8d31cd0 This was SVN commit r3485. 2006-02-08 07:26:32 +00:00
51cbee9f39 Gave the fauna horse random textures
This was SVN commit r3484.
2006-02-08 02:25:30 +00:00
41f08eecb8 Seems we didn't have just a "plain white" terrain... so I made one.
This was SVN commit r3463.
2006-02-03 07:00:28 +00:00
3e2017147d Snazzier resizing resource counters and some miscellaneous fixes.
This was SVN commit r3460.
2006-02-03 03:15:49 +00:00
22be4ee0d6 temp ships with props
This was SVN commit r3455.
2006-02-01 10:53:10 +00:00
efc45aac23 This was SVN commit r3453. 2006-02-01 00:58:17 +00:00
79767e2e1b This was SVN commit r3452. 2006-02-01 00:57:44 +00:00
f5dec3e4ab This was SVN commit r3451. 2006-02-01 00:57:19 +00:00
Aeros
6699dc11c7 This was SVN commit r3435. 2006-01-29 03:59:32 +00:00
83ccd72798 Tiny fix to the "unit AI" in the damage event handler to make ranged units fight back when attacked.
This was SVN commit r3423.
2006-01-24 11:08:53 +00:00
72cc581c2e Renamed Decay to Corpse for all actor animations, and added extra animations to Basic Celt Infantry Spearman and Javelinist for testing purposes.
This was SVN commit r3419.
2006-01-23 16:16:59 +00:00
c29c222936 Fixed a JS error message when corpses were attacked (because they had no
armour).

This was SVN commit r3418.
2006-01-23 10:36:18 +00:00
1c541db46b Health regen fix for ranged attack.
This was SVN commit r3410.
2006-01-23 03:55:35 +00:00
cdd432ba46 updating the tips file to some latin
This was SVN commit r3409.
2006-01-23 03:38:45 +00:00
16341dd834 Fixed someone else's "fix"... The Celts don't get a wall tower, they get a wall turret, which is not the Scout Tower, which someone made it into. :) Sooooooo, I changed the actor in the entity back from the scout_tower to the wall_turret.
This was SVN commit r3408.
2006-01-23 03:20:28 +00:00
199550457d to entities that I'm adding to fix errors
This was SVN commit r3407.
2006-01-23 02:34:38 +00:00
d5a4c87dcc Fixes to the melee/ranged attack split.
This was SVN commit r3404.
2006-01-22 11:55:47 +00:00
pyrolink
b1537950e2 fixes
This was SVN commit r3400.
2006-01-22 11:08:27 +00:00
pyrolink
0e861e5ab1 Thank Stuart for the new attack properties (split into ranged and melee). Also, if running, the unit will use crush damage instead of melee.
This was SVN commit r3395.
2006-01-22 08:51:34 +00:00
Aeros
111b5cf42d This was SVN commit r3393. 2006-01-22 08:07:23 +00:00
c3b289ec0b new demetrius entity to test animations
This was SVN commit r3392.
2006-01-22 06:39:55 +00:00
5c5c6cd469 New actors to play with new animations
This was SVN commit r3391.
2006-01-22 06:37:51 +00:00
b32a8361e5 AI stance properties and extended animal templates.
This was SVN commit r3390.
2006-01-22 05:28:41 +00:00
bda61f8030 2 handed spear animations
This was SVN commit r3380.
2006-01-21 10:53:03 +00:00
pyrolink
5383104a4f Added health regen/decay with time delay, corrected continual run bug (once running, disregards reorders to walk until destination reached).
This was SVN commit r3377.
2006-01-21 11:01:08 +00:00
c85551a8b0 Renamed processAttack, entityEventAttack, entityDamage, etc to avoid confusion since several people didn't like the functions having different names than the properties of the entity object. Now the generic action handlers are called performAttack, performGather, etc and the damage function is simply called damage.
This was SVN commit r3374.
2006-01-20 21:37:45 +00:00
livingaftermidnight
5dd1dba521 This was SVN commit r3370. 2006-01-19 11:32:09 +00:00
30b83db67b Moved Run up to affect other units. Also added an Iberian house, which for some reason went AWOL during the entity revision.
This was SVN commit r3368.
2006-01-18 03:31:21 +00:00
cadbd77bc7 A temp Themistocles to test Wijit's cool new animations.
This was SVN commit r3367.
2006-01-17 08:12:10 +00:00
d6ec773887 Two-sworded Themistocles to test out Wijit's new "wild and crazy" animations.
This was SVN commit r3366.
2006-01-17 08:10:56 +00:00
pyrolink
01ff2fdf3b Secondary order script support; run order addition
This was SVN commit r3362.
2006-01-16 10:55:01 +00:00