reaperrr
02b1530300
Fix upgrade rule dates
2018-03-09 19:28:29 +01:00
reaperrr
79c78090d1
Remove WithSpriteTurret.AimSequence
...
We can now use WithTurretAimAnimation instead.
2018-03-09 19:28:29 +01:00
reaperrr
a1ad76ba74
Split *AimAnimation from WithTurretAttackAnimation
...
These two didn't interact and actually even conflicted when used at the same time, so splitting them is the sensible thing to do.
2018-03-09 19:28:29 +01:00
reaperrr
d643d2ebda
Remove legacy .aud sound defaults from Common traits
...
While C&C-specific sound defaults might be acceptable for C&C-specific traits like MadTank and Chronoshiftable, for common, generic traits like Building they no longer are.
2018-03-09 18:58:49 +01:00
reaperrr
92584c3c85
Fix upgrade rule dates to be after release-20180307
2018-03-08 16:03:14 +01:00
reaperrr
d90ff99e74
Replace WithReloadingSpriteTurret with conditions
...
WithReloadingSpriteTurret was bound to run into conflicts with any WithTurret*Animation traits due to overriding the turret sequence constantly via ITick.
Using (stacked) conditions instead avoids that.
2018-03-08 16:03:14 +01:00
Voidwalker
711bad91a3
Generalize WormManager into ActorSpawnManager.
...
Added support of multiple actors, conditions and types.
2018-03-08 15:39:44 +01:00
reaperrr
9107ca3bc1
Remove unused legacy IsWater flag
...
This was planned anyway, we had just forgotten about it when the last blocker was removed.
2018-02-22 11:51:10 +01:00
Alexis Hunt
08ad7d7f4e
Refactor handling of hit radii in projectiles.
...
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.
The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.
Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.
CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.
Fixes #14151 .
2018-02-21 23:26:41 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
reaperrr
b70e4de5ee
Refactor support powers to use ticks instead of seconds for all delays - code changes
...
Also renamed ChargeTime to ChargeInterval.
2017-12-28 10:04:43 +00:00
Arular101
e734668f56
Upgrade rules for increasing HP and damage by 100x for the TS mod
2017-12-28 10:12:52 +01:00
Paul Chote
5425a5a28e
Replace CanPowerDown with ToggleConditionOnOrder.
2017-12-27 20:18:27 +01:00
Matthias
7b6b79493c
Replace @ with new lines in legacy map briefing sections
2017-12-27 02:12:58 +01:00
Matthias
ebd8a2b193
Adhere to the ZeroBranePackage conventions.
2017-12-24 10:35:13 +00:00
reaperrr
14c608786d
Fix ReloadAmmoPool upgrade rule
2017-12-21 21:29:51 +02:00
reaperrr
01a88862b3
Remove IDisable for good
2017-12-17 21:18:44 +00:00
reaperrr
c1cba4ecc1
Make Gate more independent from Building and pausable-conditional
...
Replace Gate IsDisabled checks with IsTraitDisabled/Paused checks
2017-12-17 21:18:44 +00:00
Arular101
1bf59e885d
Upgrade rules for increasing HP and damage by 10x for the D2K mod
2017-12-12 23:56:25 +01:00
Paul Chote
36fccbc453
Add Checkbox/Dropdown to lobby options yaml fields.
2017-12-12 22:43:11 +01:00
Arular101
b71b2ad523
Upgrade rules for increasing HP and damage by 100x for the TD mod
2017-12-12 22:18:41 +01:00
Arular101
917d6b7627
Upgrade rules for increasing HP and damage by 100x for the RA mod
2017-12-12 20:50:27 +01:00
Paul Chote
c87409ed1a
Remove legacy bounds code.
2017-12-11 19:45:07 +01:00
reaperrr
56b6aabbb8
Use new IAutoRenderSize for determining actor render bounds
2017-11-21 01:00:09 +02:00
Mustafa Alperen Seki
ca1448c7ba
Add Support of Types for GivesBuildableArea
2017-11-20 16:17:13 +02:00
reaperrr
99edc71c54
PowerDown/low power refactor upgrade rule
2017-11-13 03:09:05 +02:00
reaperrr
9dabc9d672
Upgrade rule for adapting to removal of Armament.OutOfAmmo
2017-11-12 19:48:06 +00:00
reaperrr
ded92f394c
Upgrade rule for AmmoPool.SelfReloads removal
2017-11-12 19:48:06 +00:00
Paul Chote
faf2634e3d
Upgrade mod rules.
2017-11-04 16:08:58 +01:00
reaperrr
95dbcc1273
Update upgrade rule dates
...
These were merged after the release preparation branch for release 20171014 was created.
2017-10-16 14:22:11 +02:00
abcdefg30
0727f7e9ff
Only lint system maps
2017-10-08 18:23:25 +01:00
abcdefg30
5fdb828b60
Log which maps are processed by UpgradeModCommand
...
Upgrading the maps can take quite some time,
and at the moment you are left without information if something is happening.
2017-10-08 18:23:25 +01:00
abcdefg30
98170b0452
Use MapCache.LoadMapsWithoutCaching in UpgradeModCommand
2017-10-08 18:23:25 +01:00
abcdefg30
27345c1f6a
Fix map linting crashing for not existing directories
2017-10-08 18:23:25 +01:00
Matthias Mailänder
d7323e07cc
Avoid modData.MapCache during lint checks
2017-10-07 10:08:53 +02:00
Matthias Mailänder
205c947670
Settings documentation is no longer aimed at server admins.
2017-09-24 14:18:20 +02:00
Matthias Mailänder
2cf102d81a
Remove trailing spaces.
2017-09-24 14:18:20 +02:00
Matthias Mailänder
95278b1f07
Don't add the launch arguments to the settings documentation.
2017-09-24 14:18:20 +02:00
Matthias Mailänder
3af0b1a7a0
Remove PlayerPaletteFromCurrentTileset.
2017-09-17 16:20:38 +02:00
reaperrr
dbcfb0c92e
Rename and move WithTurretedSpriteBody
...
The name wasn't in line with our implicit naming convention and ambigous on top of that.
Also, only used by RA and TD so moved to Mods.Cnc.
2017-09-15 18:10:13 +01:00
reaperrr
c611b5aeeb
Remove 'ed' from WithTurretedAttackAnimation
...
Too confusing, as people might think it requires 'WithTurretedSpriteBody', also not entirely in line with our (admittedly implicit) render trait naming convention.
2017-09-15 18:10:13 +01:00
Paul Chote
e54cf9acc3
Move linter interfaces to Mods.Common.
2017-09-10 18:36:39 +02:00
Matthias Mailänder
4526344eed
Add WithNukeLaunchAnimation and -Overlay traits.
2017-09-02 15:10:35 +02:00
Matthias Mailänder
3c0b95cf6e
Fix indentions of weapon documentation table of contents.
2017-09-02 08:56:31 +01:00
reaperrr
28ffcfea3c
Upgrade rule for setting VTOL to true for CanHover actors
2017-08-31 18:03:59 +02:00
reaperrr
df94765eac
Upgrade rule for TakeOffOnResupply
2017-08-31 18:03:59 +02:00
Matthias Mailänder
287290bbdf
Fix indentions of trait documentation table of contents.
2017-08-20 23:06:59 +02:00
reaperrr
834a40b18d
Refactor BurstDelay to BurstDelays
...
Allowing to set custom per-burst delays.
2017-08-20 20:48:25 +02:00
abcdefg30
de7a0c9861
Remove TargetWhenIdle and TargetWhenDamaged from AutoTarget
2017-08-10 19:11:47 +02:00
Matthias Mailänder
fdad5e2c48
Add weapon rules documentation.
2017-08-05 21:00:06 +02:00