Paul Chote
9bc743068a
Remove WorldRenderer.GetPalette.
2013-02-26 09:35:41 +13:00
Paul Chote
72a9954491
Simplify PaletteReference interface.
2013-02-26 09:35:40 +13:00
Paul Chote
f890ea010e
Pass WorldRenderer to RenderAsTerrain for palette lookup.
2013-02-26 09:24:43 +13:00
Paul Chote
000a5eaa56
Pass WorldRenderer to IRenderModifiers and replace more palette lookups.
2013-02-24 15:45:03 +13:00
Paul Chote
885eec7444
Move effects to WorldRenderer palette lookup.
2013-02-24 15:43:20 +13:00
Paul Chote
95871e6cc1
Add a cache of PaletteReferences to WorldRenderer.
...
I don't expect any perf improvements by using this
cache, as you're simply moving the row lookup from
render-time to fetch-time. However, this is a
cleaner abstraction, and allows us to fail early
if the palette doesn't exist.
2013-02-24 15:43:19 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
Paul Chote
db7887687b
Remove hardcoded list of palette mod exclusions.
2013-02-22 15:04:41 +13:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Tirili
4f505eb6a1
Add ability to disable the shellmap
2011-10-23 13:24:26 +13:00
Chris Forbes
deeef336a1
group IPostRenderSelection impls by type, not by actor
2011-10-23 12:40:08 +13:00
Chris Forbes
ce8267992a
remove self parameter from IPostRenderSelection.RenderAfterWorld
2011-10-23 12:23:15 +13:00
Chris Forbes
227bbc109e
fix wonky indent in WorldRenderer.cs
2011-10-18 14:55:51 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Paul Chote
c84f53c10d
Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061 .
2011-07-27 21:48:32 +12:00
Paul Chote
fc783ddf80
Support custom zoom levels
2011-07-25 22:23:17 +12:00
Paul Chote
926b396605
Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.
2011-07-25 22:23:16 +12:00
Chris Forbes
2da523e824
drop unused WorldRenderer.DrawBox
2011-07-14 20:29:10 +12:00
Chris Forbes
9b3e6c5c4a
remove FP sillyness from FindUnits & friends
2011-05-22 20:38:52 +12:00
Chris Forbes
ccc245ded4
reintroduce Cached<T>; use for Actor.Bounds, Actor.ExtendedBounds, which replace Actor.GetBounds(bool)
2011-05-22 20:38:48 +12:00
Chris Forbes
068ee3320e
saner IPostRender dispatch
2011-05-04 18:02:34 +12:00
Paul Chote
b0425aff3b
Renormalize line endings and fix copyright headers again.
2011-04-07 21:15:42 +12:00
Chris Forbes
8a14662bc1
remove unitinfluence debug, not needed anymore
2011-03-12 22:33:27 +13:00
Chris Forbes
298baac061
add rollovers for health/production
2011-03-05 13:19:13 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
a515f95aed
adjust range circle rendering
2011-02-11 07:11:29 +13:00
Paul Chote
2daeb45bfe
Fix a subtle bug with flying units in spatialbins. Fixes #489 .
2011-02-01 22:06:09 +13:00
Paul Chote
2c0a928b48
Fix terrain being drawn using the cursor palette.
2011-01-27 20:50:02 +13:00
Paul Chote
6776d6f906
Load the main menu without loading mixes or creating a shellmap world. A giant hack.
2011-01-27 20:50:00 +13:00
Chris Forbes
dcec748911
fix #436 bridges in wrong place in render sequence
2010-12-20 19:43:25 +13:00
Paul Chote
c6fad7fe98
Render IPreRenderSelection independently of OG.
2010-12-07 21:45:03 +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
06ed722b7a
Render healthbars / target lines / minefield grids *above* shroud.
2010-11-27 11:20:02 +13:00
Paul Chote
8565b7be0c
Always render actor selection boxes.
2010-11-27 11:20:02 +13:00
Paul Chote
a3861823c9
Fix scissoring for LocalPlayer != null.
2010-11-27 11:20:02 +13:00
Paul Chote
84fd45ad69
Scissor to map edge.
2010-11-27 11:20:02 +13:00
geckosoft
be701007df
Changed: DrawRangeCircle now accepts a float instead of an int
2010-11-23 15:59:04 +13:00
geckosoft
9489196911
Added a new trait : Scale
2010-11-05 19:48:29 +13:00
Bob
94f7c6db97
determine which sprites to render during Render, not Tick
2010-11-01 18:39:50 +13:00
Caleb Anderson
c568dfa486
Contrail trait
2010-10-25 08:29:54 +13:00
Bob
7ca9fcdac9
run the shellmap even while the lobby shows. remove Widget.SpecialOneArg
2010-10-12 18:33:16 +13:00
Bob
4cd3195f9f
call refreshPalette in the right place. make Game.worldRenderer PRIVATE (yay)
2010-10-12 17:29:06 +13:00
Bob
6ea2a06e4b
pass WorldRenderer to Widget.Draw, DrawInner
2010-10-12 17:27:08 +13:00
Bob
597dba8584
untangling WorldRenderer from World
2010-10-12 17:24:23 +13:00
Bob
cb1deacbb2
pass world into CheckSync. don't pass world into Widget.DrawInner
2010-10-12 17:24:12 +13:00
Bob
ab1e930ba3
pass worldRenderer around as necessary
2010-10-12 17:24:07 +13:00
Bob
26d1db778e
push the check-synchash-doesn't-change pattern into a utility fn. furthur reduce the number of uses on Game.world
2010-10-07 22:07:11 +13:00
Bob
14e517cab5
Autoflush renderer. Sprite.DrawAt convenience function.
2010-09-24 18:11:03 +12:00