Commit Graph

1280 Commits

Author SHA1 Message Date
Gustas
638c0d7db1 Fix menu effects ignoring annotations 2025-12-30 22:57:55 +00:00
Paul Chote
f173b6f604 Account for fractional offsets in world-px to view-px conversion. 2025-12-29 20:57:16 +02:00
Gustas
c07af73eae Fix viewport zoom repositioning ignoring map bounds 2025-12-29 17:57:39 +00:00
Paul Chote
c7e67529b5 Expose SDL_OpenURL to mod code. 2025-12-29 15:13:56 +02:00
RoosterDragon
bcfaa44d66 Amortize allocations when sorting renderables.
Using OrderBy provides a stable sort, but internally allocates a buffer every time for storing the sort keys. We'd like to avoid this allocation, but we also can't directly use Array.Sort/Span.Sort as these are unstable sorts.

By calculating sort keys with the item index embedded, we can ensure a stable sorting result whilst being able to reuse the buffer for the sort keys across future calls.
2025-12-15 19:33:19 +02:00
Paul Chote
a04cfaec78 Move GlobalModData state to ModData. 2025-12-12 12:32:10 +02:00
Paul Chote
13313b4270 Finish removing GraphicSettings.SheetSize/BatchSize. 2025-12-12 12:32:10 +02:00
Paul Chote
94177848a8 Remove CursorProvider. 2025-12-12 12:32:10 +02:00
RoosterDragon
649e7e8c28 Change classes that use FieldLoader to use read-only collections. 2025-12-08 17:39:28 +00:00
RoosterDragon
af326bfeb8 Fix IDE0031 2025-11-16 20:29:21 +02:00
Gustas
2804d103ae Add smooth shellmap movement 2025-09-27 19:58:06 +02:00
Gustas
082f369fe3 Add smooth minimap to world movement 2025-09-11 14:15:37 +01:00
Gustas
1a8a3eca4d Add smooth scrolling 2025-09-11 06:49:52 +01:00
Gustas
6fe039f62e Add cursors to dump sheets command 2025-06-14 16:43:30 +02:00
Gustas
84378969c3 Make palettes and tilesets optional 2025-06-14 16:43:30 +02:00
Paul Chote
ede12610a8 Change Map.MapSize from int2 to Size. 2025-04-19 14:06:32 +03:00
Gustas
cd9001e7b9 Don't allocate empty sheets 2025-04-19 11:25:17 +01:00
Gustas
39aec39364 Initialise VertexBuffers immediately 2025-04-19 10:40:31 +01:00
RoosterDragon
36660b89e9 Silence IDE0290.
This rule recommends use of primary constructors. Apply the suggestions on simple POCOs, adjusting some to readonly/structs/records at the same time. For more complex classes, the use of primary constructors is more distracting than helpful, so silence the rule. IDEs can still offer fixes for using primary constructors, but it will not show up as a build issue.
2025-04-02 10:18:32 +03:00
Paul Chote
25188e849e Move TileSize definition to terrain info. 2025-04-01 20:10:39 +03:00
RoosterDragon
79454d8fd2 Fix IDE0028, IDE0300, IDE0301, IDE0302, IDE0303, IDE0304.
Silence IDE0305.
2025-03-31 12:02:41 +03:00
RoosterDragon
0338258b45 Fix IDE0200 2025-02-22 14:56:25 +02:00
RoosterDragon
cfde11556f Enable Net 7 and Net 8 style rules. 2025-02-16 20:01:50 +02:00
RoosterDragon
96de59f75a Run spell check over solution. 2025-02-16 12:45:19 +01:00
michaeldgg2
81aa068b15 Upgrade to .NET 8.0 and remove/migrate obsolete stuff 2025-02-15 08:56:24 +00:00
Gustas
0ea4bb10a1 Fix utility commands losing data 2025-02-01 20:22:43 +00:00
Paul Chote
5450572e0a Allow maps to override the player viewport size. 2025-01-06 23:57:08 +02:00
RoosterDragon
f76009d095 Fix Animation shadow to account for height.
If a unit is above the terrain, the shadow shouldn't display directly underneath the unit, it should take the height into account and display further down. This fix uses the same adjustment as applied by the WithShadow trait.
2024-11-30 14:45:06 +02:00
RoosterDragon
e2296ad2d1 Fix CA2263 2024-11-15 22:28:18 +02:00
Paul Chote
09063d23da Determine pixel-to-texel ratio for each sprite individually.
This fixes rendering artifacts when sprites are scaled > 1.
2024-11-03 16:38:32 +02:00
Paul Chote
10856ccfd0 Fix weather overlay viewport size for spectators. 2024-10-17 14:27:31 +03:00
RoosterDragon
dd9aca83dd Expose the default font and cursor sheet size settings to mod.yaml 2024-08-27 19:25:07 +03:00
RoosterDragon
32bc99a11a Restored missing IDisposable to CursorManager. 2024-08-27 19:25:07 +03:00
RoosterDragon
1218ca09ae Use a smaller sheet in CursorManager.
Provide an explicit size of 512, smaller than the default 2048. The cursors for all mods still pack onto this single sheet, so we avoid wasting memory on larger sheets.

Sorting the cursors also helps pack them onto the sheets more efficiently.
2024-08-27 19:25:07 +03:00
RoosterDragon
8101c70c91 Allow sheet buffers to be reused in SheetBuilder.
Sheets can be buffered - where a copy of their data is kept in RAM. This allows for modifications to the sheet to be batched in the RAM buffer, before later being committed to VRAM in a single operation. The SheetBuilder class allows for sprites to be allocated onto one or more sheets. Each time a sheet is filled, it will allocate a new sheet. Sheets allocated by the sheet builder will typically use the buffering mechanism.

Previously each time the builder allocated a new sheet, the buffer would get thrown away, and the next sheet would allocate a fresh buffer. These buffers can be large and may accumulate before the GC cleans them up. So although only one buffer will be live at a time, they can cause a spike in memory used by the process during loading.

We can avoid this issue by allowing the buffer from the previous sheet to be reused by the next sheet. This is possible because the sheet builder only has one live sheet for modifications at a time, and they are all the same type and size. By allocating only one buffer per builder instead of one per sheet, we reduce the peak memory required during loading.
2024-08-19 14:08:04 +03:00
RoosterDragon
7f05227e56 Remove some unrequired Sheet.CreateBuffer or Sheet.ReleaseBuffer calls.
- In CursorManager, we can release the buffer on the final sheet after loading cursors. We don't need to release the buffer on every sheet in the builder, as the builder will handle that.
- In SpriteCache, we don't need to call CreateBuffer explicitly, as the builder will do that for us.
- In RadarWidget, we don't need to call CreateBuffer explicitly, as GetData will do that for us.
2024-08-19 14:08:04 +03:00
Paul Chote
50d4936e51 Add SpriteCache.LoadFramesUncached.
This allows users (currently TDHD) to load ISpriteFrames
directly, without them being stored in the cache.
2024-08-05 12:30:33 +03:00
Paul Chote
8c5a286574 Call AdjustFrame with frame index and total. 2024-08-05 12:30:33 +03:00
Gustas
014163d7d3 Add a more helpful crash 2024-08-04 20:17:26 +02:00
Gustas
7b9a173f5a Trim empty space around edges of Shp(TD) frames.
Co-Authored-By: Paul Chote <pchote@users.noreply.github.com>
2024-07-30 13:27:16 +02:00
RoosterDragon
0649f3dc32 RCS0056 - roslynator_max_line_length = 160 2024-07-29 21:56:36 +02:00
RoosterDragon
9d5d2ab493 RCS0056 - roslynator_max_line_length = 180 2024-07-29 21:56:36 +02:00
Gustas
239891070d Make sure palettes are updated if colors are toggled in game runtime
And fix MutablePalette's not getting updated
2024-05-04 16:31:35 +02:00
Gustas
5fc36bd45f Make player stance colours universally respected 2024-05-04 16:31:35 +02:00
RoosterDragon
2c96f6ec8b Inject platform dependency in SpriteFont.
This avoids needing to access the global Game.Renderer.
2024-04-24 15:28:28 +03:00
RoosterDragon
c547f3f26d Trim memory usage of SpriteCache.
As the SpriteCache is used as a one-shot operation in practise, holding on to the capacity of backing collections is not required. Memory usage can be reduced by allowing the capacity to be reset after the SpriteCache has resolved items.

- Once LoadReservations is called, reset the reservation dictionaries so their backing collections can be reclaimed.
- When ResolveSprites is called, shrink the resolved dictionary as resolutions take place.
2024-04-06 10:47:19 +03:00
David Wilson
25a6b4b6b9 Editor marker tiles layer 2024-03-21 13:11:04 +02:00
RoosterDragon
4fca85f63d Improve sheet packing in Dune 2000.
In a3d0a50f4d, SpriteCache is updated to sort sprites by height before adding them onto the sheet. This improves packing by reducing wasted space as the sprites are packed onto the sheet. D2kSpriteSequence does not fully benefit from this change, as it creates additional sprites afterwards in the ResolveSprites method. These are not sorted, so they often waste space due to height changes between adjacent sprites and cause an inefficient packing. Sorting them in place is insufficient, as each sequence performs the operation independently. So sets of sprites across different sequences end up with poor packing overall. We need all the sprites to be collected together and sorted in one place for best effect.

We restructure SpriteCache to allow a frame mutation function to be provided when reserving sprites. This removes the need for the ReserveFrames and ResolveFrames methods in SpriteCache. D2kSpriteSequence can use this new function to pass in the required modification, and no longer has to add frames to the sheet builder itself. Now the SpriteCache can apply the desired frame mutations, it can batch together these mutated frames with the other frames and sort them all as a single batch. With all frames sorted together the maximum benefit of this packing approach is realised.

This reduces the number of BGRA sheets required for the d2k mod from 3 to 2.
2024-03-12 22:44:45 +02:00
RoosterDragon
a3d0a50f4d Improve sheet packing.
When sheet builders are adding sprites to a sheet, they work left to right along each row. They reserve height for the highest sprite seen along that row, resetting the height reservation when the row runs out of space and it moves down to the next row.

As the SpriteCache adds the sprites in a giant batch, it can optimise this operation by ordering the sprites by their height. This reduces wastage where shorter sprites don't use the the full height reserved within the row. The reduced wastage can help the sheet builder allocate fewer sheets, improving load times and improving GPU memory usage as less texture memory is required.
2024-03-11 08:47:56 +02:00
RoosterDragon
6e89bef657 Speed up Util.FastCopyIntoChannel.
The assets for the Tiberian Dawn HD mod are much larger than assets for the default mods, causing a lot of load time to be spent in Util.FastCopyIntoChannel.

We can provide a special case for the SpriteFrameType.Bgra32 format, which is the same format as the destination buffer. In this scenario we can just perform memory copies between the source and destination. Additionally, whilst the default mods require all their assets to get their alpha premultiplied, many of the Tiberian Dawn assets are already premultiplied. Being able to skip this step for these assets saves us having to interpret the bytes into colors and back again.

For the default mods, there isn't a noticeable timing difference. For Tiberian Dawn HD or other mods with modern assets sizes, a large speedup is achieved.
2024-03-09 21:26:03 +02:00