Commit Graph

47 Commits

Author SHA1 Message Date
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