Paul Chote
0884722c4b
Change IOrderGenerator.RenderAfterWorld to return Renderables.
2014-07-25 21:14:39 +12:00
Paul Chote
da6ecbf92e
Change IPostRenderSelection and IPlaceBuildingDecoration to return renderables.
2014-07-25 21:14:39 +12:00
Paul Chote
802b6a652c
Revert "new PauseState to differentiate game and editor pausing"
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This reverts commit d1e18cad7a .
2014-07-08 10:42:00 +12:00
Matthias Mailänder
cde7ec1948
disallow building placement when the game is paused
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touches the most glitchy case of #3277
2014-07-06 09:39:16 +02:00
Paul Chote
d7f1b1c9e2
Remove CVec -> WVec conversion.
2014-06-27 23:30:41 +12:00
Paul Chote
9487f49cd5
Replace WPos.ToCPos -> Map.CellContaining.
2014-06-27 23:30:40 +12:00
Paul Chote
7b52fa52b6
Replace CPos.CenterPosition -> Map.CenterOfCell.
2014-06-27 23:30:40 +12:00
Paul Chote
4db2cf6b2b
Propagate race to produced actors.
2014-06-26 23:14:14 +12:00
Paul Chote
7d24053f52
Introduce Order.SuppressVisualFeedback to cleanly disable flashes.
2014-06-26 23:14:13 +12:00
Matthias Mailänder
75e19ca281
use ToLowerInvariant everywhere
2014-06-01 11:24:39 +02:00
Pavlos Touboulidis
b560268495
Change animations to use the proper SequenceProvider
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Remove references to the global "Game" and use the SequenceProvider
of the current world/map.
2014-05-17 14:33:16 +03:00
Pavlos Touboulidis
63ec6d60e7
Refactoring to remove static Rules & SequenceProvider
2014-05-17 14:32:03 +03:00
Paul Chote
e6c041e53f
Fix PBOG and Building to support concrete placement.
2014-03-18 15:28:49 +13:00
Matthias Mailänder
e0e3f1155a
avoid additional layers of abstraction
2013-11-02 18:12:46 +01:00
Matthias Mailänder
b1c3ac20bf
brought back the MoveFlash
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closes #2592
2013-11-02 18:03:49 +01:00
Paul Chote
0b560bfc6e
Move more viewport lookups to WorldRenderer.
2013-10-05 21:01:21 +13:00
Paul Chote
3002c4b77d
Use SpriteRenderables for tile overlays.
2013-09-27 15:41:33 +12:00
Paul Chote
4754cbb768
Replace IOrderGenerator.RenderBeforeWorld with world-sorted .Render.
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Range circles have been moved to RenderAfterWorld for now.
2013-08-11 00:25:54 +12:00
Paul Chote
805b4b6258
Change IRenderable.WithPos -> OffsetBy.
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This is more appropriate for the actual use cases.
Fixes #3621 .
2013-08-03 11:16:52 +12:00
Paul Chote
0c35e49239
Remove PPos from range circle drawing.
2013-07-20 15:34:28 +12:00
Paul Chote
39e699d119
Convert BaseProvider range check to world coords.
2013-07-08 21:52:24 +12:00
Paul Chote
7beef85a64
Use PaletteReferences everywhere.
2013-06-15 19:16:08 +12:00
Paul Chote
ca5f2c3785
Split Renderable into an IRenderable interface and SpriteRenderable implementation.
2013-05-17 18:12:28 +12:00
Paul Chote
462478afdf
Convert building rendering to world coordinates.
2013-05-17 18:12:27 +12:00
Paul Chote
d103a187f6
Make the guts of Renderable private.
2013-05-17 18:12:26 +12:00
Matthias Mailänder
b818f85b38
per tileset configurable selection overlays
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don't use a white one for more contrast on snow, closes #2050
2013-04-20 23:00:11 +02:00
Paul Chote
72a9954491
Simplify PaletteReference interface.
2013-02-26 09:35:40 +13:00
Paul Chote
ce39c79477
Apply consistent formatting to PBOG (no code changes).
2013-02-26 09:32:16 +13:00
Paul Chote
6fc4807a10
Remove PaletteReference.FromName from PBOG.
2013-02-26 09:31:19 +13:00
Paul Chote
48d713aafd
Pass a PaletteReference to RenderPreview.
2013-02-24 15:43:20 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
Matthias Mailänder
7a578a0679
notifications (formerly EVAalerts) centralized and race specific
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outsourced into notifications.yaml
triggered with PlayNotification(...)
(v2: less redundant code for PlayVoice/Notifications)
added harvester under attack and battlecontrol terminated
2012-07-01 14:39:30 +12:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
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
67b4ef3084
#1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements
2011-08-17 07:52:35 +12:00
Paul Chote
c84f53c10d
Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061 .
2011-07-27 21:48:32 +12:00
Paul Chote
d9174b7e3b
Kill RenderSimple.OverrideTileset/OverrideImage.
2011-07-27 13:36:48 +12:00
Paul Chote
8f962853f9
Support arbitrary per-player palettes. Will crash if I missed any cases that don't explicitly set the Renderable palette.
2011-05-03 22:21:31 +12:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
3369373879
initial setup for decorating the PlaceBuilding OG
2011-02-11 07:11:28 +13:00
Chris Forbes
0f84ac5215
RenderBuilding.BuildingPreview pushed down to RenderSimple and renamed to .RenderPreview()
2011-01-26 21:06:05 +13:00
Paul Chote
00a0aac7a3
Scale is now set via a field on Render* and interacts properly with chronoshift and building previews.
2010-11-27 13:30:08 +13:00
Paul Chote
840ade5b78
Remove LineBuild preview (no preview is better than broken preview).
2010-11-27 13:18:06 +13:00
Chris Forbes
d77563bdb0
reduce coverage of UiOverlay sprites so you can see the building you're placing
2010-11-24 20:10:14 +13:00
Paul Chote
6ac92c45f1
Cache the sprites. Draw linebuild cells too.
2010-11-24 15:31:29 +13:00
Paul Chote
96cd0e2259
Render building previews
2010-11-24 13:43:07 +13:00
Chris Forbes
a363bf841c
remove some dead code
2010-11-23 15:25:10 +13:00
Chris Forbes
da5830845b
remove another ctor
2010-11-23 15:24:45 +13:00
Bob
10ed3db71d
made all orders queuable
2010-11-13 15:53:08 +13:00