RoosterDragon
14c0d011ea
Fix SA1414
2023-04-08 16:51:51 +03:00
Paul Chote
7cd4272350
Access sequences from Map.
2023-03-10 20:11:33 +02:00
RoosterDragon
53e9f44972
Spelling fixes
2023-03-02 20:11:54 +02:00
Gustas
8d0fe52dd8
Remove unnecessary parentheses
2023-02-27 08:36:47 +02:00
abcdefg30
5bf7fe852c
Remove the copyright year numbers
2023-01-11 11:58:54 +02:00
Vapre
63499c6334
ShroudRenderer, fix, no shroud or fog in editor.
2022-09-03 19:20:25 +02:00
Vapre
57ce88cc9a
ShroudRenderer, fix, render Shroud if fog disabled.
2022-09-02 20:13:56 -05:00
Vapre
6e547469d6
Shroud, combine IsVisible and IsExplored into a single function.
2022-08-28 18:50:51 +02:00
abcdefg30
6a31b1f9f3
Update the copyright header year
2022-05-28 00:35:10 -05:00
Andre Mohren
6810469634
Updated copyright years.
2021-06-29 18:33:21 -05:00
Matthias Mailänder
5a0bcc01a6
Add a lint check for trait placement on hardcoded actor names.
2021-04-11 20:20:00 +02:00
teinarss
6b74093c04
Add readonly to structs
2021-03-14 15:17:57 +01:00
Paul Chote
a90e6940ab
Add sequence scale and alpha support to ShroudRenderer.
2021-03-12 21:52:16 +01:00
Paul Chote
96c3825b6a
Add alpha support to TerrainSpriteLayer.
2021-03-12 21:52:16 +01:00
Paul Chote
d52ba83f96
Replace terniary null checks with coalescing.
2021-03-08 18:11:25 +01:00
teinarss
ed295ae315
Change throw exceptions to use nameof in parameter
2021-02-28 18:43:51 +01:00
Paul Chote
f6b40b2bce
Allow sequences to define a Scale factor.
2021-01-21 18:22:11 +01:00
Paul Chote
142870d78a
Support multiple sheets in TerrainSpriteLayer.
2021-01-16 22:09:08 +01:00
Paul Chote
b0aa32cd1b
Support multiple palettes in TerrainSpriteLayer.
2021-01-16 22:09:08 +01:00
teinarss
2c9a36b9a3
Update float3 to readonly and use in modifier for parameters.
2020-12-02 20:37:50 +01:00
Vapre
63d597e4ad
ShroudRenderer UpdateShroud only when at least one cell is dirty.
...
UpdateShroud shows up in profile reports as one of the most
active methods (2.3% CPU time, main mono thread).
This commit introduces `anyCellDirty` to indicate that at lease one
of the cells was marked as dirty.
Avoiding the need to traverse all projected cells of the map
to find any dirty cell.
This reduces the number of shroud updates by at least 50% during a
test game. I assume this is related to renders occurring more
often than logic ticks(?).
2020-10-25 23:01:19 +01:00
Paul Chote
cd9bf53e1a
Use nameof() to reference image fields.
2020-09-12 17:52:46 +02:00
Andre Mohren
006a87692a
Removed unused imports.
2020-07-28 18:22:51 +02:00
Paul Chote
01e955ca37
Implement TS-style terrain lighting.
2020-07-13 14:02:02 +02:00
abcdefg30
889e2152a4
Cache ProjectedCellBounds during load time
2020-07-08 18:37:50 +02:00
Paul Chote
86f61298e6
Replace ITraitInfo interface with TraitInfo class.
2020-05-21 13:01:04 +02:00
tovl
695d9a6cb1
Centralize shroud changes in one pass to improve performance.
2020-01-12 04:50:25 +01:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
78a70be0d4
Fix and enable SA1133, SA1134 style rules.
2019-05-24 10:47:57 +02:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
reaperrr
9aaf800bca
Require explicit INotifyActorDisposing
2017-09-28 13:14:08 +02:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Paul Chote
11805bb567
Rename and tweak post-render interfaces.
2016-08-22 17:40:05 +01:00
Paul Chote
e54917a0b2
Fix depth-enabled shroud rendering.
2016-04-15 09:42:29 -04:00
Paul Chote
2915db67c4
Add depth buffer support to sprites and sequences.
2016-04-15 09:42:29 -04:00
Paul Chote
7993068c8f
Remove Map.SequenceProvider.
2016-03-12 19:46:20 +00:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
abcdefg30
d416138cec
Merge pull request #10542 from RoosterDragon/simplify
...
General Cleanup
2016-01-18 11:37:30 +01:00
RoosterDragon
8e89a6a696
Simplify names, remove unused usings, remove redundant casts.
2016-01-17 21:35:36 +00:00
RoosterDragon
21fd4df586
Invalidate shroud when enabling/disabled the shroud.
...
This ensures when shroud is toggled during a replay, the shroud renderer and radar update correctly.
2016-01-09 23:07:32 +00:00
RoosterDragon
b0619a3e25
Added comments in performance sensitive code.
2015-12-13 16:24:54 +00:00
Matthias Mailänder
322358ff3d
also check shroud sequences
2015-08-17 21:36:55 +02:00
Matthias Mailänder
118782a85e
check palette references
2015-08-17 21:36:45 +02:00
Paul Chote
0b4543919d
Account for disabled shroud/fog in ShroudRenderer.
...
Fixes #8827 .
2015-08-03 21:07:02 +01:00
Paul Chote
86ba26e013
Convert shroud calculations and rendering to PPos.
2015-07-27 19:34:50 +01:00
Paul Chote
e8794032e0
Introduce initial PPos plumbing.
...
PPos is best thought of as a cell grid applied in
screen space. Multiple cells with different
terrain heights may be projected to the same PPos,
or to multiple PPos if they do not align with the
screen grid.
PPos coordinates are used primarily for map edge
checks and shroud / visibility queries.
2015-07-27 19:34:49 +01:00
Paul Chote
2156a234db
Render shroud outside map bounds.
...
Fixes a regression from #8337 .
2015-06-15 18:06:43 +01:00
Paul Chote
293c7fb840
Disable shroud in the map editor.
2015-06-11 21:27:33 +01:00