Paul Chote
0df159e73b
Cache world INotifySelection traits in Selection.
2019-01-26 21:40:31 +00:00
abcdefg30
0ff4e466ee
Refactor Leap attack logic
2018-12-29 19:21:54 +01:00
Chris Forbes
e292e88bff
Improve RenderShroudCircle configuration.
2018-12-24 01:57:11 +01:00
Paul Chote
224377f078
Track visibility modifiers on FrozenActors.
2018-12-17 22:19:26 +01:00
Paul Chote
3e490e5843
Cache FrozenActorLayer on the Player object.
...
This avoids unnecessary trait queries.
2018-12-17 22:19:26 +01:00
Paul Chote
4723e5ddb9
Expose common actor Inits in the map editor.
2018-12-08 22:53:13 +01:00
Paul Chote
f6768fe624
Remove legacy editor actor properties plumbing.
2018-12-08 22:53:13 +01:00
Paul Chote
07fc67f58d
Remove obsolete and unused PreventsTeleport method.
2018-12-08 22:34:44 +01:00
Paul Chote
38f341ac1d
Allow MadTank Detonate order to be queued.
2018-12-08 22:34:44 +01:00
Paul Chote
4b6853b433
Prevent multiple Transforms from triggering in the same tick.
...
This leads to actor duplication.
2018-12-08 11:34:49 +01:00
Paul Chote
8a95241fd5
Change mechanics to repair ally-owned husks.
...
Now uses the goldwrench cursor and keeps the
original owner.
2018-11-25 19:20:28 +01:00
Paul Chote
fac271245b
Add InfiltrateForTransform trait.
2018-11-25 19:20:28 +01:00
Paul Chote
66464a6164
Add cursor support to Infiltrates.
...
Also fixes targeting vs ally-owned actors.
2018-11-25 19:20:28 +01:00
Paul Chote
26363e5811
Remove references to buildings from infiltration Descs.
2018-11-25 19:20:28 +01:00
Paul Chote
7ddcc2e958
Remove the default notification from Infiltrates.
2018-11-25 19:20:28 +01:00
Andre Mohren
7323db1492
Unified copyright regions.
2018-11-17 17:23:22 +00:00
Andre Mohren
b1a44086a0
Removed unused using directives.
2018-11-17 17:23:22 +00:00
Paul Chote
4a4415c74b
Remove unnecessary caching of ProductionAirdropInfo.
2018-11-03 17:30:05 +01:00
abcdefg30
394e33dcc2
Improve ClonesProducedUnits logic:
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- Supports multiple Production trait instances
- Clones the correct faction variant, if defined
2018-11-03 17:30:05 +01:00
Paul Chote
ea3731a7cc
Pass the original init dict to UnitProducedByOther.
2018-11-03 17:30:05 +01:00
Paul Chote
e77aaa1a47
Remove (INotify)BuildComplete from Attack*
2018-11-03 15:09:14 +01:00
Paul Chote
78a2d9aa23
Remove INotifyBuildComplete from ConyardChronoReturn.
2018-11-03 15:09:14 +01:00
reaperrr
8f1d8a67cc
Remove RearmBuildings from Aircraft and Minelayer
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In favor of using Rearmable trait.
2018-11-02 22:28:08 +00:00
Paul Chote
14607f55c5
Replace INotifyBuildComplete in render traits with conditions.
2018-10-07 19:29:34 +02:00
Paul Chote
588a5d784f
Add IMove.EstimatedMoveDuration.
2018-10-07 18:46:21 +02:00
reaperrr
dd3c600258
Fix WithLandingCraftAnimation compatibility with elevated terrain
2018-10-06 13:11:10 +01:00
Paul Chote
09d8aafddf
Add a lint test for audio notifications.
...
Only traits are linted - the UI still hardcodes
too many audio references for this to be worthwhile.
2018-09-26 13:57:05 +02:00
Paul Chote
0a507f3d33
Allow deploy orders to be queued from the command bar.
2018-09-10 19:42:24 +02:00
Chris Forbes
1f71377d82
Convert cloneabletypes to bitsets
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Fixes #15411
2018-08-20 01:11:43 +02:00
Paul Chote
20dbf76e81
Fix the Chronoshift-return cancellation bug.
2018-08-15 21:17:27 +01:00
Paul Chote
4375dc2fc1
Kill chronoshifted actors if the return-to-origin fails.
2018-08-15 21:17:27 +01:00
Paul Chote
6f864b055d
Remove IPreventsTeleport interface.
...
MadTank is changed to use conditions instead.
This has a side-benefit of disabling the move
cursor while deployed.
2018-08-15 21:17:27 +01:00
Paul Chote
e6d552eee7
Make Chronoshiftable conditional.
2018-08-15 21:17:27 +01:00
Paul Chote
828106cf82
Fix a typo in ChronosphereProperties class name.
2018-08-15 21:17:27 +01:00
Paul Chote
d110a21bfe
Add missing EnabledByDefault checks to WithSpriteBodyInfo subclasses.
2018-08-11 14:30:01 +02:00
Chris Forbes
51e000599a
Convert crushclasses to bitset
2018-07-28 21:28:46 +01:00
Chris Forbes
d4ef841678
Convert masses of HashSet<string> to BitSet<DamageType>
2018-07-28 20:12:42 +01:00
Paul Chote
fd49e487ec
Fix MCV deploy erasing Iron Curtain history.
2018-07-22 13:45:37 +01:00
Paul Chote
d5399aaf6b
Fix MCV deploy erasing Chronoshift history.
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If the MCV is deployed as a Construction Yard when
the timer expires the structure will take a 50%
damage hit from a chrono-vortex.
If the MCV is in the process of (un)deploying it
will be returned in MCV form.
2018-07-22 13:45:37 +01:00
Paul Chote
8f215a0219
Persist Chronoshift properties across transform.
2018-07-22 13:45:37 +01:00
Paul Chote
b93d782688
Add ChronoshiftDurationInit.
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Fixes time remaining bar not displaying if selection
bars are enabled on killed actors.
2018-07-22 13:45:37 +01:00
reaperrr
496155ff0e
Remove facing check from WithVoxelWalkerBody
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`Mobile` now supports considering turning as `IsMoving`, so this check is no longer needed.
2018-07-19 22:09:43 +02:00
Mustafa Alperen Seki
51c207dd28
Add ability to use IonCannonPower via lua.
2018-07-04 16:41:27 +02:00
reaperrr
d060f885e8
Fix various Mods.Cnc animation traits not supporting actors having multiple sprite bodies
2018-07-01 13:16:07 +02:00
Paul Chote
1ac13de4b2
Remove byte order marks from C# files.
2018-07-01 11:08:32 +02:00
Paul Chote
4a7bb39fbe
Remove order.TargetActor from Infiltrates, EngineerRepair, ExternalCaptures.
...
These cases already checked order.Target.Type so these are simple swaps.
2018-05-30 18:06:59 +02:00
reaperrr
3c34330925
Skip check for ITemporaryBlocker entirely if rules don't contain any temporary blockers
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This benefits all mods without temporary blockers like gates or energy walls.
2018-05-04 19:40:18 +02:00
reaperrr
81343926b6
Split Locomotor trait from Mobile
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Add GrantConditionOn*Layer traits
This allows to
- drop some booleans from Locomotor
- drop a good part of the subterranean- and jumpjet-specific code/hacks from Mobile
- grant more than 1 condition per layer type (via multiple traits)
- easily add more traits of this kind for other layers
2018-05-03 10:49:21 +02:00
Chris Forbes
dddd057e3d
Add IPositionable.CanExistInCell
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This is like CanEnterCell, but doesn't take into account conflicting
actors, etc.
2018-04-10 01:01:53 +02:00
RoosterDragon
5bd5a384b7
Use a BitSet for representing target types.
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- Rename Bits<T> to BitSet<T>.
- Implement set based helpers for BitSet<T>.
- When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage.
- Fix FieldLoader to trim input values when generating a BitSet<T>.
- Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
2018-03-21 12:07:44 +01:00