Paul Chote
4993e74748
Fix SelectionBox line depths.
2017-12-23 17:32:07 +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
Paul Chote
ff5b4b15b3
Introduce IDecorationBounds to replace Actor.SelectionOverlayBounds.
2017-12-11 19:45:07 +01:00
Paul Chote
cdc426d162
Add IActorPreview.ScreenBounds.
2017-12-11 19:45:07 +01:00
Paul Chote
506b677527
Add ModelAnimation.IsVisible property.
2017-12-11 19:45:07 +01:00
Paul Chote
041431d966
Add ISpriteSequence.Bounds and Animation(WithOffset).ScreenBounds.
...
The bounds define the smallest Rectangle that covers all frames within a sequence.
2017-12-11 19:45:07 +01:00
reaperrr
6711af63eb
Move SelectionBarsRenderable to Mods.Common
2017-11-21 01:00:09 +02:00
reaperrr
be290cfabd
Split Actor.Bounds into RenderBounds and SelectableBounds
...
Additionally, internally renamed VisualBounds to SelectionOverlayBounds to avoid confusion with RenderBounds.
This step was necessary to prevent actors with selectable area smaller than their graphics to be removed too early from ScreenMap even though part of the graphics should still be visible.
RA cruisers were a prime example, but to a lesser extent several other actors were affected as well.
This separation also serves as preparation to determine the final RenderBounds from multiple source bounds later, to fix the remaining ScreenMap issues (building 'bibs', aircraft shadows).
2017-11-21 01:00:09 +02:00
Andre Mohren
10740de6e9
DefaultSpriteSequence now allows derived classes to enhance sprites.
2017-10-14 19:50:05 +02:00
Forcecore
0573f52a37
Add Railgun projectile
2017-07-21 23:18:38 +01:00
Paul Chote
6ca0208694
Rename VoxelPreview to ModelPreview.
2017-06-14 18:56:06 +02:00
Paul Chote
736e70df78
Rename VoxelRenderable to ModelRenderable.
2017-06-14 18:56:06 +02:00
Paul Chote
dc4c3fd546
Rename VoxelRenderer to ModelRenderer.
2017-06-14 18:56:06 +02:00
Paul Chote
4f42778d26
Rename VoxelAnimation to ModelAnimation.
2017-06-14 18:56:06 +02:00
Paul Chote
cdf2df58a0
Define RectangularIsometric world coordinate scale along the cell axis.
2017-05-07 13:45:30 +01:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
RoosterDragon
9f1c872340
Improve some exception types.
2016-09-11 15:14:44 +01:00
Oliver Brakmann
38c16e4f7a
Add a shadow to text drawn in player colors
2016-09-02 20:58:46 +02:00
Paul Chote
3082c61e75
Add depth buffer support to tactical overlays.
2016-08-27 15:43:20 +01:00
Paul Chote
f3bac143e9
Add depth buffer support to beams and contrails.
2016-08-27 15:43:20 +01:00
Paul Chote
c092c93401
Add depth buffer support to debug overlays.
2016-08-27 15:43:20 +01:00
Paul Chote
f0306e7cc2
Render voxels with an approximately-correct z-offset.
2016-08-21 12:43:16 +01:00
Paul Chote
b94b703157
Add a check for bogus Frames / Length combinations.
2016-08-06 21:19:32 +01:00
Paul Chote
0371727596
Allow sequences to define depth offsets via sprites.
2016-07-13 22:22:13 +01:00
Paul Chote
5fbe747de2
Improve logging on sequence error.
2016-07-13 22:22:13 +01:00
teees
4fa3ecfafb
Add DynamicFacingInit.
2016-06-15 20:36:23 +01:00
teees
8724ed29bc
Support dynamic offsets in ActorPreviews.
2016-06-15 20:36:08 +01:00
Paul Chote
2915db67c4
Add depth buffer support to sprites and sequences.
2016-04-15 09:42:29 -04:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
Matthias Mailänder
f6c669d6d4
Merge pull request #10611 from reaperrr/flip-offsets1
...
Make FlipX/FlipY flip respective embedded offsets as well
2016-01-31 18:27:50 +01:00
Paul Chote
ab921682c4
Rewrite yaml merger.
2016-01-30 15:03:56 +00:00
Paul Chote
608b5d1674
Add UseClassicFacingFudge flag for TD/RA.
2016-01-27 21:32:21 +00:00
reaperrr
fd632baa5b
Flip embedded offsets along when flipping sequences
...
Instead of only flipping the sprite, but not the baked-in offsets.
2016-01-26 22:01:27 +01:00
Paul Chote
b0bd252343
Move Util to Mods.Common.
2016-01-19 23:35:18 +00:00
RoosterDragon
8e89a6a696
Simplify names, remove unused usings, remove redundant casts.
2016-01-17 21:35:36 +00:00
RoosterDragon
6156575cd5
Fix parameters sent to DetectionCircleRenderable.
...
The parameters had been accidentally reversed in the builder methods.
2015-12-30 04:26:52 +00:00
Paul Chote
b0806fca92
Use RgbaColorRenderer in SelectionBoxRenderable.
2015-12-19 12:28:10 +00:00
Paul Chote
310222eb0e
Use RgbaColorRenderer for rendering contrails.
2015-12-19 12:28:10 +00:00
Paul Chote
8719b4ed3c
Use RgbaColorRenderer in SpriteRenderable / TextRenderable.
2015-12-19 12:28:10 +00:00
Paul Chote
27f615261a
Use RgbaColorRenderer in VoxelRenderable.
2015-12-19 12:28:09 +00:00
Paul Chote
55433bd27c
Fix voxel shadow geometry position.
2015-12-19 12:28:08 +00:00
Paul Chote
92d0261005
Overhaul LazerZap and AreaBeam rendering.
2015-12-10 23:25:59 +00:00
Paul Chote
170ef577d7
Reimplement RenderDetectionCircle trails.
2015-12-10 23:22:47 +00:00
Paul Chote
e2d43da1d8
Use RgbaColorRenderer for range circle rendering.
2015-12-10 23:22:47 +00:00
Paul Chote
a074bb1d4b
Rename MiniYaml MergeLiberal -> MergePartial, MergeStrict -> Merge.
2015-11-28 17:20:21 +01:00
Oliver Brakmann
d2d4767e94
Merge pull request #9951 from Phrohdoh/explain-node-merge
...
Add a comment explaining some of the sequence parsing code.
2015-11-16 20:02:22 +01:00
evgeniysergeev
ea1115fe46
flip sprites in sequences and frames in combined sequences
2015-11-13 06:31:12 +03:00
Taryn Hill
2fc391c5b8
Add a comment explaining some of the sequence parsing code
2015-11-10 07:17:18 -06:00
Oliver Brakmann
88c20a6654
Merge pull request #9414 from atlimit8/TurretFacingsInit
...
Support loading multiple turret facings
2015-11-01 13:18:17 +01:00