Pavlos Touboulidis
63ec6d60e7
Refactoring to remove static Rules & SequenceProvider
2014-05-17 14:32:03 +03:00
Matthias Mailänder
8d9282811b
fixed System.IO.InvalidDataException`: Non-power-of-two array
2013-12-05 19:31:24 +01:00
Matthias Mailänder
5a4fc712a9
added --minimap to OpenRA Utility
...
closes #4195
2013-12-05 17:41:03 +01:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Matthias Mailänder
ba13c1d982
StyleCop clean Map/*.cs files
2013-08-25 14:30:00 +02:00
Chris Forbes
405975bd6e
fix enemies showing on minimap under fog
2013-04-13 19:15:53 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Kenny
f41fb32d60
Introducing per-player shrouds.
...
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Chris Forbes
d57dfd1997
tidy
2011-12-27 21:23:25 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
2ec88a6f64
remove duplicated NextPowerOf2 definition
2011-07-14 20:29:11 +12:00
Chris Forbes
a3994df925
queries dies
2011-03-17 22:09:10 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
73020a9419
Make binary info loading lazy
2011-02-11 21:50:11 +13:00
Chris Forbes
4a94cf656b
remove a redundant method from queries.
2010-12-27 18:26:12 +13:00
Paul Chote
fb0e399ab9
Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
2010-11-27 11:20:04 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
41fd19c766
Begin refactoring Shroud. ShroudRenderer is now internal to WorldRenderer; all traits interact with Shroud directly. Gives soft-edges at the map border for free, but breaks shellmap and observers.
2010-11-27 11:20:03 +13:00
Paul Chote
fc5830a687
Added int2.Clamp(Rectangle). All queries for map geometry use map.Bounds.
2010-11-24 12:24:48 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Bob
e3ddb8f757
cache world.LocalPlayer instead of fetching it repeatedly within loops
2010-11-01 18:39:44 +13:00
Paul Chote
d4182b1929
Tweaks to minimap preview
2010-09-16 22:54:49 +12:00
Paul Chote
051c451867
Support custom tile size ingame
2010-09-15 19:31:21 +12:00
Paul Chote
230d59f655
Tweak visibility; hopefully allows targeting of detected units
2010-08-15 06:18:46 +12:00
Bob
ede160f1b6
move some more (gameplay related) widgets into mods/
2010-07-30 20:55:03 +12:00
Paul Chote
8fab45ae39
Move Cloak, HiddenUnderFog, FrozenUnderFog into Mods.RA; Simplify a pile of related stuff.
2010-07-28 21:11:50 +12:00
Chris Forbes
4cc021adfe
fix dumb crash in minimap -- actors outside the map accessed memory that wasnt part of the bitmap.
2010-07-26 22:16:23 +12:00
Paul Chote
ac526f9762
Split the radar into multiple bitmaps
2010-07-22 22:54:12 +12:00
Paul Chote
d21e9fe093
Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster.
2010-07-22 22:22:53 +12:00
Paul Chote
5198ced5aa
Remove unnecessary check
2010-07-22 20:44:14 +12:00
Paul Chote
5f36933837
Fix custom terrain location
2010-07-22 19:50:41 +12:00
Paul Chote
a234dd4382
New interface for things that show on radar; groundwork for future patches.
2010-07-22 19:50:41 +12:00
Paul Chote
55fd5c3b9b
Halve the perf fail of custom terrain (down to ~4ms)
2010-07-22 01:21:36 +12:00
Paul Chote
db9cfb9ddd
More refactoring and a TODO on custom terrain perf
2010-07-22 01:13:03 +12:00
Paul Chote
2d2362a1a6
Minimap refactoring; don't render the minimap unless we have radar.
2010-07-22 00:15:33 +12:00
Paul Chote
78aff37fe4
Minimap sanity; part 1: rewrite the core radar logic
2010-07-21 23:44:23 +12:00
Paul Chote
58aed632a1
Add sanity to minimap; part 0
2010-07-21 20:50:40 +12:00
alzeih
2f9f539857
big pile of Render refactoring
2010-07-21 18:59:33 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Paul Chote
b3413dc783
Faster bitmap editing
2010-07-15 21:25:02 +12:00
Paul Chote
45061cdf37
Cleaner attempt at rendering map previews on the fly
2010-07-15 21:16:35 +12:00
alzeih
dc1e36f653
smite some more compile warnings (amended to add minimap changes)
2010-07-12 00:51:58 +12:00
Paul Chote
7591434987
Remove hardcoded map references from MapPreviewWidget; prevents information leakage between lobby and map selector and provides groundwork for future patches
2010-07-11 14:25:29 +12:00
Paul Chote
08ee425415
Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes
2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8
Unhardcode terrain types. Needs a bit more work re initialization and bridges
2010-06-26 10:55:29 +12:00
Chris Forbes
0585bade6c
fix information leak in minimap
2010-05-12 19:18:25 +12:00
Chris Forbes
46e465cf33
resources moved off player onto a synced trait
2010-05-12 18:29:25 +12:00
Chris Forbes
f0e5b9728f
unfail slightly player color handling
2010-05-12 17:39:30 +12:00
Chris Forbes
6b82f21569
working orders via minimap
2010-04-28 11:29:36 +12:00
Chris Forbes
2f4df42924
strip a lot of dead crap from Minimap; fix bugs in prev; rudimentary input handler for minimap
2010-04-28 11:14:21 +12:00