devZoGok
|
19a7573a5f
|
CPU players sending an engineer to explore fog of war before building
|
2026-04-18 17:26:49 +03:00 |
|
devZoGok
|
35b22318c4
|
expanded checks to determine if a game object frame is placeable on a given spot
|
2026-03-15 15:21:11 +02:00 |
|
devZoGok
|
580659aad5
|
refactored visible game object detection
checking whether the game object frame is on the right type of a cell
|
2026-03-15 15:21:11 +02:00 |
|
devZoGok
|
4709581fcd
|
buildings cannot be placed outside of the map
|
2026-03-15 15:21:11 +02:00 |
|
devZoGok
|
1fd38b998c
|
updating game obj frame placement pos upon frame creation
|
2026-02-01 16:07:56 +02:00 |
|
devZoGok
|
06cddba086
|
improved extractor frame selection
|
2026-01-03 10:43:42 +02:00 |
|
devZoGok
|
786d0c706d
|
fixed game object frame snapping
|
2025-11-26 15:36:39 +02:00 |
|
devZoGok
|
af8e124276
|
vehicles can't obstruct their own frames
|
2025-11-26 13:47:45 +02:00 |
|
devZoGok
|
ce52a85854
|
max unevenness property moved to unit configuration
|
2025-11-25 08:29:15 +02:00 |
|
devZoGok
|
db345af328
|
code refactoring
|
2025-11-23 15:02:31 +02:00 |
|
devZoGok
|
cb175c4d18
|
rectangle intersection check when rotating game object frames
|
2025-11-23 14:29:01 +02:00 |
|
devZoGok
|
1999e1dad9
|
checking for rectangle check for buildable structures
|
2025-11-21 20:24:10 +02:00 |
|
devZoGok
|
f2b386e5a2
|
all building in a paint-select row are now built
|
2025-06-22 19:17:57 +03:00 |
|
devZoGok
|
575b736e0d
|
using a civilian player
|
2025-06-02 19:14:51 +03:00 |
|
devZoGok
|
022c159f76
|
only shifting depth when placing submarine frame over water
|
2025-02-09 16:24:55 +02:00 |
|
devZoGok
|
728f4b6d4a
|
shifting submarine frame dive depth
|
2025-02-09 15:14:34 +02:00 |
|
devZoGok
|
b5891b28f5
|
unit frames placed at coresponding point on the map when rotating before move orders
|
2025-02-07 21:26:28 +02:00 |
|
devZoGok
|
3131dbc9d8
|
accomodation for RAM optimization in vb01
|
2024-09-01 16:22:01 +03:00 |
|
devZoGok
|
694e2f6da3
|
factored out land and water body ray casting
|
2024-07-27 19:33:17 +03:00 |
|
devZoGok
|
fdaa2bf2bd
|
using distance to ray argument for optimization
|
2024-07-21 15:00:49 +03:00 |
|
devZoGok
|
fe0b7979a1
|
corrected unevenness check
|
2024-05-29 20:16:38 +03:00 |
|
devZoGok
|
76bf747451
|
extractors can only be built on unoccupied deposits
|
2024-05-29 20:09:35 +03:00 |
|
devZoGok
|
aa657e34af
|
snapping extractor frames to resource deposits
|
2024-05-29 20:00:49 +03:00 |
|
devZoGok
|
ba7123db58
|
Game object Lua configs use individual unit tables
|
2024-01-25 17:15:09 +02:00 |
|
devZoGok
|
cf1d4d908e
|
small bugfixes
|
2023-11-26 12:41:16 +02:00 |
|
devZoGok
|
4a9e9bd4c9
|
using the new ray casting implementation
|
2023-11-04 17:41:15 +02:00 |
|
devZoGok
|
acc5ad325b
|
directional argument to orders
|
2023-10-29 16:06:28 +02:00 |
|
devZoGok
|
3696158e78
|
refactored unit, projectile and resource deposit data scripts with coresponding namespaces
|
2023-10-07 16:36:37 +03:00 |
|
devZoGok
|
cf9ac6199e
|
factored out GameObjectFrame
refactored GameObject/Unit- Factory class
|
2023-10-07 12:43:08 +03:00 |
|
devZoGok
|
1f82b1dfd9
|
factored out common Unit, Projectile and GameObjectFrame behaviour into GameObject classes
|
2023-10-01 17:20:56 +03:00 |
|