Commit Graph

28145 Commits

Author SHA1 Message Date
reaperrr
2528b79610 Fix D2k DamagesConcrete overrides 2021-03-21 11:09:41 +00:00
Matthias Mailänder
e13fd4816e Extract the directory if the registry value points to a filename. 2021-03-20 18:42:02 +01:00
Andre Mohren
1f6e0f582a Fixed aiming not propertly stopped. 2021-03-20 18:33:04 +01:00
Matthias Mailänder
bbbed49f82 Add a lint check for cursor definitions. 2021-03-20 17:37:16 +01:00
Matthias Mailänder
cefb2e7cc6 Remove unused trait lookup. 2021-03-20 17:37:16 +01:00
Paul Chote
470bc4e092 Polish deployed mobile sensor array:
- Force temperate palette to avoid glitches on snow maps
- Add missing active animation
2021-03-20 17:15:56 +01:00
Paul Chote
08c7c80bb7 Render building lights as their own tint-ignoring animations. 2021-03-20 17:15:56 +01:00
Paul Chote
5832ec76d4 Render integrated muzzle flashes as their own tint-ignoring animations. 2021-03-20 17:15:56 +01:00
Paul Chote
594e5b80d7 Add WithMakeOverlay trait. 2021-03-20 17:15:56 +01:00
Paul Chote
14a434975a Add facing support to WithAttackOverlay. 2021-03-20 17:15:56 +01:00
Paul Chote
6854b23bcc Add custom palette support to WithSpriteBody. 2021-03-20 17:15:56 +01:00
Paul Chote
0c52d275fa Add TransparentIndex to PaletteFromFile. 2021-03-20 17:15:56 +01:00
Paul Chote
e63b9b4986 Add condition support to ActorLostNotification. 2021-03-20 17:07:29 +01:00
Paul Chote
0e270bec56 Restrict Chronoshiftable trait to Mobile and Husk actors. 2021-03-20 17:04:42 +01:00
Andre Mohren
f5f06b86ad ExplosionOnDamageTransition now Conditional. 2021-03-20 17:02:47 +01:00
Paul Chote
fcc3008b00 Implement proper TS Tiberium and Vein logic. 2021-03-20 16:45:41 +01:00
Paul Chote
0bdd46451e Overhaul resource layer logic:
* ResourceType trait has been removed.
* Simulation-related data is now defined on the
  ResourceLayer (which mods can subclass/replace).
* Support non-money resources by moving the resource
  values to the PlayerResources trait.
* Allow mods to disable the neighbour density override
  and instead always use the map-defined densities.
* Allow mods to define their own resource placement
  logic (e.g. allow resources on slopes) by subclassing
  (Editor)ResourceLayer.
* Improve ability to subclass/override ResourceRenderer
  by exposing more virtual methods.
2021-03-20 16:45:41 +01:00
Paul Chote
c35e9fb016 Remove custom D2k spice variant logic and improve editor cursor sprite. 2021-03-20 16:45:41 +01:00
Paul Chote
80e92849da Replace ResourceType with strings in interfaces/public methods. 2021-03-20 16:45:41 +01:00
Paul Chote
dcd8eccee4 Replace ResourceLayer references with IResourceLayer in traits/warheads. 2021-03-20 16:45:41 +01:00
Paul Chote
5adcbe4c78 Use IResourceLayer for editor resources. 2021-03-20 16:45:41 +01:00
Paul Chote
0b93556c06 Add resource updating methods to IResourceLayer. 2021-03-20 16:45:41 +01:00
Paul Chote
7e9d291223 Add IResourceRenderer interface. 2021-03-20 16:45:41 +01:00
Paul Chote
1dc26a9b8e Pass resource type and count to IAcceptResources instead of the value. 2021-03-20 16:45:41 +01:00
Paul Chote
3dbc6400a6 Use IResourceLayer in BaseBuilderBotModule. 2021-03-20 16:45:41 +01:00
reaperrr
adf1aeb06a Add support for pool-specific ammo pips decoration 2021-03-20 15:31:41 +01:00
Vapre
be224934a5 FieldLoader, use dictionary for GetValue to make it twice as fast. 2021-03-17 18:18:53 +01:00
teinarss
6b74093c04 Add readonly to structs 2021-03-14 15:17:57 +01:00
reaperrr
65c796dec7 Use Mobile.Pathfinder to reduce trait look-ups 2021-03-14 12:28:54 +00:00
reaperrr
503e706d45 Check for IsReloading in HasAnyValidWeapons
For Attack*.CanAttack().

Allows us to drop the additional check for armaments with ammo.
2021-03-14 12:28:54 +00:00
reaperrr
a1f974bd40 Save Mobile trait look-up in AttackBase 2021-03-14 12:28:54 +00:00
Unrud
11171ff649 Makefile: Fail target version when not a git repository 2021-03-13 15:57:17 +00:00
Paul Chote
3ff1888d74 Fail Situation Critical if Volkov is killed before entering the world. 2021-03-13 15:55:24 +00:00
Paul Chote
cbea08e1fe Fix non-relative path handling in install logic. 2021-03-13 15:56:38 +01:00
Paul Chote
b622afd7fd Fix self-contained packaging. 2021-03-13 13:12:31 +01:00
Paul Chote
7694d0842b Fix two outdated comments. 2021-03-12 21:52:16 +01:00
Paul Chote
a90e6940ab Add sequence scale and alpha support to ShroudRenderer. 2021-03-12 21:52:16 +01:00
Paul Chote
96c3825b6a Add alpha support to TerrainSpriteLayer. 2021-03-12 21:52:16 +01:00
Paul Chote
a6467cb515 Fix Nullable type handling in Lua docs. 2021-03-10 17:46:44 +01:00
Paul Chote
d52ba83f96 Replace terniary null checks with coalescing. 2021-03-08 18:11:25 +01:00
reaperrr
2473b8763b Rename methods/activities with Visual in them
While they may be only 'visual' in terms of influence/cell grid,
they all do update CenterPosition, which is essentially the
actual world position of the actor.
'Visual' would imply that it only affects the position where the
actor is drawn, which is inaccurate.
Furthermore, using the term 'Visual' here would make
naming future methods/properties related to visual interpolation
unnecessarily complicated, because that's where we might
need a real 'Visual(Only)Position'.
2021-03-08 11:19:11 +01:00
teinarss
7073279ab8 Replace WebClient with HttpClient 2021-03-07 16:04:57 +00:00
teinarss
ed43071792 Compile engine and mod dlls as NET5 when not using mono 2021-03-07 16:04:57 +00:00
teinarss
4a1e4f3e16 Use expression body syntax 2021-03-07 13:00:52 +00:00
Paul Chote
555c43843b Fix lobby checkbox event rectangle overlapping with scrollbars. 2021-03-05 18:58:51 +01:00
Paul Chote
a0d75d1e63 Fix rendering artifacts with RA's dialog5 background. 2021-03-05 18:33:39 +01:00
reaperrr
1a7a47fa08 Randomize AI idle harvester scan intervals 2021-02-28 18:58:03 +01:00
teinarss
c2279d3071 Change GetField calls to use nameof 2021-02-28 18:43:51 +01:00
teinarss
ed295ae315 Change throw exceptions to use nameof in parameter 2021-02-28 18:43:51 +01:00
teinarss
53b781960c Change FieldLoader.LoadUsing to use nameof 2021-02-28 18:43:51 +01:00