Paul Chote
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4f42778d26
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Rename VoxelAnimation to ModelAnimation.
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2017-06-14 18:56:06 +02:00 |
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Paul Chote
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e1cd00c1dd
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Add backend plumbing for model loaders.
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2017-06-14 18:56:06 +02:00 |
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rob-v
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b2e6a0484b
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Fix Selecting a map resets player color
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2017-05-14 14:00:45 +01:00 |
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Paul Chote
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cdf2df58a0
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Define RectangularIsometric world coordinate scale along the cell axis.
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2017-05-07 13:45:30 +01:00 |
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Paul Chote
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f6b65c98e4
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Fix PBOG voxel rendering.
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2017-02-07 10:05:06 +00:00 |
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Paul Chote
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956ea5197b
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Fix BGRA channel count.
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2017-02-04 17:05:00 +00:00 |
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Paul Chote
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5e7c816257
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Add support for font scaling.
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2017-01-21 10:59:59 +00:00 |
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Paul Chote
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6599aeb035
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Add support for retina displays on OSX.
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2017-01-21 10:59:59 +00:00 |
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Taryn Hill
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43317e0f5d
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Update copyright notice year to 2017
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2016-12-31 23:46:13 -06:00 |
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Paul Chote
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a16344d347
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Remove "Show Shellmap" setting.
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2016-12-23 11:34:23 +00:00 |
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Paul Chote
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a266dc6639
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Fix shroud rendering outside the map cordon.
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2016-11-19 18:10:12 +00:00 |
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Paul Chote
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4db93f70c7
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Add a cell sanity check to TerrainSpriteLayer.
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2016-11-05 17:44:02 +00:00 |
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Oliver Brakmann
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65b919a7ae
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Merge pull request #12062 from abc013/VoxelShadows
Added a flag ShowShadow in WithVoxelBarrel, WithVoxelBody, …
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2016-09-30 16:04:30 +02:00 |
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RoosterDragon
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2ffea5db54
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Change Game.RunTime to a long to prevent overflow.
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2016-09-20 19:06:10 +01:00 |
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abc013
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b9d1f373fe
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Added a flag ShowShadow in WithVoxelBarrel, WithVoxelBody, WithVoxelTurret, WithVoxelUnloadBody and WithVoxelWalkerBody
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2016-09-20 13:34:05 +02:00 |
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Oliver Brakmann
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1059d5b88d
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Add a Shadow option to LabelWidget and ButtonWidget
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2016-09-02 20:58:46 +02:00 |
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Oliver Brakmann
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8ad18ad161
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Rewrite color inversal in a reusable way
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2016-09-02 20:58:46 +02:00 |
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Paul Chote
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3082c61e75
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Add depth buffer support to tactical overlays.
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2016-08-27 15:43:20 +01:00 |
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Paul Chote
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c092c93401
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Add depth buffer support to debug overlays.
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2016-08-27 15:43:20 +01:00 |
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Paul Chote
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50da18cd22
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Add depth buffer support to RgbaColorRenderer.
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2016-08-27 15:43:20 +01:00 |
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Oliver Brakmann
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b3c4ecd7c5
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Merge pull request #11881 from reaperrr/always-visible-bar
Allow keeping empty selection bars visible
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2016-08-26 14:56:29 +02:00 |
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reaperrr
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39034b0de9
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Allow keeping empty selection bars visible
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2016-08-25 20:40:56 +02:00 |
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Paul Chote
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d2f5fe7380
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Draw order generator renderables above the shroud.
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2016-08-22 20:27:59 +01:00 |
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Paul Chote
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69b358ec7b
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Add IEffectAboveShroud for effects that draw above the shroud.
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2016-08-22 20:27:58 +01:00 |
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Paul Chote
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ed349f9086
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Remove health bar rendering duplication.
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2016-08-22 20:27:58 +01:00 |
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Paul Chote
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6354686b58
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Introduce IRenderAboveShroud interface.
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2016-08-22 17:45:25 +01:00 |
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Paul Chote
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11805bb567
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Rename and tweak post-render interfaces.
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2016-08-22 17:40:05 +01:00 |
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Paul Chote
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f0306e7cc2
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Render voxels with an approximately-correct z-offset.
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2016-08-21 12:43:16 +01:00 |
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Paul Chote
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860e92a2a6
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Rename IGraphicsDevice.cs to PlatformInterfaces.cs.
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2016-08-06 19:53:50 +01:00 |
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Paul Chote
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9437a86e7e
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Remove legacy sound code and simplify platform init.
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2016-08-06 19:53:50 +01:00 |
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Paul Chote
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0371727596
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Allow sequences to define depth offsets via sprites.
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2016-07-13 22:22:13 +01:00 |
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Paul Chote
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983abee1ed
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Support tracking multiple sprites in SpriteCache.
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2016-07-13 21:03:31 +01:00 |
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Paul Chote
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37c5e9e0b0
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Fix incorrect secondary data channel in FastCreateQuad.
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2016-07-13 21:03:30 +01:00 |
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abcdefg30
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aa53ff2b29
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Fix possible NREs in RenderAsync in VoxelRenderer.cs
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2016-06-08 18:36:22 +02:00 |
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Paul Chote
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b4d1517d0d
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Set yaml filename when loading from FileSystem.
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2016-06-04 15:23:44 +01:00 |
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RoosterDragon
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a4949ff1d5
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Only check for and render selection bars for actors on screen.
This avoids expensive FogObscures checks and saves drawing selections bars for actors that are offscreen anyway.
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2016-05-29 20:57:45 +01:00 |
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reaperrr
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b28f588733
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Merge pull request #11124 from pchote/tileset-depth
Add tileset depth metadata support.
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2016-04-21 22:59:42 +02:00 |
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Paul Chote
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756d2428d9
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Add depth support to TileSet.
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2016-04-21 17:23:08 +01:00 |
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RoosterDragon
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178fcfaf8c
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Use Contains method on Selection when possible.
This allows the set to be utilized for a fast check, rather than degrading to a linear search via LINQ.
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2016-04-19 21:19:36 +01:00 |
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Paul Chote
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5d0990f1c6
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Removing remaining SheetType.DualIndexed plumbing.
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2016-04-15 16:53:37 -04:00 |
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Paul Chote
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3a37551812
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Remove SheetType.DualIndexed from terrain rendering.
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2016-04-15 16:53:37 -04:00 |
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Paul Chote
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b68fee9521
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Remove SheetType.DualIndexed from voxel rendering.
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2016-04-15 16:46:47 -04:00 |
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Paul Chote
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7c67b10d28
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Add a secondary texture coordinate to Vertex.
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2016-04-15 16:46:47 -04:00 |
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Paul Chote
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2915db67c4
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Add depth buffer support to sprites and sequences.
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2016-04-15 09:42:29 -04:00 |
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Paul Chote
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2634643d91
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Write z data to the depth buffer.
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2016-04-15 09:42:29 -04:00 |
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reaperrr
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0861c9f6fa
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Merge pull request #11058 from pchote/terrain-vertex-depth
Use vertex depths for rendering terrain depth preview.
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2016-04-10 16:13:50 +02:00 |
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Paul Chote
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7315ffbcb7
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Fix outdated file headers.
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2016-04-10 09:41:12 -04:00 |
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Paul Chote
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dabea59b7d
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Pass depth scale factors to vertex shaders.
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2016-04-10 09:41:01 -04:00 |
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Paul Chote
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c00ef40151
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Add float3 support to TerrainSpriteLayer.
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2016-04-10 09:41:01 -04:00 |
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Paul Chote
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19a276da2b
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Replace float[] with float3 in voxel renderer.
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2016-04-10 09:41:01 -04:00 |
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