Commit Graph

3111 Commits

Author SHA1 Message Date
reaperrr
c201558023 Merge pull request #10714 from Mailaender/import-rules
Added basic RA2/TS mod rules importers
2016-05-15 14:46:24 +02:00
reaperrr
794db5a2f1 Play reload sounds only to owner 2016-05-15 13:53:21 +02:00
Matthias Mailänder
26c0f1ebc0 terrain palette auto detection 2016-05-15 11:46:46 +02:00
Paul Chote
0a7c80ef6e Prepare short game code for trait-defined lobby options. 2016-05-14 18:54:44 +01:00
Paul Chote
e3bc73a168 Prepare ally build adjacency code for trait-defined lobby options. 2016-05-14 18:54:44 +01:00
Paul Chote
c412e4e86c Prepare MapCreeps code for trait-defined lobby options. 2016-05-14 18:54:44 +01:00
Paul Chote
7e49ae7eb0 Prepare DeveloperMode code for trait-defined lobby options. 2016-05-14 18:54:44 +01:00
Paul Chote
a0b5b5ce66 Move initial map exploration to Shroud. 2016-05-14 18:54:44 +01:00
Paul Chote
dade84db85 Remove leftover dead fragile alliances code. 2016-05-14 18:54:44 +01:00
HenrytheSlav
a9bb79c0a8 Buildings get locked by Demolishable activity nefore their destruction 2016-05-14 11:23:21 +02:00
reaperrr
f31ea658ef Merge pull request #11148 from pchote/improve-scroll-input
Expose separate middle and right mouse scroll config.
2016-05-13 22:44:18 +02:00
abcdefg30
22ee4d1f39 Merge pull request #11186 from Mailaender/map-import-tileset
Made the legacy map import more robust
2016-05-10 18:03:16 +02:00
Matthias Mailänder
3b7a176aa6 Don't crash when a faction flag from another mod doesn't exist. 2016-05-08 16:02:23 +02:00
reaperrr
bd2a24af55 Merge pull request #11223 from Mailaender/missile-dead
Cleaned up logically dead Missile code.
2016-05-08 14:09:27 +02:00
reaperrr
eb6157f81e Merge pull request #11197 from pchote/add-sysinfo-opt-out-prompt
Add sysinfo opt out prompt
2016-05-08 13:10:55 +02:00
Paul Chote
bd7e53bec4 Merge pull request #11234 from obrakmann/fix11218-spawnactorondeath-dispose-race
Fix trait lookup of destroyed actor in SpawnActorOnDeath
2016-05-07 15:58:20 +01:00
Matthias Mailänder
5462097c42 Merge pull request #11205 from reaperrr/rangelimit-wdist
Refactored Missile.RangeLimit to be a WDist value
2016-05-07 15:10:49 +02:00
Oliver Brakmann
35dfb54459 Fix trait lookup of destroyed actor in SpawnActorOnDeath
The sequence of events leading to that crash looks like this:

1. Truk enters a building.

2. `Enter.FindAndTransitionToNextState()` is running, and since `DonateSupplies` uses `EnterBehaviour.Dispose`, `Actor.Dispose()` runs for the actor, queueing a FrameEndTask.

3. Truk is then killed:

 * `Health.InflictDamage()` first calls `SpawnActorOnDeath.Killed()`, which queues a FrameEndTask during which some trait lookups happen.

 * `Health.InflightDamage()` then calls `Actor.Dispose()` as well, queueing another FrameEndTask (which will never run, the game crashes before).

4. After the tick, the first FrameEndTask disposes of the actor. The second FrameEndTask would spawn the crate from the truk, but the trait lookups then fail and throw an exception.
2016-05-07 14:21:41 +02:00
Paul Chote
cf4ef11403 Merge pull request #11232 from abcdefg30/navalRepair
Fix possible instant repairs by spamming Repair activities
2016-05-07 10:30:57 +01:00
abcdefg30
25b1c991a2 Fix possible instant repairs by spamming Repair activities
Noticeable when spam-clicking on a naval yard/sub pen.
2016-05-06 17:51:24 +02:00
HenrytheSlav
1962ea3abc Fixes Utility import facings mirror-flip 2016-05-05 18:44:23 +02:00
Matthias Mailänder
3d865d46e7 Removed logically dead code.
targetPassedBy is always true in this section
and - times - is +.
2016-05-05 10:19:38 +02:00
Matthias Mailänder
1bc4200128 Merge pull request #11136 from SzabKel/musicButtons
Added music controlling hotkeys. Closes #3231
2016-05-03 07:16:05 +02:00
Matthias Mailänder
891c5d9937 Merge pull request #11168 from reaperrr/hitshape-offsets
Add support for custom vertical HitShape offsets
2016-05-03 07:12:49 +02:00
abcdefg30
c3c29ee7a2 Make the circle and arrow sequences of Beacon optional 2016-05-02 17:23:17 +02:00
reaperrr
62aabffed9 Make LeavesTrails loop through a list of offsets
Instead of the unflexible 'AlternateOffset' approach.
2016-05-01 23:01:07 +02:00
reaperrr
04d075ca9f Add control over whether trails should spawn with or without delay 2016-05-01 23:01:07 +02:00
reaperrr
866e0b3577 Add facings support, start delay and offset controls to LeavesTrails 2016-05-01 23:01:07 +02:00
reaperrr
ca7a17ea06 Add facings support to SpriteEffect 2016-05-01 23:01:07 +02:00
reaperrr
f6907cc42f Lint check for missile RangeLimit 2016-05-01 14:27:50 +02:00
reaperrr
249e65c7d1 RangeLimit WDist refactor upgrade rules 2016-05-01 14:27:49 +02:00
Matthias Mailänder
6a9b8e81f4 Don't expose palettes and sprites to Lua. 2016-05-01 12:29:39 +02:00
Matthias Mailänder
4e9a48d253 Summarize the rendering parts to generate a beacon. 2016-05-01 12:29:39 +02:00
Matthias Mailänder
a8dd67a231 ParatroopersPower also supports beacons. 2016-05-01 12:29:38 +02:00
Matthias Mailänder
59fbfbc851 Don't enforce beacons to be player palettes. 2016-05-01 12:29:38 +02:00
Matthias Mailänder
9f4cdb9843 Unhardcode player beacons for documentation and lint testing. 2016-05-01 12:27:02 +02:00
Matthias Mailänder
76124b7c79 Unhardcode beacon sprites for documentation and lint testing. 2016-05-01 12:21:13 +02:00
Matthias Mailänder
d4fdb97c35 Throw with a less generic KeyNotFoundException on error. 2016-05-01 12:19:19 +02:00
Matthias Mailänder
d826cd6247 Fix case issues like Temperat vs TEMPERAT during map import. 2016-05-01 12:18:26 +02:00
reaperrr
1258ddde7f Refactored Missile.RangeLimit from ticks to WDist
Changed default from 'unlimited' fuel to weapon range.
2016-04-30 16:02:15 +02:00
Oliver Brakmann
cc9f84f136 Merge pull request #11199 from reaperrr/fix-para-nre
Fix potential NRE in Parachutable
2016-04-30 13:53:04 +02:00
abcdefg30
8c80b61897 Fix the tech tree not refreshing properly on owner change 2016-04-30 13:15:51 +02:00
reaperrr
58ba25cc17 Merge pull request #10813 from Mailaender/vein-damage
Added damaging through Veins.
2016-04-29 13:28:58 +02:00
reaperrr
b87b2c010f Fix potential NRE in Parachutable 2016-04-29 12:56:05 +02:00
Paul Chote
21989acd28 Fix a crash when multi-turreted units leave a transport. 2016-04-29 04:05:33 +01:00
Paul Chote
25a1c0c283 Include version/mod/modversion in the game list query. 2016-04-27 23:06:21 +01:00
Paul Chote
98faa15d62 Add an opt-out prompt for system information collection. 2016-04-27 22:14:26 +01:00
reaperrr
10dc6ca85c CreateEffectWarhead.TargetSearchRadius lint check 2016-04-26 19:47:22 +02:00
reaperrr
3aa811bd2e Rename 'unit' to 'victim' in CEWH's GetDirectHit check 2016-04-26 19:47:21 +02:00
reaperrr
fe7fe9b49b Fix CreateEffectWarhead's HitShape distance check
Originally, this was comparing distance beween pos and unit.CenterPosition with HitShape's OuterRadius. However, the OuterRadius can exceed the shape for Capsule and Rectangular shapes, so I tried to adress that a few months ago by using the DistanceFromEdge check instead. The approach was bogus, though. DistanceFromEdge just calculates the distance of a position to the edge, so by comparing it with the distance between pos and victim.CenterPosition in combination with using LengthSquared, it was entirely possible the explosion would be within the HitShape, but closer to the edge than the victim.CenterPosition and the check would return false.
Now we just check if DistanceFromEdge is 0 or negative, which means the impact is inside the HitShape.
2016-04-26 19:47:20 +02:00