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Fixes issue #2216 [Feature Request] #68
Commits on Apr 27, 2013
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Merge pull request OpenRA#3141 from Mailaender/mechanic-wrench
Give the mechanic a wrench cursor icon instead of red-cross
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Merge pull request OpenRA#3135 from ScottNZ/ui
Start moving towards saner RA widget logic
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Merge pull request OpenRA#3169 from pchote/colorpicker
New Colorpicker with graphical mixer
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Merge pull request OpenRA#3145 from Mailaender/harvy-never-let-go
Undock harvesters when refinery is destroyed
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e8.shp is a duplicate of gnrl.shp
used for both Volkov and Stavros
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Merge pull request OpenRA#3175 from Mailaender/ra-cleanup
Removed duplicate e8.shp and documented the Dune II SHP converter
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fixed ColorMixerWidget.cs(5,5): Error CS0227
Unsafe code requires the `unsafe' command line option to be specified
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the not yet merged asset browser slipped through, sorry
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add xbuild to travis configuration
to check if we can still compile with MonoDevelop/Visual Studio
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Redesign Allies 02 base. Fix fail condition in Allies 02. Rename Miss…
…ionUtils infil trait. Create cameras in missions to let enemy units attack properly
Scott_NZ authored and Scott_NZ committedApr 27, 2013 Configuration menu - View commit details
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Commits on Apr 28, 2013
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psydev committed
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change infantry default speeds
infantry was complained as being too fast. Agreed.
psydev committedApr 28, 2013 Configuration menu - View commit details
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Commits on Apr 29, 2013
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Merge pull request OpenRA#3191 from chrisforbes/allies02-bridge-fix
fixes OpenRA#3185 incomplete bridge repair on allies02
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Commits on Apr 30, 2013
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Lower combat tank defualt speed
They are a bit fast, and the game is a bit fast.
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psydev committed
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harkonnen combat tank slower, tougher
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psydev committed
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psydev committed
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fixed oversight from previous change to atreides tank gun
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Artillery shell buffed vs. concrete
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building >1 production buildings is bogus as it has no benefit generic names that describe the build order not fake personality
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Commits on May 1, 2013
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Right now they're too easily bogged down by infantry. Bazookas remain a strong counter for tanks.
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reduced paratrooper cooldown from 280 -> 180 sec.
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slight reduction in harkonnen combat tank
To avoid the possibility of it being OP, reducing Hark. combat tank to 440, which divides into 11 tank shots.
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Scott_NZ authored and Scott_NZ committed
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nerf tower missile vs. infantry
Due to blast radius was too good at wiping out infantry before they got even close. Made it fire with longer burst delay.
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Commits on May 2, 2013
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Merge pull request OpenRA#3208 from pchote/mixfile-fixes
Fix mix header decryption.
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Scott_NZ authored and Scott_NZ committed
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Commits on May 3, 2013
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Merge pull request OpenRA#3187 from psydev/d2k-balance
d2k balance changes
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Added more ore to each player and created free space on the island on…
… the map Nishnekolymsk
Tirili committedMay 3, 2013 Configuration menu - View commit details
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Merge pull request OpenRA#3213 from TiriliPiitPiit/bleed
Added more ore to each player and created free space on the island on th...
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Commits on May 4, 2013
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Merge pull request OpenRA#3215 from pchote/production-shroud-fix
Fix initial shroud reveal for newly produced units.
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removed Volkov entirely as more permission problems arised
- unknown source for weapon sounds - icon borrowed from APB without asking for permission
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Merge pull request OpenRA#3173 from ScottNZ/ui-layout
Improve RA main menu design
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Merge pull request OpenRA#3209 from ScottNZ/log
Log unhandled exceptions
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reduce A.I. MSAM build production
they don't seem to know what it's for, and build a bit too many, (to the exclusion of other units sometimes, for some reason).
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made buildings require base provider (be in build radius)
Rationale: Engineers right now can capture a building and then start building turrets in your base. Some might view this as legitimate but it is a pretty ridiculous strategy and makes game kind of unfun. Part of why it's a problem is that turrets are quite powerful in this mod, and hard to kill. The build radius is set to 30, which is very high, so it shouldn't be noticeable for most players in most games. But it will stop you from being able to build across the map.
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Harv was a bit too fast. Tanks have been slowed, so it should be too.
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switched back to RA explosions.
Until translucent effects are introduced, we should use the RA explosions, which look better than what we currently have.
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Merge pull request OpenRA#3217 from pchote/psydev-fixup
D2K / C&C updates
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Merge pull request OpenRA#3218 from Mailaender/observer-stats-nre
Don't crash observing clients when allied tech centers get destroyed.
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Merge pull request OpenRA#3203 from Mailaender/bogus-ai-settings
Removed some non-sense from the Red Alert AI configuration
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Merge pull request OpenRA#3194 from Mailaender/ra-voice-cleanup
Removed Romanov ripped from RA2 and redundant voice definitions
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Merge pull request OpenRA#3219 from pchote/remove-server-pinger
Remove server pinging
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Merge pull request OpenRA#3220 from pchote/remove-sequence-warnings
Remove sequence warnings for the stable release.
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Merge pull request OpenRA#3143 from Mailaender/ai-basewalk
Allow the AI to base-walk without restrictions
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Commits on May 5, 2013
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Commits on May 8, 2013
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psydev committed
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reduced range of tower missile
Towers are too good right now and lead to stalemates. This will let them be outranged by 1 by siege tanks. Added minimum range so that it can't hit the square next to it.
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Siege Tank has movable turreted
Siege tank is kind of useless. Given a moveable turret. This unit is needed to break stalemates.
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improved siegetank weapon vs. heavy armor & buildings
This will make it slightly more relevant on the battlefield. It shouldn't be excellent at fighting armor, since armor is what should kill it, but it shouldn't be totally helpless either. damage vs. heavy increased 25% -> 50% damage vs. wood increased 60% -> 80% inaccuracy reduced 45 -> 40 speed increased ever so slightly.
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Rocket tank is a bit too good vs. armor and infantry. It should be a generalist but its strength should lie in attacking buildings and light vehicles. Speed increased a bit. Damage vs. heavy reduced 80% -> 50% Damage vs. buildings increased Damage vs. infantry slightly reduced
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rocket tank rotation speed increased; +1 sight
since it's forward-facing and quite vulnerable, seems it should have some decent maneuverability so it doesn't get wasted so easily. Increased sight range slightly.
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psydev committed
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Reduce rocket tank's inaccuracy
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Hopefully no one objects to this. This removes the bib from the repair bay. Rationale: to save space (it's 3x4, which is pretty sizable). It is a building you'll often want to build near the front line, so having it be very large limits whether you can put it on a little rock somewhere. Removing the bib also has the effect of distinguishing it from the starport. It doesn't look bad without the bib.
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added larger revision of dune_boogie map
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siege tank turret offset changed
Now that the turret rotates, it should be changed so it looks less unnatural than if it were rotating on the center. It now looks as though it rotates on the base at the back.
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siege tank weapon inc. vs light, 50% -> 75%
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temporarily disabled Ordos Deviator
Currently the Deviator uses AttackLoyalty, which seems to only be able to take over units permanently. It should be temporary. Currently it seems overpowered, and should be disabled for now. If anyone disagrees, let me know.
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tanks are a bit under-powered vs. quads at the moment. Quads are fast anti-vehicle/armor support units. They are supposed to keep their range to win, not go toe-to-toe.
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increase damage of siege tanks vs. turrets
For practical reasons, the siege tanks need a more powerful gun. Currently, unit behavior is to not stay outside of turret range, but rather to walk into it before shooting. I don't think siege tank range should be increased any further, but this is a problem. Siege tanks should be good at defeating large clusters of enemy turrets, which are powerful and hard to break.
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Sardauker HP increased 80 -> 100
Sardauker are pretty dramatically underpowered, especially considering that they are a top-tier unit. Since they are slow, they need to be tough to withstand enemy fire before they get in range. Since they are $400, they are mostly a waste of money at the moment, rather than assault troopers.
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added support for main.mix (data files from original RA CD)
People who used the RA CD couldn't open D2K properly.
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Commits on May 9, 2013
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Merge pull request OpenRA#3239 from chrisforbes/unhardcode-crate-drop
Un-hardcode crate drop actor names
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Commits on May 10, 2013
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reduce construction yard cooldown to 3 seconds
While not crucial, the extra second kind of is annoying and gets in the way of gameplay.
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Someone complained that there was not good warning for the nuke. All you heard was the launch sound, which wasn't that noticeable and a bit like other sounds. Now it says, "nuclear missile approaching".
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Replace ColorRamp with HSLColor everywhere.
Fixes: * Nuclear-purple color exploit. * OpenRA#3247. * Removes a bunch of unnecessary color conversions every frame. Caveats: * The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors). * It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care). * The old ColorRamp setting isn't migrated, so players will lose their color settings.
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Merge pull request OpenRA#3248 from pchote/player-color-ramps
Replace ColorRamp with HSLColor everywhere.
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- Server messages now show as from "Server". - Fixes OpenRA#3224.
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Merge pull request OpenRA#3244 from pchote/bot-surrender
Improvements to player drop behavior
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Buff mammoth tank cannons and missile launchers
Scott_NZ authored and Scott_NZ committedMay 10, 2013 Configuration menu - View commit details
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Increase CA ROT and speed. Increase its damage spread and accuracy.
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Increase badr and badr.bomber healths
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Make mines targetable and removable.
Let AP mines do damage against vehicles. Let all mines do damage against friendly units.
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Merge pull request OpenRA#3243 from ScottNZ/balance
RA Balance (destructible mines; badr and mamooth and cruiser buff)
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Merge pull request OpenRA#3238 from pchote/local-pause-state
Remove local pause order lag delay
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Merge pull request OpenRA#3251 from pchote/lobby-title-fixup
Lobby title fixup
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Merge pull request OpenRA#3240 from pchote/mixfile-streams
Be explicit about MixFile stream positions.
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removed custom yaml rules from bad-neighbors
They are redundant to the sniper/church stuff we already have. Weapon rules had broken indentions which made this not work.
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Made oil derricks remap to player colors on capture everywhere
by removing bogus custom yaml rules from some island maps and enforcing the policy to extract all those oramap files. fixes OpenRA#3022
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deflated center of attention redux 2
as it has custom oil derrick rules (although not busted)
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deflated KOTH maps because of custom yaml rules
removed the mission building 3/4th scaling as it looked strange
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Commits on May 11, 2013
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Revert "Players and bots surrender on disconnect."
This reverts commit 500c24f.
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Merge pull request OpenRA#3258 from pchote/drop-desync-fix
Revert "Players and bots surrender on disconnect."
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Remove duplicate gnrl sequences definition
Scott_NZ authored and Scott_NZ committedMay 11, 2013 Configuration menu - View commit details
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Merge pull request OpenRA#3264 from ScottNZ/sequences
Remove duplicate gnrl sequences definition
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Commits on May 12, 2013
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added forgotten_path map by Holloweye
psydev committedMay 12, 2013 Configuration menu - View commit details
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fix dependency installation for Travis CI
looks like the Ubuntu repositories don't update automatically
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Increase the health of OILB to 1000 and the amount of cash its CashTr…
…ickler brings in to 100
Scott_NZ authored and Scott_NZ committedMay 12, 2013 Configuration menu - View commit details
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Commits on May 13, 2013
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Update CHANGELOG for release-20130514.
Thanks to @Mailaender and @psydev for collating the changes, and to eyen from IRC for copy editing.
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Merge pull request OpenRA#3276 from pchote/release-changelog
Update CHANGELOG for release-20130514.
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Merge pull request OpenRA#3267 from Mailaender/ubuntu-travis
Tried to fix Travis CI problems
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Don't apply palette modifiers on effects in C&C.
fixes OpenRA#2778 unit veterancy symbol cloaking together with unit
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Commits on May 14, 2013
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Merge pull request OpenRA#3263 from Mailaender/alliance-checks
Removed inconstencies in alliance checks
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Merge pull request OpenRA#3266 from psydev/bleed
D2K - added forgotten_path map by Holloweye
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Commits on May 15, 2013
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Merge pull request OpenRA#3193 from Mailaender/shp-ts
Added support for Tiberian Sun/Red Alert 2 SHP format
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Merge pull request OpenRA#3234 from Mailaender/ts-mix-filehashes
Added support for Tiberian Sun MIX filename hashes
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Merge pull request OpenRA#3256 from Mailaender/debug-trait-removal
Removed all Debug traits
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Merge pull request OpenRA#3253 from Mailaender/super-oil-derricks
Cleaned up the Red Alert map directory
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Merge pull request OpenRA#3176 from Mailaender/travis-xbuild
Added xbuild to Travis configuration
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Allow SheetBuilder to throw an exception on sheet overflow.
This removes unnecessary checks from TerrainRenderer and will be used in the voxel renderer.
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Allow SheetBuilder to generate 1/2/4 channel sheets.
This makes the SpriteFont RBGA sprite hack explicit, and adds a DualIndexed option to be used by the voxel renderer.
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The current tilesets only use only ~3% of the available sheet space, so a future patch may want to look into decreasing the terrain sheet size to save some GPU memory.
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Merge pull request OpenRA#3282 from pchote/renderer-refactoring
Renderer refactoring - SheetBuilder
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Merge pull request OpenRA#3265 from Mailaender/building-building-buil…
…ding Avoid notification spam when the build palette is left-clicked
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Merge pull request OpenRA#3283 from pchote/turret-rendering
Unify turret rendering traits
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game asset browser UI polishing
- display file extension - show total frame count - dark background for preview
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wire up the import from PNG to SHP button
store everything in user directory to not junk up the game and for file permissions on Mac/Linux when installed
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Adjusting infantry run animations to speed
I noticed that by default the run and prone-run animations are way too fast for the infantry movement speed. I used Tick values to fix this, taking into account individual speed. I used Tick: 80 for Speed: 5, 100 for speed 4 and 120 for speed 3. Some fine-tuning may be needed, but it already looks much better than before.
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Merge pull request OpenRA#3291 from reaperrr/patch-2
Adjusting infantry run animations to speed
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Commits on May 16, 2013
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Scott_NZ authored and Scott_NZ committed
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Technically unnecessary, but using self_destruct on regular weapons in weapons.yaml might be a little confusing for modders. artillery_explosion is a more straight-forward label for art-exp1.
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Explosion sounds have been noticeably absent from the RA mod, artillery weapons only used the weak kaboom12, most other weapons had no ImpactSound at all, making even larger battles sound 'empty'. Now, explosive artillery weapons (155m, 8Inch, SubMissile) use art-exp1 as animation and kaboom22 as impact sound. Furthermore, most cannons and rockets now use kaboom12 as ImpactSound. In one or two cases kaboom15 is used instead. Furthermore, for consistency Trail: smokey was disabled on Dragon and ChronoTusk.
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Merge pull request OpenRA#3281 from Mailaender/sdl-openal-mirrors
Added OpenAL and SDL Windows dependency DLLs to mirrors
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Merge pull request OpenRA#3192 from Mailaender/asset-browser
Created an Asset Browser to view and convert Sprites
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Merge pull request OpenRA#3233 from ScottNZ/follow
Add unit following/guarding
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Merge pull request OpenRA#3295 from reaperrr/patch-3
adding ImpactSounds to many weapons + other changes
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Commits on May 17, 2013
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Convert AnimationWithOffset to world coords.
Animations (via Actor.CenterPosition) now understand Altitude, so there is potential for mis-positioned animations if any existing altitude hacks were missed.
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Rewrite RenderCargo -> WithCargo.
Now uses world coordinates and properly displays cargo at all facings.
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Commits on May 18, 2013
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Merge pull request OpenRA#3311 from chrisforbes/placebuilding-resolve
validate building placement in ResolveOrder as well
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Commits on May 19, 2013
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- added separate idle shp to allow using all 8 frames while keeping idle/active separate. - replaced some empty/background pixels inside tower with shadow.
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- fixed some minor errors on the undamaged frames. - added shadow.
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changes civ pistol explosion to single piff
multiple piffs from a civilian pistol shot? Looks a little strange ;)
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changes light tank bullet to 50cal.shp
a better match for the low damage per shot, imo.
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- originally, frag1 was not centric and appears to the right of the impact/exploding vehicle. - fball1 appeared quite a bit below the impact point. This moves it up a little.
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Commits on May 20, 2013
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Originally, the 2nd frame of yak.shp used greyscale for the tail fins instead of remap.
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crates with shadow and wood crate palette fix
- westwood never bothered converting the wood crate to RA's palette. I did. - shadows added to both wood crate and silver crate.
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It always annoyed me that the CY had no shadow at all. This adds some at the edges.
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Fixes issue OpenRA#2216 [Feature Request] "InstallShield setup.z extr…
…actor fails for Dune 2000" Reverse engineered pascal code from "STIX", adjusted only a few line of code. The blast implementation of OpenRA works perfectly with it. Filename hashing should be removed 'cause of duplicate filenames in nested folders.
BaxtorsLab authored and BaxtorsLab committedMay 23, 2013 Configuration menu - View commit details
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Scott_NZ authored and Scott_NZ committed
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Merge pull request OpenRA#3330 from ScottNZ/balance
Oil derrick buff
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Merge pull request OpenRA#3320 from reaperrr/improved_visuals_v2
several visual improvements
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Merge pull request OpenRA#3305 from pchote/mixdatabase
Parse XCC mix databases
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Merge pull request OpenRA#3286 from pchote/renderable-refactoring
Renderer refactoring - Renderables
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# This is a combination of 2 commits.
# The first commit's message is: Fixes issue OpenRA#2216 [Feature Request] "InstallShield setup.z extractor fails for Dune 2000" Reverse engineered pascal code from "STIX", adjusted only a few line of code. The blast implementation of OpenRA works perfectly with it. Filename hashing should be removed 'cause of duplicate filenames in nested folders. # This is the 2nd commit message: added name to AUTHORS
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