reaperrr
2f69711341
Rename ActorMap *UnitsAt* occurences to *ActorsAt*
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These enumerate actors in general, not just mobile actors (which the term 'unit' usually refers to).
2015-10-16 00:07:06 +02:00
abcdefg30
e291606dad
Fix a possible crash in ResourceLayer
2015-10-04 00:18:38 +02:00
reaperrr
2ae0694385
Merge pull request #9054 from penev92/bleed_aircraft
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Merge Plane and Helicopter traits
2015-10-03 01:52:30 +02:00
Huw Pascoe
cfd179b0c6
Added warhead visualization to combat debug overlay.
2015-10-02 02:48:21 +01:00
Pavel Penev
8a44366667
Merge Plane and Helicopter into Aircraft
2015-10-01 20:15:41 +03:00
Pavel Penev
7fa7ebe657
Merge pull request #9384 from Mailaender/lint-player-palettes
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Added a lint check for player palette references.
2015-09-27 18:44:55 +03:00
Matthias Mailänder
defba7aece
lint check player palette reference
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and tell which actor is affected when a problem is found
2015-09-27 14:57:58 +02:00
Pavel Penev
642468ce0c
Add MapGrid class
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MapGrid is a mod Manifest field which includes (and thus makes redundant) TileSize, TileShape, SubCells info and MaximumTerrainHeight.
2015-09-27 04:14:43 +03:00
abcdefg30
589e673aa9
Replace the float WaterChance by an integer percentage
2015-09-25 17:00:06 +02:00
abcdefg30
277f9acb89
Replace seconds by ticks
2015-09-25 16:53:45 +02:00
abcdefg30
10c2a897f4
Small code cleanup
2015-09-25 16:53:44 +02:00
abcdefg30
a2af88da21
Add a InitialSpawnDelay to CrateSpawner
2015-09-25 16:53:43 +02:00
Pavel Penev
c41446e022
Merge pull request #9139 from Mailaender/editor-cash-counter
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Added a total resource cash counter to the map editor
2015-09-24 15:07:15 +03:00
atlimit8
9acf121eb1
Replace ActorInfo.Traits.WithInterface with ActorInfo.TraitInfos<T>()
2015-09-21 15:50:57 -05:00
Paul Chote
ef55d646f7
Unstatic the Sound class.
2015-09-20 14:11:06 +01:00
Matthias Mailänder
fea59346a5
add a total resource cash counter to the map editor
2015-09-19 18:21:07 +02:00
atlimit8
09984683a7
Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types
2015-09-19 09:56:14 -05:00
atlimit8
8162fa27ab
Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types
2015-09-19 09:49:24 -05:00
RoosterDragon
519be4374c
Fixed pooling of layers used for pathfinding.
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The previous implementation:
- Was failing to dispose of pooled layers.
- Was using a finalizer to allow undisposed layers to be reused.
This means all pooled layers are kept alive indefinitely until the map changes. If the finalizer is slow for any reason then the pathfiinder will allocate new layers when the pool runs out. Since these new layers are eventually stuffed back into the pool when the finalizer does run, this can theoretically leak unbounded memory until the pool goes out of scope. In practice it would leak tens of megabytes.
The new implementation ensures layers are disposed and pooled correctly to allow proper memory reuse. It also introduces some safeguards against memory leaks:
- A cap is set on the number of pooled layers. If more concurrent layers are needed than this, then the excess layers will not be pooled but instead be allowed to be garbage collected.
- No finalizer. An implementation that fails to call dispose simply allows the layer to be garbage collected instead.
2015-09-16 21:25:46 +01:00
TheRaffy
1fc2158f2e
Added a WeatherOverlay
2015-09-06 20:25:29 +02:00
atlimit8
8250f223c4
More HashSet trait fields & Lint support
2015-09-05 16:59:30 -05:00
RoosterDragon
77923a27c1
Tweak IPathSearch to avoid exposing the OpenQueue directly.
2015-09-01 17:29:36 +01:00
RoosterDragon
774992c246
Cache only unit paths in the pathfinder.
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The path caching works on the assumption that the time saved from reusing a cached path outweights the cost of caching it in the first place.
For unit paths, this assumption holds. For path searchs, we spend more time caching them then we save when we get to reuse these cached paths. This is because they are reused less often, and calculating their key is more expensive in comparison.
2015-09-01 17:29:35 +01:00
Pavel Penev
09f67d18bb
Some internal "race" to "faction" renaming
2015-08-22 23:34:36 +03:00
Pavel Penev
1e817fad76
Merge pull request #9089 from Mailaender/editor-coordinate
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Added a coordinate display to the map editor
2015-08-18 00:12:10 +03:00
Matthias Mailänder
322358ff3d
also check shroud sequences
2015-08-17 21:36:55 +02:00
Matthias Mailänder
118782a85e
check palette references
2015-08-17 21:36:45 +02:00
Matthias Mailänder
51fabae106
change editor tooltip to actor: description (type)
2015-08-16 21:58:17 +02:00
Pavel Penev
4d11195989
Rename MPStartUnitsInfo.Races to Factions
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Also add an upgrade rule.
2015-08-11 04:00:08 +03:00
Paul Chote
155d0cc97d
Reveal the initial resources if shroud is disabled.
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Fixes #8943 .
2015-08-05 20:27:36 +01:00
Matthias Mailänder
3b47aff61c
correct the namespace according to file location
2015-08-05 15:31:07 +02:00
Paul Chote
0b4543919d
Account for disabled shroud/fog in ShroudRenderer.
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Fixes #8827 .
2015-08-03 21:07:02 +01:00
Oliver Brakmann
9e2f06aa2d
Merge pull request #8876 from pchote/music
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Refine the music playlist code.
2015-08-02 15:49:13 +02:00
Oliver Brakmann
4b6c37f90f
Merge pull request #8878 from pchote/fix-cratebadger-spawn
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Fix crate drop aircraft spawn height.
2015-08-02 14:51:42 +02:00
Paul Chote
5f2c62634c
Merge pull request #8817 from penev92/bleed_cleanups
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Touch up a few files
2015-08-02 09:30:43 +01:00
Paul Chote
1d307bfe07
Disable music auto-play unless tracks are installed.
2015-08-01 23:05:09 +01:00
Paul Chote
9b3ef9e7f7
Move MusicPlaylist to Mods.Common.
2015-08-01 22:56:07 +01:00
Paul Chote
180f6e83d4
Fix crate drop aircraft spawn height.
2015-08-01 20:01:45 +01:00
Oliver Brakmann
439bc4ab34
Revert "HACK: Testcase for edge clamping."
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This reverts commit fb84f1157e .
2015-07-30 16:36:40 +02:00
Paul Chote
fb84f1157e
HACK: Testcase for edge clamping.
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Remove before merging!
2015-07-30 08:18:45 +01:00
Oliver Brakmann
dff56f6c20
Merge pull request #8781 from pchote/heightmap-shroud
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Add plumbing for heighmap-aware shroud and map bounds checks.
2015-07-28 15:35:51 +02:00
Pavel Penev
7701980b76
Simple code style cleanups
2015-07-28 14:21:17 +03:00
Paul Chote
86ba26e013
Convert shroud calculations and rendering to PPos.
2015-07-27 19:34:50 +01:00
Paul Chote
e8794032e0
Introduce initial PPos plumbing.
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PPos is best thought of as a cell grid applied in
screen space. Multiple cells with different
terrain heights may be projected to the same PPos,
or to multiple PPos if they do not align with the
screen grid.
PPos coordinates are used primarily for map edge
checks and shroud / visibility queries.
2015-07-27 19:34:49 +01:00
Paul Chote
a8c6a1aa97
Correct Contains check in DomainIndex.
2015-07-27 19:06:20 +01:00
Paul Chote
3a7300810c
Correct Contains check in BridgeLayer.
2015-07-27 19:06:20 +01:00
penev92
7c1ef2231d
Rename RaceInit to FactionInit
2015-07-25 00:39:31 +03:00
Oliver Brakmann
1e7da8514a
Merge pull request #8735 from reaperrr/safe-pf-changes
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Minor pathfinder-related changes (preparation for mobile refactor)
2015-07-22 14:42:52 +02:00
reaperrr
711ec0c600
Minor pathfinder changes
2015-07-22 06:36:00 +02:00
Paul Chote
ce4bdced47
Use a TerrainSpriteLayer for smudges.
2015-07-18 12:14:23 +01:00