Commit Graph

334 Commits

Author SHA1 Message Date
RoosterDragon
f4af5c1764 Fix CA1852 2023-06-06 11:51:47 +03:00
RoosterDragon
277699cbd5 Fix CA1822 2023-06-06 11:51:47 +03:00
Matthias Mailänder
65c0cf1065 Deprecate string format shorthand. 2023-05-05 19:03:09 +02:00
Gustas
a065e6a47c Fix map level lobby options not being translated 2023-04-22 19:23:41 +02:00
RoosterDragon
8a285f9b19 Fix IDE0090 2023-04-08 16:51:51 +03:00
RoosterDragon
98c4eaca83 Fix IDE0032 2023-03-14 13:41:25 +02:00
RoosterDragon
8ee6957e6a Fix IDE0048 2023-03-01 21:56:28 +02:00
abcdefg30
5bf7fe852c Remove the copyright year numbers 2023-01-11 11:58:54 +02:00
Ivaylo Draganov
a0f17b15ec Refactor translation files
- Add prefixes to all message keys to provide context
- Use messages with attributes for some UI elements (dropdowns, dialogs, checkboxes, menus)
- Rename some class fields for consistency with translation keys
2022-12-19 22:04:54 +13:00
Matthias Mailänder
8297fcff30 Expose lobby options to localisation. 2022-12-07 18:40:26 +02:00
Matthias Mailänder
eb897d755e Add observer vision stats. 2022-10-03 20:48:18 +02:00
Matthias Mailänder
d3a8b07f05 Remove unread private member (IDE0052) 2022-09-13 10:36:57 +03:00
Vapre
7754e486ee GpsDotEffect, ShouldRender, optimization. 2022-09-10 17:49:58 +02:00
Vapre
57ce88cc9a ShroudRenderer, fix, render Shroud if fog disabled. 2022-09-02 20:13:56 -05:00
RoosterDragon
77779023d5 Notify of shroud state changes when using DevVisibility cheat.
When this cheat is used by notifying of shroud changes we invoke the usual logic that would occur if the visibility had been granted by units. Without this change any cached information about the visibility is not refreshed. Without this refresh actors with different visibility may not act correctly.

One aspect this improves is frozen actors. Using the visibility cheat will show up all actors on the map. If the cheat is then disabled than frozen actors will appear in their place. Prior to this change a frozen actor would fail to appear if the cheat had caused it to be revealed. Healthbars and selection boxes are also made consistent for similar reasons.
2022-08-31 23:31:48 +03:00
RoosterDragon
1fc1bdc849 Fix frozen actors lacking tooltips if they have the cloak ability.
Since bbf5970bc1 we update frozen actors only when required.

In 8339c6843e a regression was fixed where actors created in line of sight would be invisible.

Here, we fix a related regression where cloaked units that are revealed, and then frozen when you move out of line of sight would lack tooltips.

The fix centers around the setting of the Hidden flag. In the old code this used CanBeViewedByPlayer which checks for visibility modifiers and then uses the default visibility. The bug with this code is that when a visibility modifier was not hiding the actor, then we would report the default visibility state instead. However the frozen visibility state applies here which means if the frozen actor is visible, then we consider the actor to be hidden and therefore tooltips will not appear. In the fixed version we only consider the modifiers. This means a visibility modifier such as Cloak can hide the frozen actor tooltips. But otherwise we do not consider the frozen actor to be hidden. This prevents a frozen actor from hiding its own tooltips in some unintended circular logic. Hidden now becomes just a flag to indicate if the visibility modifiers are overriding things, as intended.
2022-08-31 23:31:48 +03:00
Vapre
6e547469d6 Shroud, combine IsVisible and IsExplored into a single function. 2022-08-28 18:50:51 +02:00
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
Eduardo Cáceres
79f321cb44 .Any(), .Count() -> .Count or .Length 2022-05-18 11:42:36 -05:00
Matthias Mailänder
0e7ad43425 Remove unused parameters. 2022-04-01 23:30:26 +02:00
penev92
0d24ccc47a Fixed unnecessary zero-length array allocations
Changed all currently present zero-length array allocations in the codebase to use `Array.Empty` instead.
2022-01-20 22:10:28 +01:00
Paul Chote
7a93ff3258 Add support for TS-style tinted target flashes. 2021-08-02 21:50:32 +02:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
Paul Chote
98caae106f Move Palette traits to their own directory.
Also adds missing TraitLocation definitions.
2021-05-15 15:29:46 +02:00
Paul Chote
57d955ec72 Change Color.ToAhsv to tuple syntax. 2021-05-15 15:29:46 +02:00
Paul Chote
4042d5b179 Preserve original brightness when remapping player colors. 2021-05-15 15:29:46 +02:00
teinarss
10676be377 Replace F extension with string interpolation 2021-05-08 22:20:59 +02:00
Paul Chote
abee274f88 Remove direct access to MapPreview.Rules. 2021-04-21 18:57:44 +02:00
Matthias Mailänder
5a0bcc01a6 Add a lint check for trait placement on hardcoded actor names. 2021-04-11 20:20:00 +02:00
teinarss
4a1e4f3e16 Use expression body syntax 2021-03-07 13:00:52 +00:00
teinarss
ed295ae315 Change throw exceptions to use nameof in parameter 2021-02-28 18:43:51 +01:00
Adam Mitchell
9ee7294c81 Improve shroud performance 2021-02-12 20:58:56 +01:00
Paul Chote
96641873ae Replace highlight palette with tint effects. 2021-01-06 00:06:51 +01:00
Paul Chote
b88495c689 Remove palettes from base IRenderable. 2021-01-06 00:06:51 +01:00
Paul Chote
6e7ad9df25 Remove vestigial translation plumbing.
This was never completed to the level required to
be properly used ingame.
2020-12-25 16:18:28 +01:00
Matthias Mailänder
2aba054fe8 Move it to the right folder. 2020-11-29 18:27:59 +01:00
Vapre
17996dfdfc Shroud, access ProjectedCellLayer by array index. Shroud.touchedCount to avoid Tick updates.
Shroud, access ProjectedCellLayer by array index over PPos index.

Performance improvement. Avoid the multiple PPos to array index
conversions in the same method call by calculating the cell
layer index once.

Background:

`Shroud.Tick` and `ProjectedCellLayer.Index(PPos puv)` shows up
in profile reports as one of the most expensive methods
(9% of CPU time).

In `Shroud.Tick` calls `ProjectedCellLayer.Index(PPos puv)` multiple
times for the same or different cell layers of the same dimension.

Improvement:

Benchmark results show an 0.5ms mean improvement in tick
time and 0.3 improvement in render time -
on a replay map of 1.12 min of play at max speed.

Render time:
       render222052(bleed)  render221934(this commit)
count   8144.000000   8144.000000
mean      11.410075     11.470100
std        5.004876      4.731463
min        3.450700      3.638400
25%        7.409100      7.015900
50%       12.410600     12.435900
75%       13.998100     14.242900
max      149.036200    149.656500

Tick time:
       tick_time222043(bleed)  tick_time221923(this commit)
count      2366.000000      2366.000000
mean          4.762923         4.275833
std           3.240976         3.206362
min           0.263900         1.653600
25%           4.145375         3.668600
50%           4.779350         4.240050
75%           5.232575         4.611775
max          85.751800        87.387100

Shroud.touchedCount to avoid Tick updates if no cells touched.

Avoids iterating over all map cells of the `touched` cell layer.

Tick time improvement of 40%+ - during at least the first two
minutes of gameplay.

During the first minutes of a game - out of every 1000 ticks
only 10-100 result in the Shroud - of any player - to be touched.

For certains player types (Neutral, Creep) less Shroud updates
are expected throughout a complete game.

Throughout a complete game human/AI players can also have no
Shroud touches during certain Ticks.
2020-11-14 18:33:49 +00:00
RoosterDragon
87389d3051 Reuse a list in FrozenActor.RefreshState 2020-10-17 23:48:48 +02:00
teinarss
27f1a7ab27 Use out var syntax 2020-08-19 18:11:07 +01:00
abcdefg30
889e2152a4 Cache ProjectedCellBounds during load time 2020-07-08 18:37:50 +02:00
abcdefg30
67fd71ab92 Add a ProjectedCellLayer and use it in Shroud.cs 2020-06-19 18:31:51 +02:00
Paul Chote
d3ab3d7d78 Move IndexedPlayerPalette to Mods.Common and add a non-player version. 2020-06-19 17:09:13 +02:00
Paul Chote
86f61298e6 Replace ITraitInfo interface with TraitInfo class. 2020-05-21 13:01:04 +02:00
Matthias Mailänder
1d2d8ed107 Don't hard-code the transparent background color. 2020-05-16 22:28:52 +01:00
Paul Chote
88cdad4189 Add support for polygon selection shapes. 2020-03-24 00:07:10 -05:00
tovl
695d9a6cb1 Centralize shroud changes in one pass to improve performance. 2020-01-12 04:50:25 +01:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
Paul Chote
04bad1ae66 Add MinRange support to AffectsShroud. 2019-12-23 13:53:08 +01:00
Paul Chote
78a70be0d4 Fix and enable SA1133, SA1134 style rules. 2019-05-24 10:47:57 +02:00
Paul Chote
3e404f6ac2 Remove HSLColor. 2019-03-04 18:26:42 +00:00