Paul Chote
502c3e2bf5
Remove global chat integration.
2017-12-13 21:04:16 +01:00
GSonderling
488cec64b8
Added support for filtering exits by production type.
2017-12-13 04:08:52 +01:00
Arular101
1bf59e885d
Upgrade rules for increasing HP and damage by 10x for the D2K mod
2017-12-12 23:56:25 +01:00
Arular101
50185d3ccd
Small adjustments
2017-12-12 23:56:25 +01:00
Arular101
64a3187fd1
Increase damage and HP by 10x
2017-12-12 23:56:25 +01:00
Arular101
a1b3fe2bda
Parabombs tooltip for airfield
...
with selection grouping
2017-12-12 23:14:30 +01:00
Arular101
56634564f2
Parabomb tooltip fixes
2017-12-12 23:14:30 +01:00
Mustafa Alperen Seki
fd1aa07f83
Adjust D2K Building Selection Boxes
2017-12-12 23:02:55 +01:00
Paul Chote
3ad6a87920
Center the vertical alignment of lobby options if less than the panel height.
...
This also enables an extra row to be shown before triggering the scroll bar.
2017-12-12 22:43:11 +01:00
Paul Chote
3f67feab0e
Rename boolean LobbyOption fields.
2017-12-12 22:43:11 +01:00
Paul Chote
36fccbc453
Add Checkbox/Dropdown to lobby options yaml fields.
2017-12-12 22:43:11 +01:00
Paul Chote
ea32c758eb
Expose default UI labels and tooltips to yaml.
2017-12-12 22:43:11 +01:00
Paul Chote
99908c4d80
Move hardcoded list of lobby options into yaml.
2017-12-12 22:43:11 +01:00
Paul Chote
2e24c14503
Make SpawnMPUnitsInfo fields readonly.
2017-12-12 22:43:11 +01:00
Paul Chote
2c17780b94
Make ShroudInfo fields readonly.
2017-12-12 22:43:11 +01:00
Paul Chote
763630f547
Make DeveloperInfo fields readonly.
2017-12-12 22:43:11 +01:00
Paul Chote
97cdce7448
Add additional metadata to lobby options.
2017-12-12 22:43:11 +01:00
Arular101
b71b2ad523
Upgrade rules for increasing HP and damage by 100x for the TD mod
2017-12-12 22:18:41 +01:00
Arular101
7ad989fc43
Adjust values in custom maps and missions
2017-12-12 22:18:41 +01:00
Arular101
4e62531b11
Adjust values to match current damage
2017-12-12 22:18:41 +01:00
Arular101
2e681ba674
Increase damage and HP by 100x
2017-12-12 22:18:41 +01:00
Arular101
917d6b7627
Upgrade rules for increasing HP and damage by 100x for the RA mod
2017-12-12 20:50:27 +01:00
Arular101
261126194c
Balance changes from #14471
2017-12-12 20:50:27 +01:00
Arular101
8069247726
Adjust values in custom maps and missions
2017-12-12 20:50:27 +01:00
Arular101
a429a62bf9
Adjust values to match current damage
2017-12-12 20:50:27 +01:00
Arular101
e049452f22
Increase damage and HP by 100x
2017-12-12 20:50:27 +01:00
RoosterDragon
7760c41bd9
Avoid array resizing in OpenAlAsyncLoadSound.
...
- Where it is accessible, use the length of the stream to presize the MemoryStream to the correct size.
- Instead of copying out the result via ToArray, grab the underlying buffer via GetBuffer and use that to create the sound source.
This avoids extraneous copying of the array containing the audio.
2017-12-12 00:01:04 +01:00
RoosterDragon
0899d02377
Avoid allocations when generating RadarSignatureCells.
...
The RadarWidget can supply a reusable buffer to each trait to avoid individual traits having to return new enumerables. Additionally, this allows the two traits to avoid LINQ and further allocations as they can manually enumerate and populate the buffer themselves.
2017-12-12 00:00:51 +01:00
Mustafa Alperen Seki
c69df4eedf
Make subfactions use UI for their main faction
...
So it won't crash if a human player uses them.
2017-12-11 23:43:10 +01:00
Paul Chote
6633483d12
Increase infantry mouse bounds to improve usability.
2017-12-11 19:45:07 +01:00
Paul Chote
55b6084b60
Add a lint test for conflicting Interactable and Selectable.
2017-12-11 19:45:07 +01:00
Paul Chote
c87409ed1a
Remove legacy bounds code.
2017-12-11 19:45:07 +01:00
Paul Chote
bf57eceeec
Select highest priority actor when not drag selecting.
2017-12-11 19:45:07 +01:00
Paul Chote
ff5b4b15b3
Introduce IDecorationBounds to replace Actor.SelectionOverlayBounds.
2017-12-11 19:45:07 +01:00
Paul Chote
6f5d035e79
Introduce IMouseBounds and split/rework mouse rectangles.
...
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.
An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00
Paul Chote
8fcc80b05a
Use IRender.ScreenBounds in ScreenMap.
...
Traits are now required to trigger a ScreenMap update whenever they
believe that their ScreenBounds have changed.
2017-12-11 19:45:07 +01:00
Paul Chote
fa65fef4d1
Add IRenderModifier.ModifyScreenBounds to support WithShadow.
2017-12-11 19:45:07 +01:00
Paul Chote
86bfe28ade
Add ScreenBounds method to IRender interface.
...
This method is expected to return Rectangles that cover
the region where Renderables returned by Render may exist.
2017-12-11 19:45:07 +01:00
Paul Chote
46f6263061
Update ScreenMap state in a single pass at the end of the tick.
2017-12-11 19:45:07 +01:00
Paul Chote
373aaee004
Use World.(AddTo|RemoveFrom)Maps in Immobile/Building.
2017-12-11 19:45:07 +01:00
Paul Chote
9e18ec7314
Simplify ScreenMap bounds checking.
2017-12-11 19:45:07 +01:00
Paul Chote
cdc426d162
Add IActorPreview.ScreenBounds.
2017-12-11 19:45:07 +01:00
Paul Chote
29255c8e01
Add IModel.AggregateBounds and ModelAnimation.ScreenBounds.
...
The bounds define the smallest Rectangle that covers all
rotations of all frames within a model sequence.
2017-12-11 19:45:07 +01:00
Paul Chote
506b677527
Add ModelAnimation.IsVisible property.
2017-12-11 19:45:07 +01:00
Paul Chote
041431d966
Add ISpriteSequence.Bounds and Animation(WithOffset).ScreenBounds.
...
The bounds define the smallest Rectangle that covers all frames within a sequence.
2017-12-11 19:45:07 +01:00
reaperrr
85c5259361
Fix AI crashing when trying to make parachuted harvester search map for resources while mid-air
2017-12-11 01:55:18 +01:00
reaperrr
b5ffe17d60
Make AI skip harvester orders if map has no resources
2017-12-11 01:55:18 +01:00
reaperrr
9ad0d78cdd
Make the AI only consider harvesters 'idle' if last resource search failed
...
Otherwise the AI would consider the harvester 'idle' in too many situations.
This way, the AI now only uses its own resource search algorithm if the next resource patch is too far away for the FindResources activity to find it.
2017-12-11 01:55:18 +01:00
reaperrr
4d553900cf
Move up harv.IsEmpty check in HackyAI
...
This is a fairly cheap check, so we should perform it before the activity checks
2017-12-11 01:55:18 +01:00
RoosterDragon
70ffa99203
Fix some uses of Exts.IsTraitEnabled.
2017-12-11 01:46:41 +01:00