- move Refinery dock/undock notifications to OnStateDock/-Undock
and only call Undock if Dock was also called.
- Add INotifyHarvesterAction support to VoxelHarvesterDockSequence.
...before dock anim could run.
The undock animation would play even if the dock anim
hadn't run (meaning the sequence cancelled before the docking
completed, for example due to refinery death).
All targetlines can now be set to a custom color in yaml or set to be invisible.
All automated behaviours including scripted activities now have no visible target lines.
Also added a configurable deploy cursor and fixed Minelayer target cell validation checks, which should make for a much better experiencing when dragging over an area with blocking terrain, shroud, fog, etc.
- Use the count to size the capacity of the list.
- Use a char array as a buffer, so will can build each string directly rather than needing a ToArray call first.
- Distinguish between missing sequences and missing sprites
- Lint default sequences as well as maps
- Improved performance
- Correctly handle null images
* Rename LeftColor and RightColor to MinColor and MaxColor
These are mapped from LowRadarColor and HighRadarColor in
the original inis, and appear to be used to set the bounding
values for selecting a random colour, NOT for left/right
pixels (which caused noticeably wrong banding).
* Adjust brightness based on terrain height.
MinHeightColorBrightness and MaxHeightColorBrightness
were chosen by trial/error to match the original
map preview rendering.
Inits that are logically singletons (e.g. actor
location or owner) should implement this interface
to avoid runtime inconsistencies.
Duplicate instances are rejected at init-time,
allowing simpler queries when they are used.