RoosterDragon
a6cda967c2
Formatted all files.
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Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
2015-01-06 21:28:50 +00:00
Oliver Brakmann
58dc61e6ed
Merge pull request #7262 from RoosterDragon/actormap-partitioning
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Fix ActorMap spatial partitioning to actually work.
2015-01-04 18:48:01 +01:00
Oliver Brakmann
302cf44f5a
Merge pull request #7267 from atimoschenkow/fix-selection-after-radar
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Selection rectangle is drawn after exiting radar widget while dragging the viewport
2015-01-04 17:23:08 +01:00
atimoschenkow
831f19e993
A selection box is drawn if the mouse exits the radar widget while dragging the viewport.
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These changes prevent this side effect.
2015-01-04 17:06:50 +01:00
Oliver Brakmann
75808c365a
Merge pull request #7269 from abcdefg30/general-polish
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Some general polish
2015-01-04 16:54:37 +01:00
Matthias Mailänder
bc3acfeee7
StyleCop clean OpenRA.Game
2015-01-04 15:38:54 +01:00
abcdefg30
4fed02cd74
Make health bars 2 pixels shorter
2015-01-04 13:07:55 +01:00
abcdefg30
f2e224dd72
Fix a crash in RemoveProximityTrigger
2015-01-04 13:06:06 +01:00
RoosterDragon
a0737ccbf3
Fix ActorMap spatial partitioning to actually work.
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The bin partitioning in ActorMap worked by dividing the map up into a few chunks of cells, each of which would contain some actors. Unfortunately, the bins were accessed directly in world coordinates which are on a scale 1024x greater than cell coordinates. This lead to all actors being placed into the bottom right bin. When checking for actors in a box, only this bottom right bin would be iterated for actors. Thanks to the fact this bin indeed contained all the actors, some clamps on the input ranges and filtering required per bin anyway, this actually returned correct results. Effectively, it was as if there was no spatial partitioning at all.
Not surprisingly however, this is fairly inefficient. By correcting the spatial partitioning to actually partition we see a 7x speedup in ActorsInBox on the RA shellmap.
2015-01-04 02:35:16 +00:00
Matthias Mailänder
44cd174a8d
StyleCop clean OpenRA.Game
2015-01-03 19:00:48 +01:00
Oliver Brakmann
30e42cdc62
Merge pull request #7247 from Hellhake/stylecop-game
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Fix StyleCop warnings in OpenRA.Game
2015-01-02 12:58:04 +01:00
Hellhake
5a97a4b63b
Fix StyleCop warnings in OpenRA.Game
2015-01-02 12:11:01 +01:00
Hellhake
fa72e04042
Remove BOM
2015-01-01 22:51:12 +01:00
Matthias Mailänder
f093de98b6
Merge pull request #7238 from Mailaender/server-cpu-fix
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Fixed high CPU usage due to Socket.Select not blocking the thread properly when the game started
2015-01-01 10:53:40 +01:00
asl97
d2a14842d8
avoid a busy server loop with high CPU usage
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fixes #7237
2014-12-31 19:46:39 +01:00
Matthias Mailänder
714233d72e
Merge pull request #7220 from obrakmann/d2k-worm-option-and-maps
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Add worms to d2k maps and add lobby option to disable them
2014-12-31 13:03:37 +01:00
RoosterDragon
fdcfb30011
Improve YAML parse time.
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Stream lines to avoid needing to load the whole file first, and avoid a LINQ Contains call when string.IndexOf will be much faster.
2014-12-30 18:17:32 +00:00
Oliver Brakmann
de0a62eb42
Add a lobby option to control spawning creeps (viceroids/worms)
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The lobby option is only exposed in d2k currently, not in TD or TS.
2014-12-28 19:26:39 +01:00
Paul Chote
d9752c3bdf
Make production type hotkeys configurable.
2014-12-28 17:24:12 +13:00
Matthias Mailänder
962d8fe74f
fetch Mono.Nat from nuget
2014-12-26 15:40:06 +01:00
Oliver Brakmann
0a68db5dfa
Merge pull request #7187 from pchote/allmods
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Show games from all compatible mods in the server browser.
2014-12-25 23:22:05 +01:00
Paul Chote
2cdcd0f590
Don’t crash if a replay can’t be loaded.
2014-12-26 08:48:37 +13:00
Paul Chote
91807cb53c
Remove redundant StyleCop definitions.
2014-12-25 10:10:57 +01:00
Paul Chote
3086cc6154
Disable SA1024 and SA1035.
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These rules generate many false positives, and do not help with code readability within OpenRA.
2014-12-25 10:10:57 +01:00
Paul Chote
568a23e395
Show all mods in the server browser.
2014-12-25 09:46:14 +13:00
Paul Chote
199f80c8ed
Cache GameServer joinable/compatible state across render frames.
2014-12-25 09:46:14 +13:00
Oliver Brakmann
39d13dc654
Merge pull request #7121 from pchote/switchmods
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Add Launch.Connect command and on-connect mod switching.
2014-12-24 16:06:00 +01:00
Paul Chote
6923046564
Expose the cursor mode setting.
2014-12-23 22:09:22 +13:00
Paul Chote
1317101662
Add support for hardware cursors.
2014-12-23 22:09:22 +13:00
Paul Chote
75b046ae2a
Reorganize cursor plumbing in preparation for hardware cursors.
2014-12-23 22:09:22 +13:00
Paul Chote
202247cf6a
Include no-extension workaround for FrameCache too.
2014-12-23 22:09:22 +13:00
Paul Chote
380b0e1561
Capitalise cursor properties.
2014-12-23 22:09:21 +13:00
Paul Chote
dc211cc729
Fix an unrelated editor regression.
2014-12-23 10:00:23 +13:00
Paul Chote
96b5b1fc66
Automatically switch mods when connecting to a server / replay.
2014-12-23 09:20:21 +13:00
Paul Chote
660f6682ff
Add Launch.Connect parameter for launching directly to a server.
2014-12-23 09:20:21 +13:00
Paul Chote
7bfffeadc2
Simplify mod content installation plumbing.
2014-12-23 09:20:21 +13:00
Paul Chote
ec7a32184e
Move the mod-level initialisation code back into the load screen.
2014-12-23 09:20:19 +13:00
Paul Chote
2ed594fd86
Introduce map Visibility field.
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This replaces the Selectable, UseAsShellmap, and special-cased Type = "Mission" fields.
2014-12-23 09:08:00 +13:00
Paul Chote
b4c9c19cce
Don’t crash when saving automatically-upgraded maps.
2014-12-23 09:08:00 +13:00
Paul Chote
14deb1efdf
Drop support for map format 5.
2014-12-23 09:08:00 +13:00
Matthias Mailänder
711a1ca5fc
Merge pull request #6830 from RoosterDragon/dispose-renderer-resources
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Closes #5116
2014-12-22 19:59:41 +01:00
Matthias Mailänder
ea410d0688
Merge pull request #7096 from ScottNZ/countries
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Closes #5928
2014-12-22 19:20:43 +01:00
RoosterDragon
b28d999131
Made SheetBuilder rely on global settings rather than global renderer.
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Additionally exposed an InitializeSettings method on game to initialize the global settings so that other classes can set up all the secret dependencies on the global settings required.
2014-12-22 17:39:19 +00:00
RoosterDragon
9cbac2d5e1
Clean up style of files affected by the last commit.
2014-12-22 17:34:02 +00:00
RoosterDragon
f0f02dff5c
Dispose of graphics resources deterministically.
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Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources.
As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general.
Also dispose some bitmaps.
2014-12-22 17:34:01 +00:00
Paul Chote
f352aedf61
Merge pull request #7071 from RoosterDragon/deal-in-map-coords
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Avoid redundant cell <-> map conversions
2014-12-22 14:08:30 +13:00
Paul Chote
acb29d74cd
Merge pull request #7141 from RoosterDragon/sync-less-tostring
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Generate sync reports faster
2014-12-22 09:01:08 +13:00
RoosterDragon
c37a691c33
Convert some keys users of CellLayer to index via map-coords for efficiency.
2014-12-20 23:39:03 +00:00
RoosterDragon
b728deb0e1
Added the ability to enumerate the map-coords of a CellRegion for performance.
2014-12-20 23:36:28 +00:00
ScottNZ
4f4c67735d
Overhaul the lobby faction dropdown for ra
2014-12-19 18:13:27 +13:00