Commit Graph

3720 Commits

Author SHA1 Message Date
Paul Chote
4bc09692e0 Remove WVec.ToCVec. 2014-06-27 23:30:40 +12:00
Paul Chote
7b52fa52b6 Replace CPos.CenterPosition -> Map.CenterOfCell. 2014-06-27 23:30:40 +12:00
Paul Chote
b6d1d26eeb Add World parameter to Util.BetweenCells. 2014-06-27 23:30:40 +12:00
Paul Chote
086ec07eb6 Add World parameter to Target.FromCell. 2014-06-27 23:30:40 +12:00
Paul Chote
e4ea012b9e Add World parameter to Target.FromOrder. 2014-06-27 23:30:40 +12:00
Paul Chote
b52cdd4b45 Remove redundant FindActorsInBox helpers. 2014-06-27 23:30:40 +12:00
Paul Chote
8f046c7c5a Support split sprites for fog/shroud. 2014-06-27 22:28:33 +12:00
Paul Chote
8c4dcb7fe0 Configurable ShroudRenderer palettes and readonly state. 2014-06-27 22:28:33 +12:00
Paul Chote
78f8c94df8 Make PathDistance struct immutable. 2014-06-27 22:07:03 +12:00
Paul Chote
5560f276ca Map: Rename IsInMap -> Contains. 2014-06-27 22:07:03 +12:00
Paul Chote
e0df669de9 Bridgelayer: Keys.Contains -> ContainsKey. 2014-06-27 22:07:03 +12:00
Paul Chote
441971f6d7 Use CellLayer for pathfinding. 2014-06-27 22:07:03 +12:00
Paul Chote
c5a13d4e65 Remove CellBounds from BuildableTerrainLayer and SmudgeLayer 2014-06-27 22:07:03 +12:00
Paul Chote
997216aef0 Use CellLayer for terrain. 2014-06-27 22:07:02 +12:00
Paul Chote
ce331a28e8 Use CellLayer for custom terrain. 2014-06-27 22:07:02 +12:00
Paul Chote
c5b4d643af Use CellLayer for BridgeLayer. 2014-06-27 22:07:02 +12:00
Paul Chote
fb3477d630 Use CellLayer for BuildingInfluence. 2014-06-27 22:07:02 +12:00
Paul Chote
7c463c414c Use CellLayer for DomainIndex. 2014-06-27 22:07:02 +12:00
Paul Chote
baf27bc4cd Use CellLayers for shroud. 2014-06-27 22:07:02 +12:00
Paul Chote
5a00757eab Use CellLayers for pathfinder debug. 2014-06-27 19:20:46 +12:00
Paul Chote
97a61273dd Bring PathSearch in line with the current code style. 2014-06-27 19:20:46 +12:00
Paul Chote
2026747f2a Use Map.IsInMap(CPos) for things that are checking CPos. 2014-06-27 19:20:46 +12:00
Paul Chote
e825205542 Stylecop BridgeLayer. 2014-06-27 19:20:46 +12:00
Paul Chote
a9635e8c4a Refund the *old* player when a production structure is captured. 2014-06-26 23:14:14 +12:00
Paul Chote
4db2cf6b2b Propagate race to produced actors. 2014-06-26 23:14:14 +12:00
Paul Chote
4b2663015b Fix CanBuild not checking DeveloperMode.AllTech. 2014-06-26 23:14:14 +12:00
Paul Chote
749a947d3f Avoid repeated queries of DeveloperMode. 2014-06-26 23:14:14 +12:00
Paul Chote
2af123034d Use ExtraData for SetStance and SetUnitStance. 2014-06-26 23:14:13 +12:00
Paul Chote
7d24053f52 Introduce Order.SuppressVisualFeedback to cleanly disable flashes. 2014-06-26 23:14:13 +12:00
Paul Chote
d318d7c5e3 Add HackyAI support for multiple structure queues. 2014-06-26 23:14:13 +12:00
Matthias Mailänder
74be133e40 Use Prerequisites: ~disabled for unbuildable actors. 2014-06-26 23:14:13 +12:00
Paul Chote
ca082e3cec Allow ProductionQueue to filter by race. 2014-06-26 23:14:13 +12:00
Paul Chote
d9e0559c7a Remove some long-dead code. 2014-06-26 23:14:13 +12:00
Paul Chote
66d9629520 Fix remaining tech tree issues. 2014-06-26 23:14:12 +12:00
Paul Chote
7b3a0ebeb5 Tidy production traits. 2014-06-26 23:14:10 +12:00
Paul Chote
f46f71217e Pass initial race to husks and transformed actors. 2014-06-26 23:12:23 +12:00
Paul Chote
7dfc822d76 Tidy transformation trait/activity. 2014-06-26 23:12:23 +12:00
Paul Chote
6536f92b12 Allow custom prerequisites to be restricted by race. 2014-06-26 23:12:23 +12:00
Paul Chote
d4227fa13e Fix production tooltip display. 2014-06-26 23:12:23 +12:00
Paul Chote
a5cc68efee Allow production ownership test to be disabled. 2014-06-26 23:12:23 +12:00
Paul Chote
c5089db19c Allow actors to exist in multiple building queues. 2014-06-26 23:12:22 +12:00
Paul Chote
d43acfe94b Merge pull request #5679 from RoosterDragon/main-loop-alloc
Reduce memory allocation in the main loop
2014-06-26 23:10:56 +12:00
Paul Chote
492513a89a Merge pull request #5706 from Mailaender/lint-players
Added a new OpenRA.Lint check for invalid player definitions
2014-06-25 11:30:34 +12:00
obrakmann
04dbe9fc2a Merge pull request #5687 from Mailaender/missile-out-of-map
Added a check for IsInMap(cell) to missiles.
2014-06-23 20:24:28 +02:00
Matthias Mailänder
378dd66622 Merge pull request #5701 from pavlos256/dev-crash
Add /crash dev command
2014-06-23 19:42:32 +02:00
obrakmann
07fc446520 Merge pull request #5697 from Mailaender/classic-minelay
Added a classic minelay order
2014-06-23 19:01:37 +02:00
Paul Chote
177dd02cd1 Merge pull request #5628 from pavlos256/smooth-scrolling
Add smooth scrolling to the ScrollPanelWidget
2014-06-23 21:46:50 +12:00
Paul Chote
0f115b0468 Merge pull request #5330 from Mailaender/jungle
Added the JUNGLE terrain
2014-06-23 21:42:26 +12:00
obrakmann
e41791568d Merge pull request #5702 from Mailaender/reslayer-cell-full
Fixed exploding harvesters spawning resources on full cells
2014-06-22 18:57:57 +02:00
RoosterDragon
8a60880cf1 Tackle the last of the low hanging fruit for memory allocations in the main game loop.
- Avoid calling string.Split twice in SprintFont.Measure.
- Change ActorsInBox method of ActorMap and ScreenMap to avoid allocating and intermediate list. As a bonus this allows the sequence to be lazily consumed. Also avoid LINQ in these methods.
- In FrozenUnderFog.TickRender, the method exits early if no players are visible so the attempt at lazy generation was not needed.
- Unwrap a LINQ Any call in ClassicProductionQueue.Tick.
- Merge some successive Where calls in ProximityCapturable into single predicates.
2014-06-22 17:29:45 +01:00