reaperrr
51aca8de9a
Fix hardcoded player color ramp Lerp
2015-10-18 01:21:59 +02:00
reaperrr
d2f656737b
Merge pull request #9654 from evgeniysergeev/color_remap
...
fix player color remap to handle RemapIndex: with any number of entri…
2015-10-18 01:05:11 +02:00
Paul Chote
83949b250a
Add a visualisation mode for depth sprites.
...
For now this displays the raw sprites. It will
eventually be repurposed for rendering the proper
depth data.
2015-10-17 22:35:47 +01:00
Paul Chote
b08adbeb61
Add support for boolean uniforms.
2015-10-17 22:35:47 +01:00
Paul Chote
3665d8f19b
Send TS terrain depth data to the GPU.
2015-10-17 22:35:07 +01:00
Paul Chote
9a5483fea7
Send TS terrain depth data to the GPU.
2015-10-17 22:34:46 +01:00
Paul Chote
e819ff832b
Record the SheetType in each Sheet.
2015-10-17 22:28:19 +01:00
evgeniysergeev
0830e4a2c0
fix player color remap to handle RemapIndex: with any number of entries, not only 16 colors
2015-10-17 22:47:03 +03:00
Pavel Penev
642468ce0c
Add MapGrid class
...
MapGrid is a mod Manifest field which includes (and thus makes redundant) TileSize, TileShape, SubCells info and MaximumTerrainHeight.
2015-09-27 04:14:43 +03:00
atlimit8
9acf121eb1
Replace ActorInfo.Traits.WithInterface with ActorInfo.TraitInfos<T>()
2015-09-21 15:50:57 -05:00
atlimit8
8162fa27ab
Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types
2015-09-19 09:49:24 -05:00
atlimit8
85fab45451
Remove Actor.HasTrait<T>()
2015-09-19 09:49:23 -05:00
TheRaffy
1fc2158f2e
Added a WeatherOverlay
2015-09-06 20:25:29 +02:00
Matthias Mailänder
17f3466451
untie the engine from SDL2 and MiniTK
2015-08-23 07:58:03 +02:00
Matthias Mailänder
e428e6d8cc
remove executable bits from source code
2015-08-06 18:05:50 +02:00
Paul Chote
54a80ed035
Include additional preview to prevent cutoff.
...
Fun fact: The original TS sidestepped this issue
by rendering everything outside the cordon, which
looks much worse than what we do here.
2015-07-29 20:44:44 +01:00
Paul Chote
af69370c17
Improve lobby minimap display for isometric maps.
...
Also extracts a trait query from inside a tight loop to save unnecessary work.
2015-07-29 20:44:44 +01:00
Paul Chote
e8794032e0
Introduce initial PPos plumbing.
...
PPos is best thought of as a cell grid applied in
screen space. Multiple cells with different
terrain heights may be projected to the same PPos,
or to multiple PPos if they do not align with the
screen grid.
PPos coordinates are used primarily for map edge
checks and shroud / visibility queries.
2015-07-27 19:34:49 +01:00
RoosterDragon
ccad451060
Add WorldRenderer.ScreenVectorComponents.
...
This allows the components to be returned via out parameters, avoiding the need to allocate an array for most callers.
2015-07-15 21:24:01 +01:00
RoosterDragon
92389916a6
Cache the simpler delegates used in IShader.Render calls.
2015-07-15 21:09:11 +01:00
RoosterDragon
6113892276
Cache rotation matrices used by WorldRenderer.DrawRangeCircle.
2015-07-15 20:40:36 +01:00
abcdefg30
db4f1ad025
Merge pull request #8663 from Mailaender/disguise-stand2-crash
...
Fixed a crash when disguising the spy as infantry without stand2
2015-07-13 13:39:19 +02:00
Matthias Mailänder
41b488779a
fix crash when disguising the spy as infantry without stand2
2015-07-12 22:20:52 +02:00
Matthias Mailänder
8d8d7ab8ea
rename WRange to WDist in documentation
2015-07-09 12:36:29 +02:00
Matthias Mailänder
413baf9d8b
rename WDist.Range to WDist.Length
2015-07-09 10:55:38 +02:00
Matthias Mailänder
7447e0bf93
rename WRange to WDist
2015-07-09 10:55:38 +02:00
Paul Chote
971d1c1388
Fix a NRE in TerrainSpriteLayer.
2015-07-06 19:54:44 +01:00
Paul Chote
f93ad2a9c1
Expose TerrainSpriteLayer.Sheet and BlendMode.
2015-07-06 19:54:43 +01:00
Paul Chote
19c777a922
Move maximum terrain height definition to mod.yaml.
2015-07-05 17:49:56 +01:00
Paul Chote
86bf9086d9
Rename WorldRenderer.Position -> ProjectedPosition.
2015-07-05 14:57:59 +01:00
Paul Chote
b8b27f11af
Remove stub map constructor.
2015-07-05 14:57:58 +01:00
Paul Chote
7a4c461692
Remove unused code from Minimap.cs.
2015-07-05 11:15:14 +01:00
Pavel Penev
8b4d5c7fb2
Merge pull request #7930 from Mailaender/screenshot
...
Added a hotkey to take screenshots
2015-06-28 15:37:07 +03:00
Matthias Mailänder
2763e26d23
add a take screenshot hotkey
2015-06-27 16:29:33 +02:00
Paul Chote
53e9692dbe
Fix scissoring in the editor.
2015-06-21 13:47:20 +01:00
Paul Chote
198a51e5e0
Fix VisibleCellsInsideBounds.
2015-06-21 13:41:39 +01:00
Paul Chote
40d018aaf3
Rewrite and document the visible cells calculation.
2015-06-21 13:41:38 +01:00
Pavel Penev
e7a64ffec4
Merge pull request #8388 from reaperrr/selectable-refactor1
...
Selectable bounds/selection box refactor
2015-06-19 13:43:30 +03:00
Paul Chote
e3ad118249
Merge pull request #8387 from RoosterDragon/one-temp-buffer
...
Create only one scratch vertex buffer for rendering
2015-06-17 18:19:28 +00:00
reaperrr
c23ee1be2e
Remove Selectable boolean from Selectable trait
...
Add work-around for ta/td bridge huts since they need actor Bounds to
be targetable by C4/engineer repair.
2015-06-17 20:13:59 +02:00
reaperrr
a3bd007ac7
Moved SelectionDecorations to Mods.Common
...
And added more settings.
Moved SelectionBoxRenderable to Mods.Common, too.
2015-06-17 20:13:52 +02:00
reaperrr
d6fb05ce68
Introduced VisualBounds on SelectionDecorations
...
To allow visual selection boxes to be independent from Selectable.Bounds.
2015-06-17 20:13:51 +02:00
Paul Chote
c44afc0722
Remove viewport editor-mode assumptions.
2015-06-16 08:16:49 +01:00
Paul Chote
2156a234db
Render shroud outside map bounds.
...
Fixes a regression from #8337 .
2015-06-15 18:06:43 +01:00
Paul Chote
aee951c86f
Remove region assumptions from fast shroud tests.
2015-06-15 18:06:42 +01:00
Matthias Mailänder
bb6d4388df
always return a default height based on font size
2015-06-13 08:36:37 +02:00
Paul Chote
3d352563a8
Allow scrolling to the map edges in the editor.
2015-06-11 21:27:34 +01:00
Paul Chote
486bf14669
Relax screen clipping bounds.
...
Fixes missing tiles in TS.
2015-06-11 21:27:33 +01:00
Matthias Mailänder
bac11e23f6
avoid an often forgotten NullReferenceException
2015-06-10 06:39:54 +02:00
RoosterDragon
1e60a0ca76
Create only one scratch vertex buffer for rendering.
...
Previously several buffers were created but only one was ever used.
2015-06-05 21:32:07 +01:00