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