Commit Graph

1447 Commits

Author SHA1 Message Date
penev92
87b92b53a4 Reworked ISoundFormat.LengthInSeconds implementations 2022-01-09 18:40:32 +01:00
penev92
abea3a0f74 Fixed AudFormat and WavFormat implementations of ISoundFormat.LengthInSeconds
- Fixed a rounding issue in `WavReader.WaveLength()`.
- Fixed `AudReader.SoundLength()` not resetting the stream position.
- Fixed crashes caused by disposed streams because `LengthInSeconds` would try and calculate the length on the fly. It is now precalculated and cached (making it consistent across all 5 current `ISoundFormat` implementations).
- Fixed a crash in `AudReader.LoadSound()`'s `out Func<Stream> result` because that func would try and access the disposed stream's `Length` property. That works for `SegmentStream`, but not for `FileStream`.
- Fixed frameCount/soundLength label positioning in the AssetBrowser window to avoid text clipping .
2022-01-09 18:40:32 +01:00
Matthias Mailänder
9d905d8291 Remove unused parameters and variables. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
07815143f1 Fix CA1825 warnings on empty array initialisation. 2021-12-06 13:19:28 +01:00
RoosterDragon
727084c5fc Run spell check over solution 2021-12-05 19:23:43 +01:00
abcdefg30
9916e4c4ac Fix a crash in the TSEditorResourceLayer neighbour validation 2021-11-11 15:09:24 +01:00
abcdefg30
31cec0c17f Fix a crash in the TSResourceLayer neighbour validation 2021-11-11 15:09:24 +01:00
RoosterDragon
3bee524c6b Avoid allocation in PackageEntry.HashFilename
This is a very frequently called method during loading, and taking some care to avoid allocations improves performance noticeably.
2021-10-24 21:40:01 +02:00
penev92
f056cbba13 Added a bunch of TraitLocationAttributes
Also moved a few traits to their proper subfolders.
2021-10-16 20:52:50 +02:00
penev92
8ba6d13b2f Removed unused using directives 2021-10-15 13:12:33 +02:00
Zimmermann Gyula
a13d046304 Add twinkle effects to the gems. 2021-10-02 20:17:03 +02:00
Matthias Mailänder
a2a668077c Refactor RandomDelay:
Allow different types of random
and reflect other use cases by renaming.
2021-10-02 20:17:03 +02:00
Paul Chote
7f94d67d39 Replace Map.CustomTerrain radar colors with IRadarTerrainLayer.
* TSVeinsRenderer now shows border cells on the radar
* BuildableTerrainLayer now uses the radar colors defined on the individual tiles
* CliffBackImpassabilityLayer no longer overrides the underlying terrain color.
2021-08-21 14:16:02 +02:00
Paul Chote
a9c6430924 Fix TS map importer:
- Fix infantry subcells and facing
- Import sandbags/walls.
2021-08-20 20:17:55 +02:00
Matthias Mailänder
f1f5df3749 Fix .shp icons being misdetected as .wsa animations. 2021-07-12 11:49:06 +02:00
Matthias Mailänder
af0b7621d2 Minor fixes. 2021-07-12 00:35:16 +02:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
tjk-ws
a893cf9cb6 Unhardcode weapon ammo consumption
fix gh actions
2021-06-11 10:21:24 -05:00
Paul Chote
98caae106f Move Palette traits to their own directory.
Also adds missing TraitLocation definitions.
2021-05-15 15:29:46 +02:00
Paul Chote
4042d5b179 Preserve original brightness when remapping player colors. 2021-05-15 15:29:46 +02:00
teinarss
10676be377 Replace F extension with string interpolation 2021-05-08 22:20:59 +02:00
reaperrr
e3fd54e147 Replace * 25 in internal tick defaults with actual total
While the idea behind it is understandable,
this was inconsistent with the bulk of other defaults.
2021-04-19 20:03:08 +02:00
CrazyAlex25
2d05e10819 Modify build properties 2021-04-12 00:44:17 +02:00
Matthias Mailänder
5a0bcc01a6 Add a lint check for trait placement on hardcoded actor names. 2021-04-11 20:20:00 +02:00
Paul Chote
bc286b78bf Add AnyBuildingAt method to BuildingInfluence. 2021-04-10 14:28:31 +02:00
teinarss
8b0a3ea680 Remove our own impl of ReadOnlyList and update usages 2021-04-03 11:33:31 +02:00
teinarss
e12ff2c59d Remove our own ReadOnlyDictionary and update usages 2021-04-03 11:33:31 +02:00
Matthias Mailänder
a02737107e Add a .wsa file reader. 2021-04-03 11:19:06 +02:00
Andre Mohren
3f510b6d93 Make ISpriteLoader aware of the source file name. 2021-03-27 17:36:59 +01:00
teinarss
d60c05eff3 Change to use pattern matching 2021-03-27 17:29:20 +01:00
Matthias Mailänder
bbbed49f82 Add a lint check for cursor definitions. 2021-03-20 17:37:16 +01:00
Matthias Mailänder
cefb2e7cc6 Remove unused trait lookup. 2021-03-20 17:37:16 +01:00
Paul Chote
5832ec76d4 Render integrated muzzle flashes as their own tint-ignoring animations. 2021-03-20 17:15:56 +01:00
Paul Chote
0c52d275fa Add TransparentIndex to PaletteFromFile. 2021-03-20 17:15:56 +01:00
Paul Chote
0e270bec56 Restrict Chronoshiftable trait to Mobile and Husk actors. 2021-03-20 17:04:42 +01:00
Paul Chote
fcc3008b00 Implement proper TS Tiberium and Vein logic. 2021-03-20 16:45:41 +01:00
Paul Chote
80e92849da Replace ResourceType with strings in interfaces/public methods. 2021-03-20 16:45:41 +01:00
Paul Chote
dcd8eccee4 Replace ResourceLayer references with IResourceLayer in traits/warheads. 2021-03-20 16:45:41 +01:00
Paul Chote
1dc26a9b8e Pass resource type and count to IAcceptResources instead of the value. 2021-03-20 16:45:41 +01:00
teinarss
6b74093c04 Add readonly to structs 2021-03-14 15:17:57 +01:00
reaperrr
2473b8763b Rename methods/activities with Visual in them
While they may be only 'visual' in terms of influence/cell grid,
they all do update CenterPosition, which is essentially the
actual world position of the actor.
'Visual' would imply that it only affects the position where the
actor is drawn, which is inaccurate.
Furthermore, using the term 'Visual' here would make
naming future methods/properties related to visual interpolation
unnecessarily complicated, because that's where we might
need a real 'Visual(Only)Position'.
2021-03-08 11:19:11 +01:00
teinarss
ed43071792 Compile engine and mod dlls as NET5 when not using mono 2021-03-07 16:04:57 +00:00
teinarss
4a1e4f3e16 Use expression body syntax 2021-03-07 13:00:52 +00:00
teinarss
ed295ae315 Change throw exceptions to use nameof in parameter 2021-02-28 18:43:51 +01:00
Paul Chote
0975102e92 Add Alpha support to sequences.
Alpha can specify a single value for the sequence
or values for each frame in the sequence.

AlphaFade: True can be specified to linearly fade
to transparent over the length of the animation.
2021-02-24 19:20:48 +01:00
penev92
1c1af89bb9 Fixed D2k VQA videos crashing the game 2021-02-19 13:38:12 +01:00
Paul Chote
f661d1ba48 Remove OLDLST campaign overrides. 2021-02-14 18:13:21 +01:00
Paul Chote
fb0031d34a Rename remaining Stance references to PlayerRelationship. 2021-02-04 23:14:09 +01:00
Paul Chote
62433ecb8b Prevent AttackPopupTurreted.TickIdle from running while disabled. 2021-01-30 13:16:58 +01:00
teinarss
58313520f0 Change renderables to class to avoid boxing 2021-01-29 00:24:27 +01:00