Paul Chote
1b2a90c00c
Migrate to System.Lazy.
2014-04-09 20:20:41 +12:00
Matthias Mailänder
67cd0645a4
update to .NET 4.0
2014-04-09 20:20:26 +12:00
Oliver Brakmann
4d71e37ab0
Disable shellmaps temporarily
2014-04-03 17:24:01 +02:00
Paul Chote
4f7f0b7a55
Don't draw combat debug for actors outside the world.
2014-03-21 10:03:54 +13:00
Paul Chote
0143e8bfb8
Support rectangular tiles.
2013-12-29 14:16:20 +13:00
Paul Chote
1a31368953
Convert range circle rendering to world coords.
2013-12-26 17:23:12 +13:00
Paul Chote
4e814a8c2e
Move ShroudRenderer into a trait.
2013-12-11 19:22:55 +13:00
Curtis Shmyr
d30f60809b
Added 2 settings for unit health bars: always show unit health, and team health bar colors
2013-11-24 12:12:52 -07:00
Paul Chote
94554d7678
Support nested scissor rectangles.
2013-10-25 08:31:34 +13:00
Paul Chote
84bb78060f
Don't zoom UI lines when pixel doubling.
2013-10-15 11:19:16 +13:00
Paul Chote
44dd801f16
Extract shared constants in Draw*Bar and DrawSelectionBox.
2013-10-15 10:45:51 +13:00
Paul Chote
483120ea20
Extract DrawTargetMarker to WorldRenderer.
2013-10-15 10:45:51 +13:00
Paul Chote
839419635d
Improve contrasted range circle rendering.
2013-10-15 10:45:51 +13:00
Paul Chote
919181e04d
Clean up viewport internals.
2013-10-05 21:01:22 +13:00
Paul Chote
936bf98496
Move Viewport inside WorldRenderer.
2013-10-05 21:01:22 +13:00
Paul Chote
0b560bfc6e
Move more viewport lookups to WorldRenderer.
2013-10-05 21:01:21 +13:00
Paul Chote
f575c20d38
Route viewport centering via WorldRenderer.
2013-10-05 21:01:21 +13:00
Paul Chote
5f0bb4b6c2
Fix some style nits in WorldRenderer.
2013-09-29 21:15:46 +13:00
Paul Chote
2e0e4b0bc5
Add WorldRenderer.Position for screen -> world conversion.
2013-09-27 15:41:32 +12:00
Paul Chote
4df9fc1acc
Render minefield targeting using PBOG-style overlay.
2013-09-27 15:41:32 +12:00
Paul Chote
0dc50c65f5
Remove unnecessary int2 -> PPos -> int2 conversions.
2013-09-27 15:41:32 +12:00
Paul Chote
ad44610e5a
Replace dynamic Actor.Bounds with the (unchanging) relative rect.
2013-09-27 15:39:57 +12:00
Paul Chote
dfd51c0caa
Introduce ScreenMap trait for caching screen-coord queries.
2013-09-27 15:36:25 +12:00
Paul Chote
b6a033eef5
Remove obsolete IRenderAsTerrain.
...
This removes the technical limitation preventing
FrozenUnderFog on bridges.
2013-08-15 18:12:49 +12:00
Paul Chote
387ac04d9f
Split tileset artwork loading out of TileSet.
...
This simplifies terrain loading and allows for
non-square tiles in game.
The editor still relies on the old code for now.
2013-08-14 23:08:17 +12:00
Paul Chote
0a9d920eb6
Allow world and (render-) player actors to render.
2013-08-11 22:23:52 +12:00
Paul Chote
4754cbb768
Replace IOrderGenerator.RenderBeforeWorld with world-sorted .Render.
...
Range circles have been moved to RenderAfterWorld for now.
2013-08-11 00:25:54 +12:00
Paul Chote
cdef41adb4
Specify sprite positions as center pos + offset. Fixes #3611 .
2013-08-01 22:23:21 +12:00
Paul Chote
27f04c1b78
Rename FindUnits -> FindActorsInBox.
2013-07-20 15:34:28 +12:00
Paul Chote
37c02fea79
Remove PPos overload of FindUnits.
2013-07-20 15:34:27 +12:00
Paul Chote
c5337cdcf3
Reimplement voxel rendering with a FBO.
2013-06-15 19:31:52 +12:00
Paul Chote
7a71f87d9f
Introduce Renderable.BeforeRender().
...
WorldRenderer.Draw() has been slightly reorganized
to ensure that BeforeRender is called before any
drawing render state (e.g. scissor) has been set.
2013-06-15 19:16:08 +12:00
Paul Chote
9b576d3fdd
Add a visualization layer for renderable geometry.
2013-06-15 19:16:08 +12:00
Paul Chote
25dd8d9fa7
Fix aircraft shadow render order.
2013-05-23 21:25:11 +12:00
Paul Chote
e382dc9b71
Remove obsolete functions from WorldRenderer.
2013-05-17 18:12:28 +12:00
Paul Chote
e1290dca47
Round PxPosition to the nearest pixel.
2013-05-17 18:12:28 +12:00
Paul Chote
fb17654ea0
Convert Renderable to World Coordinates internally.
2013-05-17 18:12:26 +12:00
Paul Chote
d103a187f6
Make the guts of Renderable private.
2013-05-17 18:12:26 +12:00
Paul Chote
7719ad1f2d
Move Renderable into its own file.
2013-05-17 18:12:26 +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
Matthias Mailänder
acc8cd1e5e
fixes #2885 forgot to enable the cursor palette before drawing
...
split HardwarePalette.Update into two functions, closes #2847
2013-04-06 08:44:32 +02:00
Paul Chote
34a9675744
Remove unnecessary PPos.FromWPosHackZ() usage.
2013-03-31 21:35:30 +13:00
Paul Chote
9e4bab07e5
Add conversions and helpers for world coordinates.
2013-03-29 20:39:27 +13:00
Matthias Mailänder
851512a84e
eliminate public CursorProvider.Palettes
...
don't hand over the cursor palette to the world renderer at all
still update worldrender palette (set and apply modifiers)
2013-03-25 06:30:39 +01:00
Matthias Mailänder
ba12aafd78
refactor cursor rendering
...
create a new cursor palette only once and not in WorldRenderer
move cusrsor sequence lookup and drawing to CursorProvider
2013-03-24 21:21:30 +01:00
Sascha Biedermann
35f4230984
added contrast to range circle
2013-03-20 18:53:28 +01:00
Paul Chote
82426e0e45
Move Palette from ModData to WorldRenderer.
2013-02-26 09:35:41 +13:00
Paul Chote
3033eb8be0
Die with a helpful error if a palette doesn't exist.
2013-02-26 09:35:41 +13:00
Paul Chote
e9665cf9f3
Remove WorldRenderer.GetPaletteIndex.
2013-02-26 09:35:41 +13:00