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This is basically my suggestion from https://github.com/OpenRA/OpenRA/pull/19678#issuecomment-925823477, which Imho is a bit cleaner as people won't need to worry about setting `RejectsOrders` up themselves. (Although it isn't difficult, the dependency...
Closes #17058. The first commit allows us to save several trait lookups while `PortableChronoOrderGenerator` is active. The second allows us to detect force teleport orders and moves magic strings to...
Closes #18188. Closes #17046. Harvesters will now prefer the resources closest to the refinery over closest to the last position harvested at, unless an explicit order is given. If a...
 See https://github.com/OpenRA/ra2/pull/703#issuecomment-626335284. This will likely have to be fixed on the `Exit` trait upstream.
This is caused by the `Resupply` not working with even sized (our naval yards are 4x4) building footprints. This will likely only be fixable when docking is refactored upstream.
Updates Linguini to include the changes from https://github.com/Ygg01/Linguini/pull/24, and adds some new lines to stop the text from overflowing over the dialogue borders:    
`Process.Start` doesn't seem to work as previously any more. Using `Process.Start("explorer.exe", path);` would have worked for the Logs, but `SDL.SDL_OpenURL` works in both cases.
Reported by @Orb370 and @JMegaTank on Discord. The audio for cash ticking down is the same as last release now; the other mods are not affected.
Follow-up to #20084. It appears we currently do not send any orders with targets that have `terrainPositions` set to anything else than `{ terrainCenterPosition }` (which is restored by the...
I currently have to manuall edit `launchsettings.json` of `OpenRA.Game` and add something like ``` "Red Alert 2": { "commandName": "Project", "commandLineArgs": "Game.Mod=ra2 Engine.ModSearchPaths=../mods,./mods" } ``` to the profiles list.