Commit Graph

30700 Commits

Author SHA1 Message Date
Gustas
9fccc35046 Add cancel and exit keybinds to selection 2026-01-01 12:47:51 +00:00
Gustas
afc6532aa8 Add more robust input handling 2026-01-01 12:47:51 +00:00
Gustas
8869533d07 Fix error label being mispositioned 2026-01-01 12:47:51 +00:00
Pavel Penev
b198eec753 Fixed ExtractSpriteSequenceDocsCommand properties
This broke when SpriteSequenceField became a record.
2025-12-31 11:28:21 +02:00
Pavel Penev
f590e806a1 Added filenames to enum documentation 2025-12-31 11:28:21 +02:00
Pavel Penev
3f53abc4c4 Misc housekeeping
These popped up while testing the trait documentation extraction.
2025-12-31 11:28:21 +02:00
Pavel Penev
5de04b0db9 Renamed Utilities -> UtiliyHelpers for readability 2025-12-31 11:28:21 +02:00
Pavel Penev
0c1875db07 Reworked source file name lookups from PDBs 2025-12-31 11:28:21 +02:00
Gustas
638c0d7db1 Fix menu effects ignoring annotations 2025-12-30 22:57:55 +00:00
Gustas
6e98d7f73e Make sure trimmed frames never have floating point offset frames 2025-12-30 22:48:07 +00:00
Gustas
ec7e5021ae Selection can be null 2025-12-30 22:39:24 +00:00
Ashley Newson
b2f32f8907 Add "Plots" terrain type for RA and CnC map generation
Some common feedback about preview generated maps is that they are too
chokey. This change aims to add a new terrain type called "Plots" that
retains the variety of terrain features present in the Gardens
terrain, but opens up the play area a bit more. In essence, it strikes
a balance between the densely packed Gardens terrain type and the
loosely packed Plains and Parks terrain types.

This new terrain type notably uses a smaller noise feature size to
provide smaller but more regular map structure, and expands the
pathway cutouts and contour spacings for forests and cliffs.

The new Plots terrain type is made available for both RA and CNC and
becomes the new default.

This is an additive configuration-only change. Replay and multiplayer
map generation retains forward/backward compatibility.
2025-12-30 09:21:09 +02:00
Gustas
ed3f809982 Fix animations having wrong offsets 2025-12-29 23:11:24 +00:00
Gustas
e5cca8d0b4 Fix d2k crash 2025-12-29 23:05:44 +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
e495f4eca0 Fix empty move commands being commited 2025-12-29 18:03:40 +00:00
Gustas
c07af73eae Fix viewport zoom repositioning ignoring map bounds 2025-12-29 17:57:39 +00:00
Paul Chote
eb09870a10 Fix landing altitude checks.
Both GetPosition and LandPosition were trying to solve the problem
of dynamic altitude offsets for carryalls with different-sized cargo.

However, because they both apply the offsets, when the two are used
together the two sets of offsets cancel to 0, producing incorrect behaviour.

GetPosition is removed in favor of using CenterPosition with the dynamic
LandAltitude. Fly.Tick and Carryall ignore the z coordinate so their
behaviour is unchanged. Land and Aircraft.AtLandAltitude now return
the correct result.
2025-12-29 16:19:57 +02:00
Paul Chote
0f22e3d4e4 Fix mission options peeking below the FMV playback. 2025-12-29 15:13:56 +02:00
Paul Chote
af199a3a37 Remove long-obsolete reference to the mod chooser. 2025-12-29 15:13:56 +02:00
Paul Chote
330f438a18 Support [IncludeFluentReferences] on non-enumerable custom types. 2025-12-29 15:13:56 +02:00
Paul Chote
c7e67529b5 Expose SDL_OpenURL to mod code. 2025-12-29 15:13:56 +02:00
Paul Chote
de952e6caf Provide the manifest to IFileSystemLoader.Mount. 2025-12-29 15:13:56 +02:00
Paul Chote
2246922118 Fix lobby crash if a map's DefaultCash isn't Selectable. 2025-12-29 13:53:13 +02:00
Paul Chote
fdb4ce4e0f Save map generation args in replays/saves instead of full map. 2025-12-28 16:19:14 +02:00
Paul Chote
0d479e7c18 Move settings tabs to fluent. 2025-12-28 15:53:16 +02:00
Paul Chote
4436f07fbf Move settings to Gameplay tab. 2025-12-28 15:53:16 +02:00
Paul Chote
27fbd3ddeb Restore lobby UI when a force-start is rejected by the server. 2025-12-28 15:35:39 +02:00
Paul Chote
6ae03038cf Fix crash if the host force-starts a game while in the Invalid state. 2025-12-28 15:35:39 +02:00
Paul Chote
17210c1088 Fix Carryalls attempting to deliver units that they aren't carrying. 2025-12-28 15:07:46 +02:00
RoosterDragon
827f4682a5 ActorReference takes MiniYaml as input instead of a Dict.
As the InitDict is lazy, this removes the possibility for a mutable collection to be used but the values not to be consumed until later, which would be confusing. As all existing callers actually create a throw-away dictionary from MiniYaml, this is an easy switch.
2025-12-28 14:12:02 +02:00
RoosterDragon
a546ca2f92 Tweaks for map generator performance.
The map generator is already performant, but we can remove a few rough edges from infrastructure it interacts with.

- Add TypeDictionary constructor to clone from an existing copy. The map editor infrastructure relies heavily on cloning ActorReferences and the underlying dictionaries. A dedicated clone method avoids reflection overhead for CreateTypeContainer on a fresh instance.
- Use ThrowIndexOutOfRangeException helper. This allows the Index method to be inlined.
- Reuse lists in FloodFill. This avoids allocating and resizing new lists on each loop when we can reuse the existing capacity.
- Manage CellEntryChanged at the layer rather than individual previews. We only need to attach/detach from the delegate once at the layer, rather than many times as previews are added and removed.
2025-12-28 14:12:02 +02:00
RoosterDragon
3ea5b08848 Fix usage of MapGeneratorMultiChoiceOption.Default
When this switched to an ImmutableArray, this expression has to be updated as the struct is not nullable. It supports an overloaded equals (==) but not a null-conditional (?.) operator. This expression was rewritten incorrectly and failed to use the first valid choice as a fallback in all cases. Update the code to do this.

Fixes regression from 649e7e8c28.
2025-12-23 20:35:45 +02:00
Gustas
4aec67c0c6 Display map name first 2025-12-22 23:05:07 +00:00
Paul Chote
bca1dd599d Remove remaining non-fluent server->client messages. 2025-12-22 23:05:07 +00:00
Gustas
d69deba56f Use lobby option cache for suppressing old options 2025-12-22 23:05:07 +00:00
Paul Chote
81fec36fbb Resolve lobby option notifications client-side. 2025-12-22 23:05:07 +00:00
Paul Chote
f8b9dfc73e Resolve mission briefing notifications client-side. 2025-12-22 23:05:07 +00:00
Pavel Penev
d4fd66adf9 Renamed SyncAttribute to VerifySyncAttribute 2025-12-22 19:09:53 +02:00
Paul Chote
ec75dcd9e9 Standardize and simplify settings menu settings access. 2025-12-22 15:28:09 +02:00
Paul Chote
2e16ad47e5 Migrate skirmish state to a mod-specific settings module. 2025-12-22 15:28:09 +02:00
Paul Chote
7e9d87a808 Move auto-saving settings to mod code. 2025-12-22 15:28:09 +02:00
Paul Chote
98f7fe0db7 Remove special-case hotkey parsing. 2025-12-22 15:28:09 +02:00
Paul Chote
575f6624a2 Implement modular settings backend. 2025-12-22 15:28:09 +02:00
Paul Chote
962e7e911d Replace MouseButtonPreference with MouseActionType. 2025-12-22 10:34:40 +02:00
Pavel Penev
c588c3ef8d Added missing ISync for conditional traits 2025-12-22 09:28:07 +02:00
Pavel Penev
70624fa44f Stopped syncing IsTraitPaused/Disabled
A discussion on Discord (https://discord.com/channels/153649279762694144/388282819371204608/1181890238759587881) decided we don't need to sync these.
2025-12-22 09:28:07 +02:00
michaeldgg2
06e3e013be ActorIndex: make constructor protected to allow defining custom actor indexes 2025-12-21 14:21:42 +02:00
RoosterDragon
06e4a2e010 Reduce allocations in main game loop.
Target a couple of hot paths:
- In Actor, cache the renderables enumerable by tracking the last used WorldRenderer. It's slightly uncouth but in practise the WorldRenderer will be the same for the lifetime of the Actor and outlive it anyway.
- In RenderSprites, cache the renderables enumerable. If we refresh the palettes directly, we don't need the WorldRenderer for anything else so can return a cached enumerable. This could result in iterating the animation list twice, so use a flag to only do it when required, which is rare.
- In AutoTarget, the compiler has an unfortunate behaviour where it allocates the helper class for a capturing lambda at the top of the loop, but it's on a rare path and so this allocation is usually unused. We can discourage the compiler from allocating until it's actually needed by wrapping the call in a local function.
2025-12-20 15:13:15 +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