Mustafa Alperen Seki
e2f3989f46
Fix that conditions for InitialUnits are not given
2017-12-23 21:22:31 +01:00
reaperrr
04fb0f209d
Spatially partition some actor overlays
2017-12-23 17:56:11 +00:00
Paul Chote
4993e74748
Fix SelectionBox line depths.
2017-12-23 17:32:07 +00:00
Paul Chote
2794b14f52
Calculate actor preview bounds directly.
2017-12-23 17:16:13 +00:00
abcdefg30
3af3299921
Fix a crash in PlaceBuilding.cs
2017-12-22 09:06:27 +00:00
reaperrr
41dd7ca428
Fix NukeLaunch being displayed too early
...
Adding it to ScreenMap from the ctor unconditionally didn't mesh well with potentially being added to world with a delay.
2017-12-22 04:17:18 +02:00
Paul Chote
2ad42b6a7e
Account for visibility when selecting AI superweapon targets.
2017-12-22 02:33:25 +01:00
Paul Chote
1a73a2578b
Make GivesBounty conditional.
2017-12-21 23:52:04 +01:00
Paul Chote
e79680e22c
Add LobbyPrerequisiteCheckbox trait.
2017-12-21 23:52:04 +01:00
reaperrr
14c608786d
Fix ReloadAmmoPool upgrade rule
2017-12-21 21:29:51 +02:00
Paul Chote
c269525397
Fix support power tooltip time coloring.
2017-12-19 00:55:09 +01:00
Paul Chote
30cafcbc25
Use Util.AdjacentCells to determine ExternalCapture validity.
...
This matches the set of cells targeted by MoveAdjacentTo.
2017-12-18 07:47:15 +00:00
reaperrr
85c54e04d9
Replace LINQ in AirStates.CountAntiAirUnits
2017-12-17 21:18:44 +00:00
reaperrr
01a88862b3
Remove IDisable for good
2017-12-17 21:18:44 +00:00
reaperrr
c1cba4ecc1
Make Gate more independent from Building and pausable-conditional
...
Replace Gate IsDisabled checks with IsTraitDisabled/Paused checks
2017-12-17 21:18:44 +00:00
reaperrr
383840135f
Replace IsDisabled checks in production with IsTraitPaused/Disabled checks
...
Note: We might want to separate IsTraitDisabled checks later (possibly make the latter cancel the currently produced item), but that can be done in a follow-up.
2017-12-17 21:18:44 +00:00
reaperrr
3aa8b3ae29
Remove unit.IsDisabled check from AirStates
2017-12-17 21:18:44 +00:00
RoosterDragon
a9d1d374b8
Remove draw line 2D helper method.
...
Callers can provide 3D points easily, and this avoids the need to allocate and slow down enumeration via the points.Select(p => new float3(p, 0)) wrapper.
2017-12-17 01:51:51 +01:00
RoosterDragon
bf21fc5213
Use StringComparison.Ordinal for StartsWith checks in TechTree.cs.
2017-12-17 01:28:25 +01:00
RoosterDragon
13edaefcac
Avoid LINQ when building map domains.
2017-12-17 01:28:25 +01:00
RoosterDragon
dd2ae9fe5e
Avoid LINQ in some Tick methods.
...
As Tick is called often, avoiding allocation overhead in these methods is useful.
2017-12-17 01:28:25 +01:00
Kevin Hinton
86f9b8807e
Add EffectiveOwner to Lua Scripting API.
2017-12-16 18:00:41 +00:00
RoosterDragon
c8c7629bce
Convert some stray spaces to tabs.
2017-12-16 15:53:03 +00:00
Paul Chote
502c3e2bf5
Remove global chat integration.
2017-12-13 21:04:16 +01:00
GSonderling
488cec64b8
Added support for filtering exits by production type.
2017-12-13 04:08:52 +01:00
Arular101
1bf59e885d
Upgrade rules for increasing HP and damage by 10x for the D2K mod
2017-12-12 23:56:25 +01:00
Paul Chote
3ad6a87920
Center the vertical alignment of lobby options if less than the panel height.
...
This also enables an extra row to be shown before triggering the scroll bar.
2017-12-12 22:43:11 +01:00
Paul Chote
3f67feab0e
Rename boolean LobbyOption fields.
2017-12-12 22:43:11 +01:00
Paul Chote
36fccbc453
Add Checkbox/Dropdown to lobby options yaml fields.
2017-12-12 22:43:11 +01:00
Paul Chote
ea32c758eb
Expose default UI labels and tooltips to yaml.
2017-12-12 22:43:11 +01:00
Paul Chote
99908c4d80
Move hardcoded list of lobby options into yaml.
2017-12-12 22:43:11 +01:00
Paul Chote
2e24c14503
Make SpawnMPUnitsInfo fields readonly.
2017-12-12 22:43:11 +01:00
Paul Chote
763630f547
Make DeveloperInfo fields readonly.
2017-12-12 22:43:11 +01:00
Paul Chote
97cdce7448
Add additional metadata to lobby options.
2017-12-12 22:43:11 +01:00
Arular101
b71b2ad523
Upgrade rules for increasing HP and damage by 100x for the TD mod
2017-12-12 22:18:41 +01:00
Arular101
917d6b7627
Upgrade rules for increasing HP and damage by 100x for the RA mod
2017-12-12 20:50:27 +01:00
RoosterDragon
7760c41bd9
Avoid array resizing in OpenAlAsyncLoadSound.
...
- Where it is accessible, use the length of the stream to presize the MemoryStream to the correct size.
- Instead of copying out the result via ToArray, grab the underlying buffer via GetBuffer and use that to create the sound source.
This avoids extraneous copying of the array containing the audio.
2017-12-12 00:01:04 +01:00
RoosterDragon
0899d02377
Avoid allocations when generating RadarSignatureCells.
...
The RadarWidget can supply a reusable buffer to each trait to avoid individual traits having to return new enumerables. Additionally, this allows the two traits to avoid LINQ and further allocations as they can manually enumerate and populate the buffer themselves.
2017-12-12 00:00:51 +01:00
Paul Chote
55b6084b60
Add a lint test for conflicting Interactable and Selectable.
2017-12-11 19:45:07 +01:00
Paul Chote
c87409ed1a
Remove legacy bounds code.
2017-12-11 19:45:07 +01:00
Paul Chote
bf57eceeec
Select highest priority actor when not drag selecting.
2017-12-11 19:45:07 +01:00
Paul Chote
ff5b4b15b3
Introduce IDecorationBounds to replace Actor.SelectionOverlayBounds.
2017-12-11 19:45:07 +01:00
Paul Chote
6f5d035e79
Introduce IMouseBounds and split/rework mouse rectangles.
...
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.
An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00
Paul Chote
8fcc80b05a
Use IRender.ScreenBounds in ScreenMap.
...
Traits are now required to trigger a ScreenMap update whenever they
believe that their ScreenBounds have changed.
2017-12-11 19:45:07 +01:00
Paul Chote
fa65fef4d1
Add IRenderModifier.ModifyScreenBounds to support WithShadow.
2017-12-11 19:45:07 +01:00
Paul Chote
86bfe28ade
Add ScreenBounds method to IRender interface.
...
This method is expected to return Rectangles that cover
the region where Renderables returned by Render may exist.
2017-12-11 19:45:07 +01:00
Paul Chote
46f6263061
Update ScreenMap state in a single pass at the end of the tick.
2017-12-11 19:45:07 +01:00
Paul Chote
373aaee004
Use World.(AddTo|RemoveFrom)Maps in Immobile/Building.
2017-12-11 19:45:07 +01:00
Paul Chote
9e18ec7314
Simplify ScreenMap bounds checking.
2017-12-11 19:45:07 +01:00
Paul Chote
cdc426d162
Add IActorPreview.ScreenBounds.
2017-12-11 19:45:07 +01:00