Paul Chote
6723306bb4
Remove Enum.HasFlag from building preview generation.
2019-05-31 15:44:09 +02:00
Paul Chote
697935f931
Display yellow footprint for cells that trigger damage in D2k.
2019-05-31 15:44:09 +02:00
Paul Chote
3f9e4a313f
Improve visibility of building placement preview.
2019-05-31 15:44:09 +02:00
Paul Chote
52fd32c311
Split IPlaceBuildingPreviewGeneratorInfo from PBOG.
2019-05-31 15:44:09 +02:00
Paul Chote
78a70be0d4
Fix and enable SA1133, SA1134 style rules.
2019-05-24 10:47:57 +02:00
Mustafa Alperen Seki
feeae74455
Add INotifyResourceDumped Interface
2019-05-22 19:41:21 +02:00
Zimmermann Gyula
1e99075c70
Implement RefineryResourceMultiplier.
2019-05-22 19:41:21 +02:00
tovl
bc7516989e
Rework harvester unblock and idle behavior.
2019-04-04 19:22:25 +02:00
tovl
307a87cd9e
harvester Deliver order works with queues
2019-04-04 19:22:25 +02:00
tovl
8191a6566b
Add missing self and optional pretick parameters to Queue, QueueChild and PrintActivity methods.
...
This means sequenceActivities needs to accept self as well.
2019-03-09 21:47:43 +00:00
Paul Chote
3e404f6ac2
Remove HSLColor.
2019-03-04 18:26:42 +00:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
Paul Chote
d91d96a2e3
Remove Order.TargetLocation from building code.
2019-03-04 18:08:42 +00:00
portablestew
a49287cc97
Possible fix for #14102 : Consider airfield available if already reserved for the same actor
2019-02-15 13:59:53 +01:00
Paul Chote
a2e35144a7
Fix gate animations.
2019-01-27 21:37:55 +01:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Paul Chote
f6768fe624
Remove legacy editor actor properties plumbing.
2018-12-08 22:53:13 +01:00
Paul Chote
5f2cc5981d
Remove unused IExplodeModifier from Refinery.
2018-11-22 22:16:56 +01:00
Andre Mohren
b1a44086a0
Removed unused using directives.
2018-11-17 17:23:22 +00:00
abcdefg30
f968b169ad
Fix PrimaryBuilding changing the status of and from disabled queues
2018-11-03 17:30:05 +01:00
Paul Chote
47a470e945
Remove legacy Building plumbing.
2018-11-03 15:09:14 +01:00
Paul Chote
18b84750aa
Reimplement demolition lock using conditions.
2018-11-03 15:09:14 +01:00
Paul Chote
7e67ce0139
Pass CaptureTypes through the INotifyCapture interface.
...
Also make it require explicit implementation.
2018-11-03 14:47:22 +01:00
Mustafa Alperen Seki
faa35946b8
Make Exit Conditional
2018-10-08 22:00:39 +01:00
Paul Chote
de8fa56461
Remove obsolete building lock check from BaseProvider.
2018-10-07 18:46:21 +02:00
Paul Chote
3b16938ae5
Remove legacy building.Locked and building.BuildComplete from Gate.
2018-10-07 18:23:03 +02:00
Andre Mohren
640078a2b1
Refactored Health usage to IHealth.
2018-09-29 18:12:40 +02:00
Paul Chote
09d8aafddf
Add a lint test for audio notifications.
...
Only traits are linted - the UI still hardcodes
too many audio references for this to be worthwhile.
2018-09-26 13:57:05 +02:00
Andre Mohren
091f660dc7
Extracted Repairing notification to RepairableBuilding.
2018-09-24 22:43:14 +02:00
Andre Mohren
90c2249317
PrimaryBuilding notification now optional.
2018-09-24 22:43:14 +02:00
reaperrr
46cee82027
Move RepairsUnits out of Building folder
2018-08-12 14:36:59 +01:00
Chris Forbes
d4ef841678
Convert masses of HashSet<string> to BitSet<DamageType>
2018-07-28 20:12:42 +01:00
Andre Mohren
b86355cda6
Made MapBuildRadius optional for traits who do not require it.
2018-07-25 22:35:46 +01:00
Zimmermann Gyula
d9786dcf72
Normalize the line-endings on RepairableBuilding.
2018-06-17 16:13:16 +02:00
Andre Mohren
fc82c24e1f
FreeActor now supports to be triggered by condition.
2018-06-16 14:47:45 +02:00
Paul Chote
2ef6f7c0cc
Replace repair indicator effect with a Decoration subclass.
2018-06-02 18:12:08 +02:00
Paul Chote
218914458f
Document RepairableBuilding fields.
2018-06-02 18:12:08 +02:00
GSonderling
bf4dbd9b80
Added checks to make sure cash can't be < 0.
2018-05-07 19:47:41 +02:00
abcdefg30
917fd2103f
Use ShakeOnDeath instead of the hardcoded shaking for bridges
2018-05-06 04:51:03 +02:00
reaperrr
3c34330925
Skip check for ITemporaryBlocker entirely if rules don't contain any temporary blockers
...
This benefits all mods without temporary blockers like gates or energy walls.
2018-05-04 19:40:18 +02:00
Chris Forbes
770f14fa2a
Use IPositionable.CanExistInCell in Bridge/GroundLevelBridge
...
We don't care whether there's empty space for the actor now -- we care whether
the terrain the actor is ALREADY standing on remains suitable after the
bridge state change.
2018-04-10 01:01:53 +02:00
Michael Silber
1b110b7833
Add Replaceable and Replacement traits to support wall overrides.
2018-04-07 23:32:24 +02:00
Michael Silber
6b24271a17
Pass ActorInfo through building-placement-validation code.
2018-03-21 12:53:50 +01:00
reaperrr
d643d2ebda
Remove legacy .aud sound defaults from Common traits
...
While C&C-specific sound defaults might be acceptable for C&C-specific traits like MadTank and Chronoshiftable, for common, generic traits like Building they no longer are.
2018-03-09 18:58:49 +01:00
Mustafa Alperen Seki
5e7e3bb011
Add DamageTypes to Kill() and make some traits use it.
2018-03-09 00:25:29 +01:00
Mustafa Alperen Seki
c976bb1d7b
Make BaseProvider PausableConditional
2018-03-08 17:19:23 +01:00
Mustafa Alperen Seki
ce63dd33db
Make PrimaryBuilding conditional.
2018-02-06 21:09:38 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Arular101
24b7f7a23f
Cast to long to avoid overflow when multiplying by the health (part 2)
2018-01-13 17:32:34 +01:00
Oliver Brakmann
32b0170785
Fix primary building flag not working properly in D2k
2018-01-13 17:19:38 +01:00