Commit Graph

1425 Commits

Author SHA1 Message Date
RoosterDragon
68eda63008 Add some debugging code to catch frozen actors without footprints. 2016-01-26 20:45:04 +00:00
teees
65e1e301f4 Added Gates
FIXUP: account for full gate footprint when updating neighbours.

FIXUP: gate-wall connection adjacency yaml.
2016-01-25 09:14:00 +01:00
Paul Chote
b0bd252343 Move Util to Mods.Common. 2016-01-19 23:35:18 +00:00
Paul Chote
0039a2bdbf Split out an ActivityUtils class. 2016-01-19 23:34:13 +00:00
Oliver Brakmann
a04223fcd2 Merge pull request #10143 from Phrohdoh/interface-reflection
Implement a utility command to check for explicit interface implementation violations.
2016-01-18 20:23:43 +01:00
abcdefg30
d416138cec Merge pull request #10542 from RoosterDragon/simplify
General Cleanup
2016-01-18 11:37:30 +01:00
Taryn Hill
2e861c6d65 Implement a utility command to check for explicit
interface implementation violations
2016-01-17 17:31:36 -06:00
Oliver Brakmann
d151343216 Merge pull request #10468 from RoosterDragon/fix-dev-shroud-invalidation
Fix shroud not updating when disabled
2016-01-17 22:42:34 +01:00
RoosterDragon
8e89a6a696 Simplify names, remove unused usings, remove redundant casts. 2016-01-17 21:35:36 +00:00
Oliver Brakmann
aaeb715006 Merge pull request #10246 from penev92/terrainPalettes
Allow tile templates to define their own palette
2016-01-17 21:39:28 +01:00
Matthias Mailänder
a829baa82a Merge pull request #10521 from pchote/facing-cleanup
Remove Util.GetFacing.
2016-01-17 20:21:50 +01:00
Pavel Penev
861d1368a4 Unhardcode internal terrain palette name from all over the codebase 2016-01-17 19:02:16 +02:00
RoosterDragon
a232eff7fd Replace IRemoveFrozenActor with FrozenActorLayer.Remove.
The IRemoveFrozenActor interface is replaced with a Remove method on FrozenActorLayer. IRemoveFrozenActor is a performance problem for FrozenActorLayer.Tick as it incurs a large cache miss penalty in order to load and enumerate the array of these interfaces for every frozen actor. Instead, we invert control and allow traits to remove frozen actors directly which eliminates the performance penalty.
2016-01-17 00:13:06 +00:00
RoosterDragon
c98df23b57 Create FrozenActor.RefreshState method for better encapsulation and reuse of this logic. 2016-01-17 00:13:06 +00:00
Paul Chote
3b18c7815d Remove Util.GetFacing. 2016-01-16 22:38:17 +00:00
RoosterDragon
21fd4df586 Invalidate shroud when enabling/disabled the shroud.
This ensures when shroud is toggled during a replay, the shroud renderer and radar update correctly.
2016-01-09 23:07:32 +00:00
RoosterDragon
0dc51f79a0 Fix FrozenActorLayer.FootprintBounds.
The size of the bounds was too small (as rectangle has exclusive edges on the right and bottom). This meant some intersection tests would fail and thus the frozen actor was not found when searching the partition bins.
2016-01-03 23:48:28 +00:00
abcdefg30
a7de8b3919 Merge pull request #10256 from RoosterDragon/fal-partitioning
Spatially partition frozen actors
2015-12-29 16:16:26 +01:00
abcdefg30
3c171569a7 Merge pull request #10193 from atlimit8/ITraitInfoInterface
TraitInfoInterface base for interfaces implemented by trait infos
2015-12-29 15:04:57 +01:00
RoosterDragon
8ec03ab3b7 Spatially partition frozen actor layer.
Track changes in the shroud in a spatial partition in frozen actor layer. This allows us to run the expensive visibility updates only on frozen actors with a footprint in affected partitions, rather than on all frozen actors every time.
2015-12-28 21:49:57 +00:00
Oliver Brakmann
3cd708d2bb Merge pull request #10302 from Phrohdoh/attrib-require-traits
Allow ActorReferenceAttribute to list required traits
2015-12-28 14:30:01 +01:00
Sean Hunt
8f4ec87b63 Factor silos needed warning to a new trait. 2015-12-27 14:40:37 -05:00
Taryn Hill
a7a6f41ef9 Allow ActorReferenceAttribute to list required trait types enforced by --check-yaml 2015-12-27 11:24:13 -06:00
Paul Chote
409a0052ca Remove legacy tag rendering. 2015-12-26 12:38:27 +00:00
Paul Chote
5b017cee58 Remove "Primary" tag. 2015-12-26 12:38:27 +00:00
Paul Chote
ef2f9cbafa Remove "Fake" tag. 2015-12-26 12:38:27 +00:00
Paul Chote
fef25c7269 Add IndexedPlayerPalette for original campaign colors. 2015-12-21 15:05:28 +00:00
Oliver Brakmann
71478aa2b8 Merge pull request #9734 from RoosterDragon/auto-target-perf
Improve AutoTarget performance
2015-12-20 19:53:17 +01:00
Oliver Brakmann
879ccaf4f8 Fix the StartsRevealed option of FrozenUnderFog being ignored 2015-12-18 20:32:10 +01:00
atlimit8
bee590a057 Merge pull request #10208 from RoosterDragon/perf-comments
Added some performance comments
2015-12-13 20:46:07 -06:00
RoosterDragon
b0619a3e25 Added comments in performance sensitive code. 2015-12-13 16:24:54 +00:00
RoosterDragon
21292061f9 Added "PERF: Avoid LINQ." comments. 2015-12-12 21:05:13 +00:00
RoosterDragon
dcf375a412 Store Targetables in Actor.
This can be used to avoid several lookups for these traits, as well as allow Actor to provide specialised methods to deal with target types efficiently. This also reduces some code duplication.
2015-12-12 20:55:17 +00:00
RoosterDragon
c0286bb147 Remove ActorMap.ActorsInWorld.
Prefer the more direct and efficient query on World.Actors instead.
2015-12-12 20:42:44 +00:00
RoosterDragon
cbc090dd38 Ensure frozen actors are rendered on the first tick they become visible.
The previous lazy rendering means the snapshot of the render state might be more up to date then when the frozen actor actually did become visible. Now, we take this snapshot as soon as needed. We still retain the performance of only doing this rendering when needed by avoiding extra rendering until the visibility cycles again.
2015-12-12 19:54:25 +00:00
atlimit8
3d2aa751a3 TraitInfoInterface base for interfaces implemented by trait infos 2015-12-07 18:22:43 -06:00
Pavel Penev
6217ec0360 Add a ShowActorTags property to DeveloperMode 2015-12-07 01:41:15 +02:00
atlimit8
c827dbe183 Replace IDisableMove with upgradability 2015-12-04 19:26:49 -06:00
RoosterDragon
bfe1804bf6 Fix some spellings. 2015-11-27 16:19:59 +00:00
Matthias Mailänder
0b349f943e Merge pull request #9890 from atlimit8/CreateEffectWarhead_TargetTypes
Target type support for CreateEffectWarhead
2015-11-22 15:42:54 +01:00
Oliver Brakmann
16de21d41c Merge pull request #10018 from pchote/fix-spy-cursor
Restore targeting cursor when mousing over a disguised enemy spy.
2015-11-21 20:57:12 +01:00
Pavel Penev
78e2eabd17 Remove byPlayer parameter from IFogVisibilityModifier.HasFogVisibility() 2015-11-21 01:11:38 +02:00
Pavel Penev
217c3881c6 Add IFogVisibilityModifier.IsVisible(Actor) 2015-11-21 01:11:37 +02:00
Paul Chote
124c0ea041 Make CanTarget modifiers a ref parameter. 2015-11-16 20:38:53 +00:00
Paul Chote
9ae811e0c0 Prevent frozen actors leaking through shroud. 2015-11-08 20:53:47 +00:00
atlimit8
cdb2da33be CreateEffectWarhead target types support 2015-11-08 12:54:17 -06:00
atlimit8
1e890a921f Merge pull request #9709 from reaperrr/unitsat-actorsat
Rename ActorMap *UnitsAt* occurences to *ActorsAt*
2015-10-21 09:56:41 -05:00
RoosterDragon
983032205f Merge pull request #9593 from huwpascoe/HealthTrait
Moved Health to OpenRA.Mods.Common
2015-10-20 20:59:04 +01:00
Paul Chote
83949b250a Add a visualisation mode for depth sprites.
For now this displays the raw sprites.  It will
eventually be repurposed for rendering the proper
depth data.
2015-10-17 22:35:47 +01:00
reaperrr
2f69711341 Rename ActorMap *UnitsAt* occurences to *ActorsAt*
These enumerate actors in general, not just mobile actors (which the term 'unit' usually refers to).
2015-10-16 00:07:06 +02:00