Oliver Brakmann
a992318208
Fix "ally" suffix being wrongly assigned to enemy players
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Fixes #7890
2015-04-07 17:34:54 +02:00
Matthias Mailänder
3f48c649f0
Merge pull request #7722 from penev92/bleed_diplomacyWindow
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Closes #7391
2015-04-05 08:34:38 +02:00
penev92
2c108a1845
Use proper names and flags for unknown players
2015-04-04 17:24:19 +03:00
Oliver Brakmann
4ca27234e6
Merge pull request #7686 from reaperrr/custom-visibility-update
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Skip visibility updates when fog & shroud are disabled via lobby
2015-04-03 20:58:56 +02:00
Matthias Mailänder
a8bf90f8b2
Merge pull request #7746 from RoosterDragon/shroud-vis-perf
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Speed up frozen actor visibility updates.
2015-04-03 15:20:10 +02:00
Matthias Mailänder
8494ad0a38
Merge pull request #7834 from RoosterDragon/avoid-preventable-allocations
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Avoid preventable allocations
2015-04-03 13:52:46 +02:00
RoosterDragon
3885ca3f14
Speed up frozen actor visibility updates.
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Cache the isVisibleTest function in the ctor for FrozenActor. The footprint never changes so the test will always be valid.
2015-04-03 12:21:03 +01:00
Pavel Penev
cedfe5c0b5
Merge pull request #7734 from RoosterDragon/frozen-lazy-render
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Lazily generate frozen actor renderables.
2015-04-03 04:16:19 -07:00
Paul Chote
98b8078f7d
Merge pull request #7573 from bvandenbogaard/bleed
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Added audio.bag/audio.idx support used in RA2
2015-04-03 11:35:54 +01:00
Matthias Mailänder
5733c049e1
Merge pull request #7715 from RoosterDragon/random-prevent-crash
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Only evaluate input sequence once in RandomOrDefault.
2015-04-03 12:27:20 +02:00
Paul Chote
070d8ea6a2
Merge pull request #7811 from reaperrr/new-blendmodes1
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Added two new BlendModes
2015-04-03 10:57:12 +01:00
Matthias Mailänder
39b42a35a0
Merge pull request #7823 from RoosterDragon/celllayer-enumerator
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Fix CellLayer.GetEnumerator
2015-04-03 10:13:16 +02:00
RoosterDragon
b66db23adf
Only evaluate input sequence once in RandomOrDefault.
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This ensures non-deterministic sequences cannot crash by returning an empty sequence on the second evaluation.
2015-04-03 01:08:30 +01:00
RoosterDragon
ab2ef0ba03
Improve performance of target validation.
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The Warhead and WeaponInfo classes now maintain preconstructed sets of valid and invalid targets to speed up validation checks since LINQ Intersect no longer has to be called (which recreates the sets internally each time).
Fixed minor bugs in the AI where it was repeating the validation logic but failing to account for invalid targets.
2015-04-02 21:11:12 +01:00
Oliver Brakmann
92e0dbd864
Merge pull request #7822 from RoosterDragon/map-cache-dispose-fix
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Ensure MapCache disposes cleanly.
2015-04-02 20:26:02 +02:00
reaperrr
4fc58b4491
Skip shroud/fog calculations when both are disabled via lobby option.
2015-04-02 00:42:51 +02:00
RoosterDragon
9c0d3d737d
Fix CellLayer.GetEnumerator.
2015-04-01 22:52:36 +01:00
RoosterDragon
47e2c48068
Ensure MapCache disposes cleanly.
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This prevents the map loading thread writing to disposed objects which can have unintended side effects.
2015-04-01 20:58:09 +01:00
reaperrr
c0448fce3e
Adds two new BlendModes.
2015-04-01 21:16:01 +02:00
Taryn Hill
4ed53c5952
Simplify return statements.
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Remove redundant ‘this’.
Remove unused using directives.
Simplify LINQ chains.
Add some trait property descriptions.
Add readonly where viable.
Add fullstops to some yaml descriptions.
2015-04-01 12:33:17 -05:00
Paul Chote
57a6fff6ce
Don’t crash if the click location is outside the map.
2015-03-31 20:59:53 +01:00
Paul Chote
1e54b19bd3
Implement heightmap-aware view -> cell conversion.
2015-03-31 20:59:53 +01:00
Paul Chote
c68cb995f4
Move cell corner state into Map.
2015-03-31 20:59:52 +01:00
Paul Chote
49624e335c
Remove legacy DIY view -> world conversions.
2015-03-31 20:59:52 +01:00
Paul Chote
2630537daf
Fix a mistake in Map.CellContaining.
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Fixes #6247 .
2015-03-31 20:59:52 +01:00
Benno van den Bogaard
8cf7c46c8f
Added audio.bag/audio.idx support used in RA2
2015-03-31 18:13:20 +02:00
Paul Chote
84e85d8a5d
Rename Image -> Images.
2015-03-30 20:20:36 +01:00
Paul Chote
4be5334a0e
Add support for TS-style random tile variants.
2015-03-30 19:44:53 +01:00
Paul Chote
b2458fc614
Remove GlobalFilesystem.OpenWithExts. Closes #5272 .
2015-03-28 12:38:48 +00:00
RoosterDragon
d44830c945
Inline the equality test in CPos.Equals for performance.
2015-03-27 19:50:09 +00:00
RoosterDragon
1853ddde94
Use MPos indexer for CellLayer in Shroud.
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This reduces us to one conversion per cell rather than two or three.
2015-03-27 19:50:07 +00:00
RoosterDragon
1584018dcd
Batch shroud cell changes.
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By maintaining a set of changed cells we can avoid repeating work for cells that change multiple times before being rendered. The shroud renderer and radar widget now delay their work until they must render, and thus process each changed cell only once. This avoids significant repetition that was causing major slowdown when many actors were in the world.
2015-03-27 19:50:05 +00:00
reaperrr
f9332c9efe
Renames BlocksBullets to BlocksProjectiles and projectile High property to Blockable
2015-03-27 00:04:37 +01:00
reaperrr
fb710f15bb
Move projectile palette definition from weapon to projectile effects
2015-03-27 00:04:36 +01:00
Paul Chote
5d0eecd4c5
Don’t crash on bogus TerrainTiles.
2015-03-25 19:59:09 +00:00
Oliver Brakmann
6fca67e7f6
Merge pull request #7664 from penev92/bleed_harvesterInsurance
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Implement Carryall edge spawn, harvester delivery by carryall and harvester insurance for D2k
2015-03-25 20:03:00 +01:00
RoosterDragon
777a57af62
Lazily generate frozen actor renderables.
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Previously actors that could be frozen under fog but were currently visible would be rendered by the frozen under fog system constantly in order to keep a copy of the renderables ready to go for the frozen counterpart when the actor became invisible. Instead, we now delay this extra rendering until the actor actually becomes invisible. This eliminates the wasted rendering to generate renderables that were never used.
2015-03-24 21:08:27 +00:00
Paul Chote
92452271fe
Use per-tile color in minimap.
2015-03-23 20:33:23 +00:00
Paul Chote
8844defb44
Fix TileSet.Save().
2015-03-23 20:32:28 +00:00
Taryn Hill
ab63d3f7df
Merge pull request #7714 from Mailaender/d2k-black-tile-removal
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Removed legacy ARRAKIS tiles.
2015-03-23 15:15:28 -05:00
Matthias Mailänder
2f1aae59eb
don't crash so easily
2015-03-23 21:03:26 +01:00
abcdefg30
fb8ac18522
Fix the wrong indentation in PerfHistory.cs
2015-03-23 17:27:52 +01:00
reaperrr
3c4d712b78
Merge pull request #7708 from pchote/sequence-utility
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Add a utility command for checking sequences.
2015-03-23 13:19:42 +01:00
reaperrr
09a0d83936
Merge pull request #7577 from RoosterDragon/shroud-visibility-perf
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Speed up shroud visibility updates.
2015-03-22 22:38:41 +01:00
penev92
5927e1080a
Add ChooseClosestEdgeCell() method to the Map class
2015-03-22 16:58:11 +02:00
Paul Chote
8fd4eca2da
Merge pull request #7560 from RoosterDragon/let-it-go
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Speed up frozen actor updates & prevent flicker
2015-03-22 13:52:33 +00:00
Paul Chote
a69145caf0
Add a utility command for checking sequences.
2015-03-22 12:48:51 +00:00
Matthias Mailänder
79c53e3981
Merge pull request #7525 from penev92/bleed_enemySightedNotification2
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Refactor EnemyWatcher and AnnounceOnSeen traits
2015-03-21 14:16:06 +01:00
Paul Chote
e5c03413cc
Move common widgets from Game to Mods.Common.
2015-03-21 11:53:53 +00:00
penev92
1b616123ef
Introduce INotifyDiscovered interface and use it to move notifications from EnemyWatcher to AnnounceOnSeen
2015-03-21 07:53:41 +02:00