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
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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
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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
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Add /crash dev command
2014-06-23 19:42:32 +02:00
obrakmann
07fc446520
Merge pull request #5697 from Mailaender/classic-minelay
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Added a classic minelay order
2014-06-23 19:01:37 +02:00
Paul Chote
177dd02cd1
Merge pull request #5628 from pavlos256/smooth-scrolling
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Add smooth scrolling to the ScrollPanelWidget
2014-06-23 21:46:50 +12:00
Paul Chote
0f115b0468
Merge pull request #5330 from Mailaender/jungle
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Added the JUNGLE terrain
2014-06-23 21:42:26 +12:00
obrakmann
e41791568d
Merge pull request #5702 from Mailaender/reslayer-cell-full
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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