Changes included:
Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.
Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.
Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
- Create single platform config named x86 and have all projects target x86.
- Remove Release config (broken anyway).
- For the Debug config, ensure TRACE and DEBUG constants are set and unsafe code is allowed for all projects (same as the makefile).
- Warn level 4 and optimizations off were removed from the config automatically by VS (it assumes these values by default, and these match the makefile).
- The CrashDialog project can reuse the icon from the Game project as long as the path is set correctly.
- Fix TS project so it builds (I know it's going but its annoying that the project must be unloaded).
- Cache the old resolution, scroll and zoom in BeginFrame, and don't bother updating the viewport parameters again until they change.
- Pass around scroll as an int2 to reduce the number of back-and-forth casts.
Make color of "Ready" text alternate between red and white.
Made the code cleaner.
Whitespace correction.
Whitespace correction again.
Change color from red to green and make it moddable
Use enum for ReadyTextStyle
Use enum for cnc
Made variables public and simplified if statements
fix enum
fix enum and )
ReadyText settings in ra yaml
ReadyText settings in cnc yaml
Move values from code to ra yaml
Move values from code to cnc yaml
revert code changes cnc
revert code changes ra
move around a bit in ra yaml
move around a bit in cnc yaml
Add values to d2k yaml
- Made private methods static where possible (runtime can elide checking the object for null).
- Declared attribute classes as sealed (allows reflection on attributes to complete faster).
- Moved some static cctor's into field initializers (static cctor's are slower than static field initializers).
- Made classes static if they contained only static methods (can't create instances of useless objects).
- Use inferable Exts.Lazy and not new Lazy<T>().
- Added required STAThread attribute to CrashDialog.
- Removed unused parameters in private methods.
- Added Serializable attribute to exceptions.
- Added parameter name in calls to ArgumentNullException.
- Use of as operator instead of is + cast.
- Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences.
- Removed unused method in NullShader.
Create a single solution platform named x86.
Ensure both Debug and Release configs build to the root for all projects.
Ensure all Release configs generate pdbs.