Paul Chote
919181e04d
Clean up viewport internals.
2013-10-05 21:01:22 +13:00
Paul Chote
0b560bfc6e
Move more viewport lookups to WorldRenderer.
2013-10-05 21:01:21 +13:00
Paul Chote
3002c4b77d
Use SpriteRenderables for tile overlays.
2013-09-27 15:41:33 +12:00
Paul Chote
cad46e43c5
Add WorldRenderer parameter to WorldLoaded.
2013-09-27 15:29:44 +12:00
Matthias Mailänder
ba13c1d982
StyleCop clean Map/*.cs files
2013-08-25 14:30:00 +02:00
Paul Chote
bfaf5446cb
Freeze smudges under fog.
2013-07-25 18:11:54 +12:00
Paul Chote
ac7b93d39d
Fix SmudgeLayer style nits.
2013-07-25 18:11:53 +12:00
Paul Chote
7beef85a64
Use PaletteReferences everywhere.
2013-06-15 19:16:08 +12:00
Paul Chote
3e1c1096c2
Convert Smoke to world coordinates.
2013-05-17 18:12:29 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
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
Matthias Mailänder
d3915ad291
string AcceptsSmudgeType replaces boolean AcceptSmudge
...
because Dune 2000 has different craters for rock and sand
2012-06-27 13:19:52 +12:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
1d1d0e8bd2
Lazy smudges, fix importer.
2011-02-11 21:50:11 +13:00
Paul Chote
db770eb997
Bake PickAny tiles on map save. Translate maxvalue index to random tile for backwards compat.
2011-02-11 21:50:10 +13:00
Paul Chote
7693f3d16a
Craters and scorches smoke.
2011-02-05 09:19:31 +13:00
Chris Forbes
848622054d
unstatic SpriteLoader
2011-01-26 21:09:07 +13:00
Chris Forbes
1d7f57941e
rename SpriteSheetBuilder to SpriteLoader; it's dumb otherwise
2011-01-26 21:07:54 +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
Bob
e3ddb8f757
cache world.LocalPlayer instead of fetching it repeatedly within loops
2010-11-01 18:39:44 +13:00
Bob
6bbf878314
remove ref to Game.world in Viewport.ShroudBounds
2010-10-12 17:29:09 +13:00
Bob
ab1e930ba3
pass worldRenderer around as necessary
2010-10-12 17:24:07 +13:00
Bob
14e517cab5
Autoflush renderer. Sprite.DrawAt convenience function.
2010-09-24 18:11:03 +12:00
Bob
afda1647fd
moved more traits from engine into mods
2010-09-20 21:17:50 +12:00