ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Paul Chote
8fcbe7bb9e
Fix world visibility checks when shroud is disabled.
2013-08-10 20:15:05 +12:00
Paul Chote
c08f602661
Add lobby options for Shroud and Fog.
2013-08-04 13:04:09 +12:00
Paul Chote
9eaeeffae9
CenterLocation.ToCPos() -> CenterPosition.ToCPos().
2013-07-08 21:52:26 +12:00
Paul Chote
9adfb56f65
Only update vis for actors in the world. Fixes #2726 .
2013-06-22 13:15:38 +12:00
Paul Chote
b95cd0c91f
Add an extra sanity check.
2013-06-22 13:15:38 +12:00
Paul Chote
7bce2017c3
Simplify and increase robustness of Shroud et al. Fixes #3440 .
2013-06-22 13:15:27 +12:00
Paul Chote
400ad49de0
Allow maps/mods to properly disable fog or shroud (or both).
2013-04-11 22:36:56 +12:00
Paul Chote
248e815d99
More shroud refactoring.
...
This introduces a hash on Shroud which ShroudRenderer
can observe, removing the need to explicitly twiddle
a dirty flag between objects.
Shroud disabling is now done via RenderPlayer, so
enabling the cheat or winning/losing will now give
vis equivalent to an observer.
2013-04-10 21:08:22 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Scott_NZ
67fcdb5b91
Remove Shroud.Jank() and make all references to it call Shroud.Dirty() instead
2013-04-09 00:18:08 +12:00
Chris Forbes
3f273674f7
Merge pull request #2737 from Mailaender/shroud-sync
...
add Shroud, CreatesShroud and RevealsShroud to syncreport.log
2013-03-09 21:09:31 -08:00
Matthias Mailänder
58c3b52a1a
add reset exploration developer cheat
2013-03-07 20:32:00 +01:00
Matthias Mailänder
72841a51e6
add shroud, creates shroud and reveals shroud to syncreport
2013-03-06 16:05:31 +01:00
Matthias Mailänder
3d8d116106
fix NullReferenceException in UnHideActor
2013-03-01 10:07:33 +01:00
Kenny
4f670d516d
Shroud creators now only temporarily block explored shroud.
...
On powerdown or removal from the game, any previously explored terrain will become visible once again.
2013-01-31 16:57:04 +13:00
Kenny
f41fb32d60
Introducing per-player shrouds.
...
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Curtis Shmyr
891cba456b
give Gap Generator to allies
2012-04-06 18:23:30 +12:00
Chris Forbes
9581595a3d
remove spurious null checks in Shroud -- all actors have an owner, always.
2011-12-27 21:53:31 +13:00
Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
663a323f29
remove trait lookup spam everywhere for IOccupySpace.
2011-08-13 15:01:41 +12:00
Chris Forbes
64782fb254
use ToList rather than List<T>.ctor
2011-05-02 22:23:36 +12:00
Chris Forbes
149324ea92
remove most of the crap from queries
2011-03-17 22:09:08 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
4b3c6cc62a
Add a SubCell field to UIM. Allow UIM to query for units by subcell.
2011-02-04 18:39:03 +13:00
Paul Chote
60e3f7621f
Remove fp from CenterLocation and aircraft.
2011-01-07 20:14:22 +13:00
Paul Chote
971287e989
Fix shroud crash
2010-12-01 18:22:46 +13:00
Paul Chote
3b0810a096
Simply the localplayer hack, and prevent vis dirtying when shroud is disabled.
2010-11-27 11:28:17 +13:00
Paul Chote
1d81e71bcb
Allow vis to extend outside the map, but not explored.
2010-11-27 11:20:04 +13:00
Paul Chote
29ac9a594a
Add a hack to support our old "no player means total vis" behavior.
2010-11-27 11:20:04 +13:00
Paul Chote
fb0e399ab9
Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
2010-11-27 11:20:04 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
41fd19c766
Begin refactoring Shroud. ShroudRenderer is now internal to WorldRenderer; all traits interact with Shroud directly. Gives soft-edges at the map border for free, but breaks shellmap and observers.
2010-11-27 11:20:03 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc
Kill Map.XOffset / Map.YOffset.
2010-11-24 10:26:38 +13:00
Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
Chris Forbes
0629b1e2d2
quick hack to fix aircraft fail in prev
2010-10-23 18:49:42 +13:00
Bob
0d9cf63dd2
move Mobile et al into Mods/
2010-10-22 11:31:13 +13:00
Paul Chote
ddd56e6f9b
Reveal-map crate
2010-08-15 01:43:24 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
Paul Chote
eaa80fab74
Shift Sight onto its own trait. Only cnc for now.
2010-07-28 21:37:43 +12:00
Paul Chote
c6f0b792d3
Do the right thing when stances change
2010-07-27 21:19:17 +12:00
Paul Chote
9a704e69b2
Shift RevealsShroud onto Unit; fix "vehicles don't update shroud" regression in last
2010-07-27 21:19:16 +12:00
Paul Chote
a91ebb4eda
Allies share sight
2010-07-27 11:34:28 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Chris Forbes
db465e1fdd
ActorInitializer, in preparation for next change (bob)
2010-06-19 14:28:30 +12:00
Bob
8285c7d158
refactoring Widget
2010-05-29 18:01:36 +12:00
Chris Forbes
595dd57b6f
HasSight -> RevealsShroud and used everywhere
2010-04-19 20:49:32 +12:00