Commit Graph

72 Commits

Author SHA1 Message Date
Taryn Hill
d279e1dcee Correct terminology and add readonly modifiers in SpriteEffect. 2015-04-30 17:19:13 -05:00
DeadlySurprise
7b53582c5e Implemented Floating Text and radar video 2015-02-18 14:38:30 +01:00
RoosterDragon
82bea961ba Checked LINQ queries and collections for inefficiencies.
- Made Array.IndexOf available via extension method.
- Made ToHashSet extension method.
- Change collections queried often via Contains into sets.
- Avoid Count() extension if Count or Length property exist.
- Made Count() > 0 checks and variations calls to Any() instead.
- Don't call ToList/ToArray if there is no benefit to materializing the sequence.
- If the sequence does benefit from materialization, follow this general pattern:
  - Collection queried often via Contains use ToHashSet to speed up lookups.
  - Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size.
  - Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
2015-01-29 19:20:11 +00:00
abcdefg30
8ca61aa917 Updated all year numbers 2015-01-09 21:18:05 +01:00
Hellhake
fa72e04042 Remove BOM 2015-01-01 22:51:12 +01:00
Alexander Fast
070d00c678 Fixes year numbers in license text in file headers. 2014-08-21 11:27:52 +02:00
ScottNZ
04cd99cd75 Add target flashing for C4. Closes #4659 2014-07-15 16:06:38 +12:00
Matthias Mailänder
5cdf0e6a67 generalize MoveFlash as parametrized SpriteEffect 2014-07-07 15:23:14 +02:00
Pavlos Touboulidis
b560268495 Change animations to use the proper SequenceProvider
Remove references to the global "Game" and use the SequenceProvider
of the current world/map.
2014-05-17 14:33:16 +03:00
ScottNZ
00ec1ca87a Remove unused usings 2013-11-12 19:39:33 +13:00
Matthias Mailänder
b1c3ac20bf brought back the MoveFlash
closes #2592
2013-11-02 18:03:49 +01:00
ScottNZ
3e0dd12db6 Make buildings being captured flash the colour of the captor's owner 2013-08-22 14:35:02 +12:00
Paul Chote
0b1ce8097f Don't flash bibs when targeting buildings. 2013-08-11 16:39:18 +12:00
Paul Chote
ca5f2c3785 Split Renderable into an IRenderable interface and SpriteRenderable implementation. 2013-05-17 18:12:28 +12:00
Paul Chote
000a5eaa56 Pass WorldRenderer to IRenderModifiers and replace more palette lookups. 2013-02-24 15:45:03 +13:00
Paul Chote
885eec7444 Move effects to WorldRenderer palette lookup. 2013-02-24 15:43:20 +13:00
Paul Chote
f0ba0ce2e8 Wrap palette references with a PaletteRef object. 2013-02-24 15:43:15 +13:00
Chris Forbes
55036cd58c fix trailing whitespace everywhere 2011-09-26 08:40:39 +13:00
Paul Chote
094907c1a9 Update copyright header. Normalize line endings to LF. 2011-02-13 10:38:57 +13:00
Paul Chote
b423889c06 Remove a pile of duplication from target lines.
Remove MoveFlash.
2010-11-27 11:20:03 +13:00
Bob
aff6889995 moved traits from engine into mod 2010-09-20 20:58:42 +12:00
Chris Forbes
83eae029b7 add explicit Z to Renderable. eating my hat, etc. 2010-09-17 20:21:21 +12:00
Paul Chote
5a78df0318 Fix flashtarget crash 2010-09-03 16:37:02 +12:00
alzeih
853ef12c8f Don't flash if already dead 2010-08-30 13:57:37 +12:00
Paul Chote
bce9791b56 Fix building repair; Kill GlobalDefaults. 2010-07-30 00:41:55 +12:00
Paul Chote
6fba888d45 Shift Actor.Health onto a trait.
Known regressions:
 - cnc only
 - health bar colors
 - can't repair buildings
2010-07-30 00:33:44 +12:00
Paul Chote
c90317fb35 Aircraft/Helicopter move/dock flashing and cursor fixes 2010-07-23 19:10:10 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
Bob
281d013c3b move Combat, AttackBase, and associates into mod 2010-07-08 16:38:58 +12:00
Bob
bd74b29ea3 move projectile effects into mod 2010-07-08 16:04:18 +12:00
Chris Forbes
fb1d37ae53 use explosion *names*, not *numbers* like RA. 2010-07-07 19:44:14 +12:00
Chris Forbes
b8093b7f6c removing a bunch of excessively low-level pixel -> cell conversions 2010-06-24 21:51:21 +12:00
Chris Forbes
e7b7f69caf housekeeping 2010-05-26 18:10:43 +12:00
Chris Forbes
878039fc4a fix tesla hax with a different style of tesla hax 2010-05-25 21:15:25 +12:00
Chris Forbes
fcea5bd2f0 multipath lightning - shows up some flaws in the lightning code, though 2010-05-25 20:23:50 +12:00
Chris Forbes
431bbe2764 remove spurious IProducer interface; add IBlocksBullets and move Wall 2010-05-24 21:10:11 +12:00
Chris Forbes
f75a2d2fe6 moved infantry traits to ra 2010-05-20 18:41:24 +12:00
Chris Forbes
5deea6df93 move crate support to ra 2010-05-20 18:06:01 +12:00
Chris Forbes
5d3397ba83 non-high weapons impact walls - not perfect yet, but it will do 2010-05-13 13:00:58 +12:00
Chris Forbes
854dfcf470 fix stupid bug in prev [and in release] 2010-05-05 23:37:41 +12:00
Chris Forbes
008287406a e3/dragon gets impact sound; bullet animation fixed 2010-05-05 21:13:15 +12:00
Chris Forbes
2d0f30a341 remove VisualDest crap from bullets & combat code 2010-04-30 12:20:22 +12:00
Bob
c3f1ec9ed2 move CosmeticRandom to game 2010-04-14 20:07:16 +12:00
Chris Forbes
28412cd1b6 made parabombs work 2010-04-12 19:11:57 +12:00
Chris Forbes
5e7c6b3a1c added GravityBomb projectile type 2010-04-10 11:00:39 +12:00
Matthew
55ee313f6c LaserZap rendering and damage wired up. 2010-04-09 20:31:34 +12:00
Chris Forbes
5055b465c9 linear inaccuracy model 2010-04-09 14:50:31 +12:00
Chris Forbes
2f982c7eea #68 Inaccurate weapons (2/2) 2010-04-05 07:56:29 +12:00
Chris Forbes
7dc765d120 #68 Inaccurate weapons (1/2) 2010-04-05 07:56:29 +12:00
Bob
9cbfd3914a moved Nuke, Chronoshift into the mod dll. 2010-04-04 13:06:53 +12:00