ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
ScottNZ
1a5df86329
Apply a simple constraint to ScreenShaker's multiplier to stop it shaking the game too much
2013-11-09 22:53:32 +13:00
ScottNZ
d74c54d9f7
Add shake multiplier value to ScreenShaker
2013-11-02 17:19:08 +13:00
Paul Chote
33f514001e
Fix viewport-px / world-px confusion in ScreenMap. Fixes #3964 .
2013-10-21 17:57:53 +13:00
Paul Chote
919181e04d
Clean up viewport internals.
2013-10-05 21:01:22 +13:00
Paul Chote
3ae75362bb
Remove WorldUtils.FindFrozenActorsAtMouse.
2013-10-05 21:01:22 +13:00
Paul Chote
1ca9c90565
Add ScreenMap.ActorsAt(MouseInput) overload.
2013-10-05 21:01:21 +13:00
Paul Chote
0b560bfc6e
Move more viewport lookups to WorldRenderer.
2013-10-05 21:01:21 +13:00
Paul Chote
4f354e1474
Batch ActorMap add/removes and filter invalid ActorsInBox. Fixes #3897 .
2013-10-05 13:19:47 +13:00
Paul Chote
85f854ccde
Clean up ActorMap.
2013-10-05 12:59:54 +13:00
Paul Chote
8241718d01
Fix double-rendering regression.
2013-09-29 21:29:10 +13:00
Paul Chote
68a0070fa6
Remove PPos hack from ScreenShaker.
2013-09-27 15:50:45 +12:00
Paul Chote
3002c4b77d
Use SpriteRenderables for tile overlays.
2013-09-27 15:41:33 +12:00
Paul Chote
0dc50c65f5
Remove unnecessary int2 -> PPos -> int2 conversions.
2013-09-27 15:41:32 +12:00
Paul Chote
ad44610e5a
Replace dynamic Actor.Bounds with the (unchanging) relative rect.
2013-09-27 15:39:57 +12:00
Paul Chote
3f8d75a1ac
Remove SpatialBins.
2013-09-27 15:36:51 +12:00
Paul Chote
e03ec690ff
Track actor positions in ActorMap.
2013-09-27 15:36:51 +12:00
Paul Chote
b00cc6108d
Make ActorMap addition explicit.
2013-09-27 15:36:51 +12:00
Paul Chote
4a2a747556
Pull ActorMap back out into a trait.
2013-09-27 15:36:49 +12:00
Paul Chote
dfd51c0caa
Introduce ScreenMap trait for caching screen-coord queries.
2013-09-27 15:36:25 +12:00
Paul Chote
cad46e43c5
Add WorldRenderer parameter to WorldLoaded.
2013-09-27 15:29:44 +12:00
Paul Chote
75ae34b9fe
Move PlayerColorPalette to /Player/ and fix style nits.
2013-09-07 20:49:45 +12:00
Matthias Mailänder
ba13c1d982
StyleCop clean Map/*.cs files
2013-08-25 14:30:00 +02:00
ScottNZ
3e0dd12db6
Make buildings being captured flash the colour of the captor's owner
2013-08-22 14:35:02 +12:00
Paul Chote
8fcbe7bb9e
Fix world visibility checks when shroud is disabled.
2013-08-10 20:15:05 +12:00
Paul Chote
c08f602661
Add lobby options for Shroud and Fog.
2013-08-04 13:04:09 +12:00
Paul Chote
a09bcbd47a
Use the rendered resource state for the harvest order targeter.
2013-07-25 18:11:54 +12:00
Paul Chote
ff4a600d94
Freeze resources under fog.
2013-07-25 18:11:54 +12:00
Paul Chote
e1a7a55f2a
Fix ResourceLayer style nits.
2013-07-25 18:11:54 +12:00
Paul Chote
ecc119cb29
Combine IHasLocation -> IOccupySpace, IMove -> ITeleportable.
2013-07-21 17:33:32 +12:00
Paul Chote
ddd1314613
Convert ScreenShaker to world coords.
2013-07-20 15:34:28 +12:00
Paul Chote
9eaeeffae9
CenterLocation.ToCPos() -> CenterPosition.ToCPos().
2013-07-08 21:52:26 +12:00
Paul Chote
9adfb56f65
Only update vis for actors in the world. Fixes #2726 .
2013-06-22 13:15:38 +12:00
Paul Chote
b95cd0c91f
Add an extra sanity check.
2013-06-22 13:15:38 +12:00
Paul Chote
7bce2017c3
Simplify and increase robustness of Shroud et al. Fixes #3440 .
2013-06-22 13:15:27 +12:00
Paul Chote
7beef85a64
Use PaletteReferences everywhere.
2013-06-15 19:16:08 +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
400ad49de0
Allow maps/mods to properly disable fog or shroud (or both).
2013-04-11 22:36:56 +12:00
Paul Chote
248e815d99
More shroud refactoring.
...
This introduces a hash on Shroud which ShroudRenderer
can observe, removing the need to explicitly twiddle
a dirty flag between objects.
Shroud disabling is now done via RenderPlayer, so
enabling the cheat or winning/losing will now give
vis equivalent to an observer.
2013-04-10 21:08:22 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Scott_NZ
67fcdb5b91
Remove Shroud.Jank() and make all references to it call Shroud.Dirty() instead
2013-04-09 00:18:08 +12:00
Matthias Mailänder
0a82bfe552
format TODO: uniformly to auto-generate task list in MonoDevelop
2013-03-27 09:45:17 +01:00
Matthias Mailänder
a682670b97
update developer commentary
...
for weapon traits, crates and palettes
clarify that you don't need to update the wiki page manually
2013-03-27 09:22:23 +01:00
Chris Forbes
3f273674f7
Merge pull request #2737 from Mailaender/shroud-sync
...
add Shroud, CreatesShroud and RevealsShroud to syncreport.log
2013-03-09 21:09:31 -08:00
Chris Forbes
70e823f526
Merge pull request #2739 from Mailaender/shroud-dev-cheats
...
Additional Developer Shroud Cheats
2013-03-09 21:07:41 -08:00
Matthias Mailänder
de30f0a917
make fog of war rendering optional for classic mods
2013-03-08 09:40:12 +01:00
Matthias Mailänder
58c3b52a1a
add reset exploration developer cheat
2013-03-07 20:32:00 +01:00
Matthias Mailänder
72841a51e6
add shroud, creates shroud and reveals shroud to syncreport
2013-03-06 16:05:31 +01:00
Matthias Mailänder
3d8d116106
fix NullReferenceException in UnHideActor
2013-03-01 10:07:33 +01:00
Chris Forbes
3ab4112631
Merge remote-tracking branch 'pchote/cleanup'
2013-02-28 08:45:47 +13:00