Chris Forbes
4a94cf656b
remove a redundant method from queries.
2010-12-27 18:26:12 +13:00
Chris Forbes
dcec748911
fix #436 bridges in wrong place in render sequence
2010-12-20 19:43:25 +13:00
Paul Chote
c6fad7fe98
Render IPreRenderSelection independently of OG.
2010-12-07 21:45:03 +13:00
Chris Forbes
9c20fba4a0
fix spy crashing things when disguised as a unit with fewer idle anims
2010-12-04 11:02:53 +13:00
Paul Chote
76428cbda2
Move ShroudRenderer into Graphics.
2010-11-27 11:28:22 +13:00
Paul Chote
e91caa4e7a
Save some perf.
2010-11-27 11:28:22 +13:00
Paul Chote
fb0e399ab9
Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
2010-11-27 11:20:04 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
41fd19c766
Begin refactoring Shroud. ShroudRenderer is now internal to WorldRenderer; all traits interact with Shroud directly. Gives soft-edges at the map border for free, but breaks shellmap and observers.
2010-11-27 11:20:03 +13:00
Paul Chote
06ed722b7a
Render healthbars / target lines / minefield grids *above* shroud.
2010-11-27 11:20:02 +13:00
Paul Chote
8565b7be0c
Always render actor selection boxes.
2010-11-27 11:20:02 +13:00
Paul Chote
a3861823c9
Fix scissoring for LocalPlayer != null.
2010-11-27 11:20:02 +13:00
Paul Chote
84fd45ad69
Scissor to map edge.
2010-11-27 11:20:02 +13:00
Paul Chote
fbeb638582
Center the viewport by default.
2010-11-27 11:20:01 +13:00
Paul Chote
fc5830a687
Added int2.Clamp(Rectangle). All queries for map geometry use map.Bounds.
2010-11-24 12:24:48 +13:00
Paul Chote
1dfe437641
Refactor Viewport.
2010-11-24 11:57:18 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc
Kill Map.XOffset / Map.YOffset.
2010-11-24 10:26:38 +13:00
geckosoft
be701007df
Changed: DrawRangeCircle now accepts a float instead of an int
2010-11-23 15:59:04 +13:00
Paul Chote
ccf66cde2f
Expose Graphics.Renderer setting; Refactor Renderer.Null.
2010-11-21 13:10:19 +13:00
Paul Chote
f2a20a182e
Begin work on the glsl renderer. Renders blue blocks for chrome-rgba.
2010-11-21 13:10:18 +13:00
Paul Chote
64a7592fed
Rename OpenRA.Gl -> OpenRA.Renderer.Cg
2010-11-21 13:10:18 +13:00
Paul Chote
bfb076b9bc
Refactor IShader to take a name instead of a stream.
2010-11-21 13:10:18 +13:00
geckosoft
b31a35d34b
Changed: Made it possible for maps to contain custom sequences (allowing 100% custom map-specific units to be 'build')
2010-11-21 10:57:16 +13:00
Paul Chote
047a09bbbd
Excise previous server extensions code
2010-11-10 10:30:24 +13:00
Chris Forbes
bc7cf09287
(gecko) Add support for custom order generators
2010-11-05 19:48:30 +13:00
geckosoft
9489196911
Added a new trait : Scale
2010-11-05 19:48:29 +13:00
Chris Forbes
fa35f6caa4
cleanups
2010-11-01 20:25:03 +13:00
Bob
94f7c6db97
determine which sprites to render during Render, not Tick
2010-11-01 18:39:50 +13:00
Bob
e3ddb8f757
cache world.LocalPlayer instead of fetching it repeatedly within loops
2010-11-01 18:39:44 +13:00
Chris Forbes
d7d0d371c6
(bob) refactor input dispatch; remove public Dispatch*Input from game; (chris) fix build failures due to rebase past gecko
2010-11-01 18:39:37 +13:00
geckosoft
298314626e
Added: Dedicated server support
...
Added: The ability to not render anything when using the client as a dedicated server
Added: The basic server extension (NullServerExtension)
Exposed: Made some fields public, so that the server extension can access it
2010-11-01 17:55:31 +13:00
Chris Forbes
2f962452e5
fix compile failure in prev
2010-10-25 09:14:22 +13:00
Bob
10f5e68f7f
fix #166 (shroud artifacting at bounds)
2010-10-25 09:06:23 +13:00
Chris Forbes
291899de8a
glitch-free.
2010-10-25 08:32:14 +13:00
Caleb Anderson
c568dfa486
Contrail trait
2010-10-25 08:29:54 +13:00
Caleb Anderson
ff7daf8727
MoveViewport takes a float to allow for smoother panning. Added more scripting to shellmap
2010-10-25 08:16:08 +13:00
Bob
7ca9fcdac9
run the shellmap even while the lobby shows. remove Widget.SpecialOneArg
2010-10-12 18:33:16 +13:00
Bob
20276291ce
move Game.world onto OrderManager. use call IssueOrder on world and/or on orderManager, not on Game
2010-10-12 17:30:27 +13:00
Bob
6bbf878314
remove ref to Game.world in Viewport.ShroudBounds
2010-10-12 17:29:09 +13:00
Bob
4cd3195f9f
call refreshPalette in the right place. make Game.worldRenderer PRIVATE (yay)
2010-10-12 17:29:06 +13:00
Bob
6ea2a06e4b
pass WorldRenderer to Widget.Draw, DrawInner
2010-10-12 17:27:08 +13:00
Bob
597dba8584
untangling WorldRenderer from World
2010-10-12 17:24:23 +13:00
Bob
cb1deacbb2
pass world into CheckSync. don't pass world into Widget.DrawInner
2010-10-12 17:24:12 +13:00
Bob
ab1e930ba3
pass worldRenderer around as necessary
2010-10-12 17:24:07 +13:00
Bob
26d1db778e
push the check-synchash-doesn't-change pattern into a utility fn. furthur reduce the number of uses on Game.world
2010-10-07 22:07:11 +13:00
Chris Forbes
49a645cd2d
fix ubuntu-64 support (Tao.FreeType was quite bogus.)
2010-10-05 17:42:13 +13:00
Bob
7bf4cb85fa
fix perf in ShroudRenderer
2010-09-24 18:11:08 +12:00
Bob
14e517cab5
Autoflush renderer. Sprite.DrawAt convenience function.
2010-09-24 18:11:03 +12:00
Bob
cdcfeb6276
render perf improvement: BufferSubData, and don't use the same buffer back-to-back
2010-09-24 18:11:00 +12:00