Chris Forbes
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dcec748911
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fix #436 bridges in wrong place in render sequence
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2010-12-20 19:43:25 +13:00 |
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Paul Chote
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c6fad7fe98
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Render IPreRenderSelection independently of OG.
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2010-12-07 21:45:03 +13:00 |
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Paul Chote
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fb0e399ab9
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Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
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2010-11-27 11:20:04 +13:00 |
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Paul Chote
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7c5c989eb2
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Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
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2010-11-27 11:20:04 +13:00 |
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Paul Chote
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41fd19c766
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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.
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2010-11-27 11:20:03 +13:00 |
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Paul Chote
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06ed722b7a
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Render healthbars / target lines / minefield grids *above* shroud.
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2010-11-27 11:20:02 +13:00 |
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Paul Chote
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8565b7be0c
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Always render actor selection boxes.
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2010-11-27 11:20:02 +13:00 |
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Paul Chote
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a3861823c9
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Fix scissoring for LocalPlayer != null.
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2010-11-27 11:20:02 +13:00 |
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Paul Chote
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84fd45ad69
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Scissor to map edge.
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2010-11-27 11:20:02 +13:00 |
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geckosoft
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be701007df
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Changed: DrawRangeCircle now accepts a float instead of an int
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2010-11-23 15:59:04 +13:00 |
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geckosoft
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9489196911
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Added a new trait : Scale
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2010-11-05 19:48:29 +13:00 |
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Bob
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94f7c6db97
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determine which sprites to render during Render, not Tick
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2010-11-01 18:39:50 +13:00 |
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Caleb Anderson
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c568dfa486
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Contrail trait
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2010-10-25 08:29:54 +13:00 |
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Bob
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7ca9fcdac9
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run the shellmap even while the lobby shows. remove Widget.SpecialOneArg
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2010-10-12 18:33:16 +13:00 |
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Bob
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4cd3195f9f
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call refreshPalette in the right place. make Game.worldRenderer PRIVATE (yay)
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2010-10-12 17:29:06 +13:00 |
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Bob
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6ea2a06e4b
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pass WorldRenderer to Widget.Draw, DrawInner
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2010-10-12 17:27:08 +13:00 |
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Bob
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597dba8584
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untangling WorldRenderer from World
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2010-10-12 17:24:23 +13:00 |
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Bob
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cb1deacbb2
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pass world into CheckSync. don't pass world into Widget.DrawInner
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2010-10-12 17:24:12 +13:00 |
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Bob
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ab1e930ba3
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pass worldRenderer around as necessary
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2010-10-12 17:24:07 +13:00 |
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Bob
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26d1db778e
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push the check-synchash-doesn't-change pattern into a utility fn. furthur reduce the number of uses on Game.world
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2010-10-07 22:07:11 +13:00 |
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Bob
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14e517cab5
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Autoflush renderer. Sprite.DrawAt convenience function.
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2010-09-24 18:11:03 +12:00 |
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Bob
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aff6889995
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moved traits from engine into mod
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2010-09-20 20:58:42 +12:00 |
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Chris Forbes
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83eae029b7
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add explicit Z to Renderable. eating my hat, etc.
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2010-09-17 20:21:21 +12:00 |
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Chris Forbes
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82875e15f9
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remove some bogosity; there will likely be regressions, but not a huge deal.
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2010-09-16 17:50:52 +12:00 |
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Chris Forbes
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d6f8b7d850
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fix z-order bug
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2010-09-16 17:43:17 +12:00 |
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Paul Chote
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be47fb55e8
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Initial support for custom tile sizes
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2010-09-15 19:31:21 +12:00 |
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Paul Chote
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694fd84188
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Clean up custom color palette
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2010-08-15 00:18:06 +12:00 |
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alzeih
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d9a423b596
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Smite Indexdebug, tidy up dev mode
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2010-07-26 22:23:24 +12:00 |
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alzeih
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30241ddccc
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Locate devmode code largely in the trait, reduce exploitability.
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2010-07-26 22:23:24 +12:00 |
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Paul Chote
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305fa03355
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Kill Controller
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2010-07-26 20:14:35 +12:00 |
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Chris Forbes
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69d30ac71b
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RenderBeforeWorld/RenderAfterWorld split. still need to sort out which behavior belongs where.
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2010-07-26 18:19:39 +12:00 |
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alzeih
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130b4d29b4
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Move SelectedUnit drawing stuff out of WorldRenderer into Selectable with IRenderSelection
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2010-07-26 02:25:52 +12:00 |
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Chris Forbes
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f2bfa8e2ee
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reinstate range circles; IRenderSelection allows arb. plugging in of these things
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2010-07-25 15:56:40 +12:00 |
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alzeih
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2f9f539857
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big pile of Render refactoring
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2010-07-21 18:59:33 +12:00 |
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alzeih
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4065a4f6a2
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WorldRenderer now uses the global renderers too
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2010-07-21 18:17:43 +12:00 |
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alzeih
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846971836a
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adjust path debug for altitude
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2010-07-21 14:17:14 +12:00 |
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Paul Chote
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d3df8e6abd
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Remove debug spam
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2010-07-21 00:28:14 +12:00 |
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Chris Forbes
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d5f12dd8ee
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trim down license spam in all files
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2010-07-18 16:48:21 +12:00 |
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Paul Chote
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c4442f07da
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Sliders change the preview palette and update client data; Need a better algorithm for picking color2
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2010-07-16 23:34:42 +12:00 |
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Paul Chote
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8abc8e03cb
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Shift player palette definitions onto the player/client. Needs ui; for now everyone is teal.
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2010-07-16 20:51:20 +12:00 |
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Chris Forbes
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0cf39991db
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new range circle renderer; faster minefield renderer
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2010-06-24 21:51:21 +12:00 |
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Chris Forbes
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e56339897f
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add additional debug to WorldRenderer.DrawUnitPath so we can see waypoint density, etc
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2010-06-24 21:51:21 +12:00 |
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Paul Chote
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7d717592c7
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Rename IMovement -> IMove; Move GetCurrentPath from Mobile to IMove and implement for aircraft; fix regressions in Helicopter (ITick) and remove unused cruft from Aircraft (IOccupySpace).
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2010-06-24 21:51:21 +12:00 |
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Paul Chote
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5f83f97747
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Link harvesters with refineries.
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2010-06-15 20:05:49 +12:00 |
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Paul Chote
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de6434c0f1
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Use the same model for ra (but let proc hold ore as before)
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2010-06-13 22:00:39 +12:00 |
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Chris Forbes
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1bd7a9b590
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visualize minefields in OG
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2010-06-11 17:53:35 +12:00 |
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Chris Forbes
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47af8fc8f2
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detectors
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2010-05-19 19:20:31 +12:00 |
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Chris Forbes
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9e705a3bcd
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ridiculous perf win in SmudgeLayer
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2010-04-18 18:22:44 +12:00 |
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Chris Forbes
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1bd9e4b395
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only compute a new drawlist on tick, not render
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2010-04-18 17:59:24 +12:00 |
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Chris Forbes
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720f475060
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remove dead rect arg in WorldRenderer.DrawSpriteList
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2010-04-18 16:22:01 +12:00 |
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