Mustafa Alperen Seki
7bf3d5d7f6
Fix Cruiser's Turret
2017-12-23 13:16:41 +01:00
Mustafa Alperen Seki
27cc487575
Add Harkonnen 9a
2017-12-22 12:22:08 +01:00
abcdefg30
3af3299921
Fix a crash in PlaceBuilding.cs
2017-12-22 09:06:27 +00:00
reaperrr
41dd7ca428
Fix NukeLaunch being displayed too early
...
Adding it to ScreenMap from the ctor unconditionally didn't mesh well with potentially being added to world with a delay.
2017-12-22 04:17:18 +02:00
Paul Chote
028f7c6546
Adjust TD airstrike targeting to account for limited visibility.
2017-12-22 02:33:25 +01:00
Paul Chote
2ad42b6a7e
Account for visibility when selecting AI superweapon targets.
2017-12-22 02:33:25 +01:00
Paul Chote
9dc330b300
Update FrozenActor TargetTypes alongside other variable state.
2017-12-22 02:33:25 +01:00
Paul Chote
b9e03ac009
Add FrozenActorLayer.FrozenActorsInRegion.
2017-12-22 02:33:25 +01:00
Paul Chote
b221787350
Allow CellRegions to be created with MPos.
2017-12-22 02:33:25 +01:00
Paul Chote
d24d80f483
Update minigames for bounty checkbox.
2017-12-21 23:52:04 +01:00
Paul Chote
cd4f54ade3
Add Kill Bounties checkbox to RA.
2017-12-21 23:52:04 +01:00
Paul Chote
1a73a2578b
Make GivesBounty conditional.
2017-12-21 23:52:04 +01:00
Paul Chote
e79680e22c
Add LobbyPrerequisiteCheckbox trait.
2017-12-21 23:52:04 +01:00
Pavel Penev
f8b75bbed4
Fixed HarvesterInsurance assuming all refineries get free harvesters via FreeActorWithDelivery
2017-12-21 21:55:55 +00:00
Mustafa Alperen Seki
956dbb762c
Add Harkonnen 7
2017-12-21 22:54:57 +01:00
reaperrr
14c608786d
Fix ReloadAmmoPool upgrade rule
2017-12-21 21:29:51 +02:00
Paul Chote
cfb293a53a
Add a pull request template with important contributor information.
2017-12-21 21:04:37 +02:00
Paul Chote
ec4cf0646f
Rewrite Serialize to improve clarity.
2017-12-21 20:01:14 +01:00
Paul Chote
5b51261dd3
Serialize the correct target type.
2017-12-21 20:01:14 +01:00
Paul Chote
9c88fc154f
Remove redundant switch from order serialization.
2017-12-21 20:01:14 +01:00
RoosterDragon
987d0b77ac
When dumping syncable traits, use a struct for the synced values.
...
Since most traits have few syncable members, this allows us to avoid allocating an array whose lifetime is only a few ticks long. For traits with more members, we fall back to allocating the array.
2017-12-19 22:01:08 +02:00
RoosterDragon
ca01a1f186
Presize MemoryStream when possible.
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Also use GetBuffer when we know we have presized the stream to the exact required size to prevent a needless copy.
2017-12-19 00:59:11 +01:00
RoosterDragon
5d8c9a560a
Release audio resource for video when StopVideo is called.
2017-12-19 00:57:58 +01:00
RoosterDragon
3f8c1ad5df
Don't allocate a full-sized array when creating a VertexBuffer.
...
We can allocate a much smaller zeroed buffer and copy that multiple times in order to zero the memory. When creating large VertexBuffers, this caps our temporary allocation size significantly.
2017-12-19 00:57:02 +01:00
Paul Chote
c269525397
Fix support power tooltip time coloring.
2017-12-19 00:55:09 +01:00
Mustafa Alperen Seki
77ef13816f
Add 4PLAY10
2017-12-18 23:19:44 +00:00
Mustafa Alperen Seki
09f4c6339e
Add 4PLAY8
2017-12-18 23:15:45 +00:00
Mustafa Alperen Seki
2251078dde
Add 4PLAY5
2017-12-18 23:11:04 +00:00
Mustafa Alperen Seki
365251f845
Add 4PLAY1
2017-12-18 23:09:15 +00:00
Mustafa Alperen Seki
c6f0b3e1a0
Add 2PLAY14
2017-12-18 23:07:28 +00:00
Mustafa Alperen Seki
31206de855
Add 2PLAY11
2017-12-18 23:04:43 +00:00
Mustafa Alperen Seki
fe3534ebcd
Add 2PLAY9
2017-12-18 23:02:29 +00:00
Mustafa Alperen Seki
0dd52acd98
Add 2PLAY4
2017-12-18 23:00:04 +00:00
Mustafa Alperen Seki
a36242d524
Add 2PLAY3
2017-12-18 22:57:32 +00:00
Mustafa Alperen Seki
ecc09256d8
Add 2PLAY5
2017-12-18 22:54:38 +00:00
Mustafa Alperen Seki
fe01afe794
Move Update Queue to bottom on Player.yaml and ingame-player.yaml
2017-12-18 19:22:07 +00:00
Mustafa Alperen Seki
6f41be209c
Allow all upgradable structures to build upgrades.
2017-12-18 19:22:07 +00:00
Paul Chote
e35e93557c
Remove obsolete NearestCellTo helper.
2017-12-18 07:47:15 +00:00
Paul Chote
30cafcbc25
Use Util.AdjacentCells to determine ExternalCapture validity.
...
This matches the set of cells targeted by MoveAdjacentTo.
2017-12-18 07:47:15 +00:00
reaperrr
85c54e04d9
Replace LINQ in AirStates.CountAntiAirUnits
2017-12-17 21:18:44 +00:00
reaperrr
01a88862b3
Remove IDisable for good
2017-12-17 21:18:44 +00:00
reaperrr
c1cba4ecc1
Make Gate more independent from Building and pausable-conditional
...
Replace Gate IsDisabled checks with IsTraitDisabled/Paused checks
2017-12-17 21:18:44 +00:00
reaperrr
383840135f
Replace IsDisabled checks in production with IsTraitPaused/Disabled checks
...
Note: We might want to separate IsTraitDisabled checks later (possibly make the latter cancel the currently produced item), but that can be done in a follow-up.
2017-12-17 21:18:44 +00:00
reaperrr
3aa8b3ae29
Remove unit.IsDisabled check from AirStates
2017-12-17 21:18:44 +00:00
RoosterDragon
be761de768
Compute map UIDs without copying all data to a MemoryStream.
...
We can use MergedStream to create a single combined stream with all the input and pass this to the hash function. This saves copying all the data into a MemoryStream to achieve the same goal, which requires more memory and allocations.
2017-12-17 19:20:12 +01:00
Paul Chote
49f0e4ebcf
Fix incorrectly named lobby option properties.
2017-12-17 14:51:10 +02:00
Paul Chote
1a405b17ba
Register the current mod even if LaunchPath is bogus.
2017-12-17 04:21:17 +01:00
RoosterDragon
a9d1d374b8
Remove draw line 2D helper method.
...
Callers can provide 3D points easily, and this avoids the need to allocate and slow down enumeration via the points.Select(p => new float3(p, 0)) wrapper.
2017-12-17 01:51:51 +01:00
RoosterDragon
de38313579
Cache VariableExpressions on load.
...
Compiling these expressions is sadly expensive, and we needed new ones for every trait on every actor each time one was generated. The expressions thankfully can be shared as they are pure functions, which removes this overhead.
2017-12-17 01:42:21 +01:00
RoosterDragon
bf21fc5213
Use StringComparison.Ordinal for StartsWith checks in TechTree.cs.
2017-12-17 01:28:25 +01:00