Chris Forbes
6bd3de8ec8
Fixed #2696 : Sequences: Allow stride to be specified.
...
This allows you to use just some of the frames of an animation
which has multiple facings.
For example, if you have an animation which has 8 facings, and 6 frames
of animation per facing, but you only want to show 3 of them, you can now do:
Facings: 8
Length: 3 # the number of frames in each facing to actually use
Stride: 6 # the number of frames per facing present in the SHP
If Stride is not specified, it defaults to Length, which is the old behavior.
It is an error to specify a stride less than the length -- this would produce
overlapping facings, or weirder.
2013-02-28 09:08:41 +13:00
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
Paul Chote
9bc743068a
Remove WorldRenderer.GetPalette.
2013-02-26 09:35:41 +13:00
Paul Chote
72a9954491
Simplify PaletteReference interface.
2013-02-26 09:35:40 +13:00
Paul Chote
f890ea010e
Pass WorldRenderer to RenderAsTerrain for palette lookup.
2013-02-26 09:24:43 +13:00
Paul Chote
5b360a7fe2
Use PaletteReferences in ShroudRenderer.
2013-02-26 09:24:43 +13:00
Paul Chote
000a5eaa56
Pass WorldRenderer to IRenderModifiers and replace more palette lookups.
2013-02-24 15:45:03 +13:00
Paul Chote
885eec7444
Move effects to WorldRenderer palette lookup.
2013-02-24 15:43:20 +13:00
Paul Chote
95871e6cc1
Add a cache of PaletteReferences to WorldRenderer.
...
I don't expect any perf improvements by using this
cache, as you're simply moving the row lookup from
render-time to fetch-time. However, this is a
cleaner abstraction, and allows us to fail early
if the palette doesn't exist.
2013-02-24 15:43:19 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
Paul Chote
a166815348
Remove duplication between world/chrome shaders.
2013-02-23 09:53:46 +13:00
Paul Chote
35a149ea87
Apply consistent formatting to Renderer (no code changes).
2013-02-23 09:46:16 +13:00
Paul Chote
db7887687b
Remove hardcoded list of palette mod exclusions.
2013-02-22 15:04:41 +13:00
Kenny
f41fb32d60
Introducing per-player shrouds.
...
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Igor Popov
bf73cdbd01
basic dedicated server support
2012-09-23 17:20:45 +12:00
Matthias Mailänder
c75c72b525
made palette shadowindex configurable
2012-07-01 19:37:57 +12:00
Chris Forbes
1bf649d27d
Merge remote-tracking branch 'matt/bleed'
2012-06-24 21:34:37 +12:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Matthias Mailänder
26b75f406f
new settings Transparent for cursors.yaml
2012-06-19 07:43:06 +02:00
Matthias Mailänder
7cbed30dc6
fix cnc palette issues
...
cursor not supporting transparency; wrong icon, fx palette
2012-06-18 17:40:22 +02:00
Chris Forbes
d64ecac74e
Merge pull request #2223 from Mailaender/dune
...
Latest updates from the Dune 2000 mod
2012-06-16 22:30:00 -07:00
Matthias Mailänder
801ff5cc17
make cursor always transparent, fix Arrakis tileset
...
transparency bugs some cnc cursors, slice BLOXBASE better
2012-06-15 11:06:59 +02:00
Chris Forbes
9862b8ccee
remove sequence save junk
2012-06-15 15:06:52 +12:00
Chris Forbes
d57dfd1997
tidy
2011-12-27 21:23:25 +13:00
Chris Forbes
f8122047b6
ShpLoader is no longer IEnumerable
2011-12-27 18:10:52 +13:00
Chris Forbes
f63cdf37d7
tidy usings in Graphics.Util
2011-12-27 14:53:18 +13:00
Chris Forbes
dd88a1269a
move MakeArray to FileFormats.Exts
2011-12-27 14:52:11 +13:00
Chris Forbes
523183431b
remove some duplication and dead code
2011-12-27 14:48:10 +13:00
alzeih
1b0724719d
Make LineRenderer understand Zoom internally
2011-12-13 23:58:39 +13:00
Chris Forbes
bf5be88c75
rename Ui.RootWidget to just Ui.Root
2011-12-13 23:46:58 +13:00
Chris Forbes
58f6816d84
convert silly DoXXX names to just XXX
2011-12-13 23:44:40 +13:00
Chris Forbes
ed429a3b30
split Widget static bits into Ui static class
2011-12-13 23:38:59 +13:00
Chris Forbes
2747fadd96
#657 give a useful error message when a sequence references frames outside the range that actually exist
2011-12-03 19:23:14 +13:00
Tirili
4f505eb6a1
Add ability to disable the shellmap
2011-10-23 13:24:26 +13:00
Chris Forbes
deeef336a1
group IPostRenderSelection impls by type, not by actor
2011-10-23 12:40:08 +13:00
Chris Forbes
ce8267992a
remove self parameter from IPostRenderSelection.RenderAfterWorld
2011-10-23 12:23:15 +13:00
Chris Forbes
e7ed9a1ff7
tidy up select-all-on-screen
2011-10-22 11:30:09 +13:00
Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00
Chris Forbes
227bbc109e
fix wonky indent in WorldRenderer.cs
2011-10-18 14:55:51 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
3b2efc7b0b
fix #1184 -- useless error message when forgetting to define Render:Image: on a derived actor type
2011-09-24 19:58:34 +12:00
Chris Forbes
e829e4b5aa
fix formatting nit in SequenceProvider
2011-09-24 19:57:33 +12:00
Chris Forbes
f6661d5e47
fix sequences being ignored when the only sequences in the mod are provided by a map
2011-09-24 19:57:08 +12:00
Chris Forbes
2063277654
remove dead SaveSequencesForUnit
2011-09-24 19:56:29 +12:00
Chris Forbes
cc716ab8c7
#1106 fixed -- mac-specific hack should only be applied on a mac.
2011-08-15 14:15:55 +12:00
Chris Forbes
a79cc0a0e0
drop unused parameter on IGraphicsDevice.Clear()
2011-08-09 08:51:36 +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
d2c033dcd3
Add a PixelDouble preference for rendering at 2x zoom. Allowing arbitrary zoom levels leads to too many rendering artifacts.
2011-07-25 22:23:18 +12:00