Commit Graph

6055 Commits

Author SHA1 Message Date
Mustafa Alperen Seki
6bb7ab0f97 Add GrantConditionOnCombatantOwner. 2020-11-02 21:27:37 +00:00
Matthias Mailänder
b32346d65f Add a range marker to the nuke targeter. 2020-11-02 10:13:29 +00:00
darkademic
8f9c212921 Make AI randomly select from map squares with above average attractiveness when using support powers. 2020-11-01 21:20:00 +00:00
abc013
13596c1474 Add offset to Explodes. 2020-10-31 17:48:21 +01:00
abc013
bb71b59e18 Improve explosion determination. 2020-10-31 14:55:13 +01:00
abc013
f2797c711c Add InvalidBounceTerrain parameter to Projectile. 2020-10-31 14:55:13 +01:00
Paul Chote
6b6b1e56e6 Resolve random players and spawn points in server replays. 2020-10-31 14:31:44 +01:00
abcdefg30
7b75a78e38 Fix free-of-charge repairing still costing credits 2020-10-30 15:12:47 +01:00
dnqbob
48f4a98c6a Fix AI air squad misbehaving in TS maps
Change Cpos to Mpos by Pchote
2020-10-30 09:20:01 +01:00
abcdefg30
774f2e0852 Fix Production.cs not properly using INotifyCreated 2020-10-29 21:42:03 +00:00
abcdefg30
f5a963ac47 Production now uses nearest exit to rally point. 2020-10-29 21:42:03 +00:00
Mustafa Alperen Seki
4cdbf74256 Add Align: to SupportPowerTimerWidget. 2020-10-29 19:46:51 +01:00
Paul Chote
72c82cb080 Remove BuildingInfluence trait. 2020-10-26 16:51:12 +01:00
Paul Chote
b9dd59cd63 Remove BuildingInfluence from building adjacency check. 2020-10-26 16:51:12 +01:00
Paul Chote
79019b06ca Remove BuildingInfluence from Plug placement. 2020-10-26 16:51:12 +01:00
Paul Chote
90b25be1b6 Remove BuildingInfluence from ResourceLayer. 2020-10-26 16:51:12 +01:00
Paul Chote
e4faa6b0f0 Remove BuildingInfluence from Aircraft. 2020-10-26 16:51:12 +01:00
Paul Chote
5e032edd28 Remove redundant BuildingInfluence checks.
Buildings are already excluded by the ActorMap checks.
2020-10-26 16:51:12 +01:00
Vapre
63d597e4ad ShroudRenderer UpdateShroud only when at least one cell is dirty.
UpdateShroud shows up in profile reports as one of the most
active methods (2.3% CPU time, main mono thread).

This commit introduces `anyCellDirty` to indicate that at lease one
of the cells was marked as dirty.

Avoiding the need to traverse all projected cells of the map
to find any dirty cell.

This reduces the number of shroud updates by at least 50% during a
test game. I assume this is related to renders occurring more
often than logic ticks(?).
2020-10-25 23:01:19 +01:00
abcdefg30
538623c835 Add a lint check for player counts 2020-10-24 10:09:22 +02:00
Paul Chote
daa8c74c37 Improve Replaceable logic:
- Remove BuildingInfluence checks
- Support multiple Replaceable/Replacement traits on the same actors
- Fix description typos
2020-10-22 22:15:43 +02:00
Mustafa Alperen Seki
8aeec24c9b Add DamageTypes to Demolition 2020-10-21 18:41:16 +02:00
Matthias Mailänder
5e42c03afc Replace more \n characters with write lines. 2020-10-19 22:37:01 +01:00
Matthias Mailänder
58726160a9 Reduce the indention level to show the table of contents. 2020-10-19 22:37:01 +01:00
Matthias Mailänder
8cd9215756 Add an additional new line before the unordered list. 2020-10-19 22:37:01 +01:00
Paul Chote
f79e1cacf0 Fix and document FMV scanline rendering. 2020-10-18 20:15:11 +02:00
Paul Chote
82069db724 Fix FMV aspect ratio. 2020-10-18 20:15:11 +02:00
Paul Chote
5a7dc385a3 Remove obsolete LocomotorInfo caching. 2020-10-18 18:19:56 +02:00
darkademic
49e7a33db0 Fixed WithRangeCircle when Visibility is set to Always. 2020-10-18 18:06:22 +02:00
Matthias Mailänder
14fc0254c6 Make all range circles fully configurable. 2020-10-18 15:08:17 +01:00
abcdefg30
a7bb217887 Make the calculation of DesiredLocalFacing more readable 2020-10-18 14:48:05 +01:00
RoosterDragon
e11c8436bd Misc changes to reduce allocation:
- Avoid creating new strings in SpriteRenderer.Flush.
- ProductionQueue.CancelUnbuildableItems can exit early if the queue is empty. It can also use a set of names for quicker lookups.
- OpenGL.CheckGLError avoids a Enum.HasFlag call.
2020-10-17 23:48:48 +02:00
RoosterDragon
8d3cec5bea When a render method has nothing to render, eagerly return.
By eagerly returning an empty enumerable in these cases, this avoids allocating an enumerable for the whole render method if nothing will be drawn.
2020-10-17 23:48:48 +02:00
RoosterDragon
71e3ca4493 Sort renderables in-place in WorldRenderer.GenerateRenderables 2020-10-17 23:48:48 +02:00
RoosterDragon
2adee1e374 Use HasMovementType to avoid Enum.HasFlag allocations. 2020-10-17 23:48:48 +02:00
RoosterDragon
094ccf76b0 Prefer Min/MaxBy overloads to OrderBy().First() patterns 2020-10-17 23:48:48 +02:00
RoosterDragon
bb116034c7 Avoid or reduce LINQ allocations required in various areas. 2020-10-17 23:48:48 +02:00
Paul Chote
da53d5b776 Fix a divide by zero crash in Move. 2020-10-17 22:31:35 +02:00
abcdefg30
75fe0e524f Fix units not attack moving to waypoints after resupply/takeoff 2020-10-17 19:48:54 +01:00
Matthias Mailänder
0ded0355c1 Allow mod code to set rally point indicators. 2020-10-16 18:14:33 +01:00
Matthias Mailänder
0d64fa549b Fix the command bar selecting dead units
and crashing while doing a trait lookup on them.
2020-10-14 19:58:24 +02:00
Curtis Shmyr
8d5ed65feb Remove effective owner check when choosing armament 2020-10-14 19:52:34 +02:00
Paul Chote
a375f0e58a Rewrite spawn point assignment logic. 2020-10-13 20:41:39 +02:00
Curtis Shmyr
c0cbca26ea Use lobby option display values when clients join 2020-10-12 22:05:35 +02:00
Paul Chote
87c5cc96ad Add an "Automatic" GL profile. 2020-10-12 12:24:22 +02:00
Paul Chote
dd7b8b24af Use tileset ID in sequences instead of the TileSet object. 2020-10-11 01:23:15 +02:00
abcdefg30
6dcb701d1d Fix a crash in AIUtils 2020-10-10 17:54:55 +02:00
dnqbob
ca8341d432 Avoid WaterCheck crash in base builder 2020-10-10 11:44:43 +02:00
Paul Chote
dd18829def Traits: add ICreatePlayersInfo
Signed-off-by: Clément Bœsch <u@pkh.me>
2020-10-10 01:17:39 +02:00
Paul Chote
60df247416 Streamline SpawnOccupant management. 2020-10-09 12:19:19 +02:00