Lot's of finishing touches for Dune 2000: no more file format conversion steps and new render traits.

Posted by Milanium on Aug 18th, 2013

As usual: please help test this so we can collect and fix blocker bugs for the next stable release.

Changelog

Engine

Cameos as well as bibs are now loaded from sequences.

Added a new render trait WithIdleOverlay.

Removed WithSpinner (use WithIdleOverlay instead).

Added support for additive blending used in Dune 2000.

Added terrain tile rendering support for R8 images.

Allow Tilesets to specify their sheet size.

Allow maps to override game options.

Added "Build off Ally ConYards" option to prevent excessive team base-walking if not wanted.

Added a starting cash option.

Allow a local user directory inside the game root ("Support") to aid portable installations.

Fixed the autotarget bug that made turrets uncontrollable in combat.

Added a small popup to notify users about the crash to encourage player to make more useful problem reports in the future:

Red Alert

Added GPS dots for enemy unrevealed structures.

Dune 2000

Removed all .R8 to SHP/TMP conversion steps. Load assets from the native formats.

Adjusted timer position and build palette size.

Fixed the cursor twitching around and sprites not being centered correctly.

Added spinning radar overlay.

Added welding overlays for factories with additive blending.

Added explosions and muzzles with additive blending. There are still some unidentified or mismatched sequences though.