reaperrr
c201558023
Merge pull request #10714 from Mailaender/import-rules
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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