Commit Graph

28060 Commits

Author SHA1 Message Date
Smittytron
887a093f46 Add Counterstrike mission Siberian Conflict 3: Wasteland 2021-03-27 13:32:40 +01:00
Smittytron
4778dba36d Fix whitespace issues in RA mission browser 2021-03-27 13:25:22 +01:00
Smittytron
438b2240f4 Add AI infantry production to Soviet02a 2021-03-27 13:25:22 +01:00
Smittytron
58a6333834 Add AI infantry production to Soviet02b 2021-03-27 13:25:22 +01:00
Smittytron
f8feec685f Use correct sprite for Moneycrate 2021-03-27 13:25:22 +01:00
Smittytron
79404cd397 Link campaign-global.lua to remaining missions 2021-03-27 13:25:22 +01:00
Smittytron
6a6c5848c2 Remove fake building overrides from Survival01 2021-03-27 13:25:22 +01:00
Smittytron
420c8ebc4c Remove fake building overrides from Allies02 2021-03-27 13:25:22 +01:00
Matthias Mailänder
c0ea95ca46 Update itch user name. 2021-03-27 11:34:03 +00:00
Matthias Mailänder
1a8d971145 Fix a syntax error. 2021-03-27 11:07:35 +00:00
Paul Chote
7afcb9d757 Fix TS infantry player color. 2021-03-27 11:06:12 +01:00
Smittytron
8a5c0736f5 Remove CivilianKilled notification default from TD 2021-03-27 10:58:29 +01:00
Castle
12b6bb9448 Allow BlendMode of RgbaColorRenderer to be changed 2021-03-23 17:07:20 +01:00
reaperrr
e2a6b55d44 Move up Undamaged check in DamageState
A mere int comparison is obviously cheaper than
a comparison between two multiplications,
so pulling this above the checks of other damage states
allows us to bail early for undamaged actors.
2021-03-21 17:37:42 +01:00
reaperrr
c240c0a24b Only apply non-100 damage modifiers in InflictDamage
Profiling has shown that filtering them out early is cheaper
than applying those percentage modifiers anyway.

Additionally, profiling shows foreach loops to be cheaper
than LINQ here as well.
2021-03-21 17:37:42 +01:00
reaperrr
2528b79610 Fix D2k DamagesConcrete overrides 2021-03-21 11:09:41 +00:00
Matthias Mailänder
e13fd4816e Extract the directory if the registry value points to a filename. 2021-03-20 18:42:02 +01:00
Andre Mohren
1f6e0f582a Fixed aiming not propertly stopped. 2021-03-20 18:33:04 +01:00
Matthias Mailänder
bbbed49f82 Add a lint check for cursor definitions. 2021-03-20 17:37:16 +01:00
Matthias Mailänder
cefb2e7cc6 Remove unused trait lookup. 2021-03-20 17:37:16 +01:00
Paul Chote
470bc4e092 Polish deployed mobile sensor array:
- Force temperate palette to avoid glitches on snow maps
- Add missing active animation
2021-03-20 17:15:56 +01:00
Paul Chote
08c7c80bb7 Render building lights as their own tint-ignoring animations. 2021-03-20 17:15:56 +01:00
Paul Chote
5832ec76d4 Render integrated muzzle flashes as their own tint-ignoring animations. 2021-03-20 17:15:56 +01:00
Paul Chote
594e5b80d7 Add WithMakeOverlay trait. 2021-03-20 17:15:56 +01:00
Paul Chote
14a434975a Add facing support to WithAttackOverlay. 2021-03-20 17:15:56 +01:00
Paul Chote
6854b23bcc Add custom palette support to WithSpriteBody. 2021-03-20 17:15:56 +01:00
Paul Chote
0c52d275fa Add TransparentIndex to PaletteFromFile. 2021-03-20 17:15:56 +01:00
Paul Chote
e63b9b4986 Add condition support to ActorLostNotification. 2021-03-20 17:07:29 +01:00
Paul Chote
0e270bec56 Restrict Chronoshiftable trait to Mobile and Husk actors. 2021-03-20 17:04:42 +01:00
Andre Mohren
f5f06b86ad ExplosionOnDamageTransition now Conditional. 2021-03-20 17:02:47 +01:00
Paul Chote
fcc3008b00 Implement proper TS Tiberium and Vein logic. 2021-03-20 16:45:41 +01:00
Paul Chote
0bdd46451e Overhaul resource layer logic:
* ResourceType trait has been removed.
* Simulation-related data is now defined on the
  ResourceLayer (which mods can subclass/replace).
* Support non-money resources by moving the resource
  values to the PlayerResources trait.
* Allow mods to disable the neighbour density override
  and instead always use the map-defined densities.
* Allow mods to define their own resource placement
  logic (e.g. allow resources on slopes) by subclassing
  (Editor)ResourceLayer.
* Improve ability to subclass/override ResourceRenderer
  by exposing more virtual methods.
2021-03-20 16:45:41 +01:00
Paul Chote
c35e9fb016 Remove custom D2k spice variant logic and improve editor cursor sprite. 2021-03-20 16:45:41 +01:00
Paul Chote
80e92849da Replace ResourceType with strings in interfaces/public methods. 2021-03-20 16:45:41 +01:00
Paul Chote
dcd8eccee4 Replace ResourceLayer references with IResourceLayer in traits/warheads. 2021-03-20 16:45:41 +01:00
Paul Chote
5adcbe4c78 Use IResourceLayer for editor resources. 2021-03-20 16:45:41 +01:00
Paul Chote
0b93556c06 Add resource updating methods to IResourceLayer. 2021-03-20 16:45:41 +01:00
Paul Chote
7e9d291223 Add IResourceRenderer interface. 2021-03-20 16:45:41 +01:00
Paul Chote
1dc26a9b8e Pass resource type and count to IAcceptResources instead of the value. 2021-03-20 16:45:41 +01:00
Paul Chote
3dbc6400a6 Use IResourceLayer in BaseBuilderBotModule. 2021-03-20 16:45:41 +01:00
reaperrr
adf1aeb06a Add support for pool-specific ammo pips decoration 2021-03-20 15:31:41 +01:00
Vapre
be224934a5 FieldLoader, use dictionary for GetValue to make it twice as fast. 2021-03-17 18:18:53 +01:00
teinarss
6b74093c04 Add readonly to structs 2021-03-14 15:17:57 +01:00
reaperrr
65c796dec7 Use Mobile.Pathfinder to reduce trait look-ups 2021-03-14 12:28:54 +00:00
reaperrr
503e706d45 Check for IsReloading in HasAnyValidWeapons
For Attack*.CanAttack().

Allows us to drop the additional check for armaments with ammo.
2021-03-14 12:28:54 +00:00
reaperrr
a1f974bd40 Save Mobile trait look-up in AttackBase 2021-03-14 12:28:54 +00:00
Unrud
11171ff649 Makefile: Fail target version when not a git repository 2021-03-13 15:57:17 +00:00
Paul Chote
3ff1888d74 Fail Situation Critical if Volkov is killed before entering the world. 2021-03-13 15:55:24 +00:00
Paul Chote
cbea08e1fe Fix non-relative path handling in install logic. 2021-03-13 15:56:38 +01:00
Paul Chote
b622afd7fd Fix self-contained packaging. 2021-03-13 13:12:31 +01:00