huwpascoe
330cb0c488
UncloakOnUnload is now on by default.
2014-08-29 19:57:45 +01:00
Alexander Fast
070d00c678
Fixes year numbers in license text in file headers.
2014-08-21 11:27:52 +02:00
Paul Chote
1a4f476ffa
Replace CloakCrateAction with upgrades.
2014-08-07 20:44:30 +12:00
Taryn Hill
da001385ae
Added some trait [Desc()]s.
2014-07-12 13:31:14 -05:00
WolfGaming
ff313a3886
Added UncloakOnAttack variable to Cloak
2014-05-17 00:42:45 +00:00
ScottNZ
acea219f55
Remove actor generation increment when entering cloak
2014-03-14 22:33:37 +13:00
ScottNZ
15019d5b06
Add CloakTypes to prevent ships from detecting cloaked non-submarine units etc
2014-03-14 22:33:35 +13:00
ScottNZ
f80710ac7a
Let cloaked units optionally uncloak when unloading
2014-03-14 22:33:34 +13:00
reaperrr
60e861e6e4
Sets cloak and uncloak sound defaults to null.
2013-11-21 16:33:56 +01:00
Paul Chote
9bbeb63989
Fix cloak detectors revealing for everyone.
...
They now only reveal for their owner and their allies.
2013-08-22 19:29:05 +12:00
Paul Chote
1e53434e45
Simplify cloak crate behavior.
...
This removes the runtime trait addition which
prevented Cloak from being cached.
The CloakCrateAction in D2K was never used, so
has also been removed.
2013-08-22 19:29:05 +12:00
Paul Chote
e5e9ff95d0
Fix Cloak style nits.
2013-08-22 19:29:05 +12:00
Paul Chote
e4d66b3d7a
Increment actor generation on cloak.
2013-08-22 19:29:00 +12:00
Paul Chote
755fa6eaf4
Include Armament and Barrel in INotifyAttack.
2013-08-03 16:21:57 +12:00
Paul Chote
15688eed13
Allow Animation to generate its own Renderables.
2013-07-15 20:54:02 +12:00
Paul Chote
11cebddaa9
Convert Sound.Play* to WPos.
2013-07-11 17:37:27 +12:00
Paul Chote
ca5f2c3785
Split Renderable into an IRenderable interface and SpriteRenderable implementation.
2013-05-17 18:12:28 +12:00
Paul Chote
656476991f
Replace ColorRamp with HSLColor everywhere.
...
Fixes:
* Nuclear-purple color exploit.
* #3247 .
* Removes a bunch of unnecessary color conversions every frame.
Caveats:
* The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors).
* It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care).
* The old ColorRamp setting isn't migrated, so players will lose their color settings.
2013-05-10 19:23:30 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Matthias Mailänder
e7e74aac3c
allow the cloak palette to stay empty and use it for mines
2013-04-08 19:29:55 +02:00
Chris Forbes
3b95708811
fix desync in Cloak.IsVisible
2013-04-07 15:17:06 +12:00
Matthias Mailänder
75395de526
fixes #2918 cloaked units invisible to spectators
2013-04-02 20:43:31 +02:00
Paul Chote
000a5eaa56
Pass WorldRenderer to IRenderModifiers and replace more palette lookups.
2013-02-24 15:45:03 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
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
489fdc1893
add CloakInfo.UncloakOnMove option
2012-09-23 17:15:16 +12:00
earthpig
f0001856bc
To go along with introducing the 'cloaked hbox', ensure that the cloak is disabled if at low power.
2012-05-22 17:18:54 +12:00
Chris Forbes
16e00c1f12
shimmering cloak in cnc
2012-04-25 22:24:38 +12:00
Chris Forbes
87271a0a56
make cloak palette configurable
2012-04-25 21:45:38 +12:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
8cc455d23f
fix #1105 ; decloak sound was never used
2011-08-21 10:21:07 +12:00
Paul Chote
f360559869
Remove some crap from Cloak.
2011-06-30 23:54:42 +12:00
Paul Chote
794dcac4d2
Create INotifyDamageStateChanged for nearly everything else that used INotifyDamage.
2011-04-16 11:51:34 +12:00
Paul Chote
b0425aff3b
Renormalize line endings and fix copyright headers again.
2011-04-07 21:15:42 +12:00
Chris Forbes
a3994df925
queries dies
2011-03-17 22:09:10 +13:00
Chris Forbes
ff44e34d89
dont be detected by friendly detectors
2011-03-16 20:48:34 +13:00
Chris Forbes
d7ed0233b0
fix crash with cloaking units and replays
2011-03-06 11:34:19 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
f52620f6fc
add ISync to all traits that have [Sync] members
2011-01-26 21:00:28 +13:00
Chris Forbes
3426b52247
add ColorRamp type; change everything to use it; maps not yet upgraded
2011-01-08 18:17:18 +13:00
Paul Chote
434ea26950
Fix cloaked units.
2010-11-27 11:28:22 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Bob
e7a07ea9c3
Add target param to INotifyAttack. Remove target field from AttackOmni
2010-11-14 16:03:01 +13:00
Paul Chote
45a4935b01
Cannot cloak if critical health
2010-08-15 06:18:47 +12:00
Paul Chote
7f191887ec
Revamp cloak model
2010-08-15 06:18:46 +12:00
Chris Forbes
765bedb592
add cloak crate action to cnc
2010-08-01 00:21:20 +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