type-two
1334eb8344
terrain palette alias — placement preview clean, zero yaml errors
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:46:13 +10:00
type-two
887039c289
PRODUCTION + TECH TREE: player-side ClassicProductionQueues (Base/Units), sidebar with ClassicProductionLogic palette + type buttons, buildable swat/$250 hauler/$700 warcar/$900 (workshop prereq = first tech edge), Workshop building $1200 with placement preview, depot produces both queues with exits, build icons generated from sprites, $2000 starting cash
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:45:35 +10:00
type-two
71416b3843
RECORDS ECONOMY + UX: hauler is a Harvester (Records, cap 20), Record Depot refinery building at spawn, cash counter HUD (IngameCashCounterLogic in PLAYER_WIDGETS), fog of war (RevealsShroud on player units, HiddenUnderFog monsters), unit tooltips via fluent, win/lose (MissionObjectives + ConquestVictoryConditions)
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Trait chain learned: MapOptions + ResourceClaimLayer on world, StoresResources.Resources on harvester, QuantizedFacings 1 for buildings, FrozenActorLayer player-only
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:22:42 +10:00
type-two
c19bf48e5e
JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps
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Runtime lessons: FrozenActorLayer required by AutoTarget, Immobile for doodad spatial presence, effect palette + attack cursors, WithFacingSpriteBody explicit Sequence
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 13:20:57 +10:00
type-two
81564ab226
swat clickable: explicit Selectable Bounds — WithInfantryBody provides no IAutoMouseBounds, so null bounds = empty click target
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 12:49:59 +10:00
type-two
98a2fbbffb
SelectionDecorations on swat, PathFinder off editorworld (substring-replace casualty), Launch.Map=example is the dev loop
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 01:54:35 +10:00
type-two
e4b88dd464
first strike fixes: PathFinder + move cursors, AlwaysVisible, QuantizeFacingsFromSequence stand, swat squad on the shellmap — boots clean, zero yaml errors
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 01:47:14 +10:00
type-two
5c73776376
FIRST STRIKE: swat infantry — 8-facing PngSheet sprites baked from quaternius Swat via spritebake pipeline (idle/run/shoot/die), Locomotor, starting support squad
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 01:38:34 +10:00
Pavel Penev
65115cd013
Added faction dropdown translations
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OpenRA PR 21484.
2025-04-22 19:24:09 +02:00
Pavel Penev
0909e4400a
Updated map editor - Part 1
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OpenRA PR 20226.
2025-04-22 19:24:09 +02:00
penev92
dad744fc91
Fixed translation warnings
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By updating game speed settings, copying over translations from `common|languages/rules/en.ftl` for missing translations and defining a translation key for `StartingUnits.ClassName`.
2023-11-03 16:54:35 +02:00
IceReaper
98eec41578
Modernized the SDK.
2023-03-27 20:24:23 +02:00