teinarss
d60c05eff3
Change to use pattern matching
2021-03-27 17:29:20 +01:00
Paul Chote
7c0e4b25ae
Specify interaction bounds relative to the mod tile size.
2021-03-27 16:31:50 +01:00
Smittytron
852241d98e
Add Allies05c
2021-03-27 14:46:11 +01:00
Smittytron
8deba81214
Add Allies05b
2021-03-27 13:55:27 +01:00
Smittytron
887a093f46
Add Counterstrike mission Siberian Conflict 3: Wasteland
2021-03-27 13:32:40 +01:00
Smittytron
4778dba36d
Fix whitespace issues in RA mission browser
2021-03-27 13:25:22 +01:00
Smittytron
438b2240f4
Add AI infantry production to Soviet02a
2021-03-27 13:25:22 +01:00
Smittytron
58a6333834
Add AI infantry production to Soviet02b
2021-03-27 13:25:22 +01:00
Smittytron
f8feec685f
Use correct sprite for Moneycrate
2021-03-27 13:25:22 +01:00
Smittytron
79404cd397
Link campaign-global.lua to remaining missions
2021-03-27 13:25:22 +01:00
Smittytron
6a6c5848c2
Remove fake building overrides from Survival01
2021-03-27 13:25:22 +01:00
Smittytron
420c8ebc4c
Remove fake building overrides from Allies02
2021-03-27 13:25:22 +01:00
Matthias Mailänder
c0ea95ca46
Update itch user name.
2021-03-27 11:34:03 +00:00
Matthias Mailänder
1a8d971145
Fix a syntax error.
2021-03-27 11:07:35 +00:00
Paul Chote
7afcb9d757
Fix TS infantry player color.
2021-03-27 11:06:12 +01:00
Smittytron
8a5c0736f5
Remove CivilianKilled notification default from TD
2021-03-27 10:58:29 +01:00
Castle
12b6bb9448
Allow BlendMode of RgbaColorRenderer to be changed
2021-03-23 17:07:20 +01:00
reaperrr
e2a6b55d44
Move up Undamaged check in DamageState
...
A mere int comparison is obviously cheaper than
a comparison between two multiplications,
so pulling this above the checks of other damage states
allows us to bail early for undamaged actors.
2021-03-21 17:37:42 +01:00
reaperrr
c240c0a24b
Only apply non-100 damage modifiers in InflictDamage
...
Profiling has shown that filtering them out early is cheaper
than applying those percentage modifiers anyway.
Additionally, profiling shows foreach loops to be cheaper
than LINQ here as well.
2021-03-21 17:37:42 +01:00
reaperrr
2528b79610
Fix D2k DamagesConcrete overrides
2021-03-21 11:09:41 +00:00
Matthias Mailänder
e13fd4816e
Extract the directory if the registry value points to a filename.
2021-03-20 18:42:02 +01:00
Andre Mohren
1f6e0f582a
Fixed aiming not propertly stopped.
2021-03-20 18:33:04 +01:00
Matthias Mailänder
bbbed49f82
Add a lint check for cursor definitions.
2021-03-20 17:37:16 +01:00
Matthias Mailänder
cefb2e7cc6
Remove unused trait lookup.
2021-03-20 17:37:16 +01:00
Paul Chote
470bc4e092
Polish deployed mobile sensor array:
...
- Force temperate palette to avoid glitches on snow maps
- Add missing active animation
2021-03-20 17:15:56 +01:00
Paul Chote
08c7c80bb7
Render building lights as their own tint-ignoring animations.
2021-03-20 17:15:56 +01:00
Paul Chote
5832ec76d4
Render integrated muzzle flashes as their own tint-ignoring animations.
2021-03-20 17:15:56 +01:00
Paul Chote
594e5b80d7
Add WithMakeOverlay trait.
2021-03-20 17:15:56 +01:00
Paul Chote
14a434975a
Add facing support to WithAttackOverlay.
2021-03-20 17:15:56 +01:00
Paul Chote
6854b23bcc
Add custom palette support to WithSpriteBody.
2021-03-20 17:15:56 +01:00
Paul Chote
0c52d275fa
Add TransparentIndex to PaletteFromFile.
2021-03-20 17:15:56 +01:00
Paul Chote
e63b9b4986
Add condition support to ActorLostNotification.
2021-03-20 17:07:29 +01:00
Paul Chote
0e270bec56
Restrict Chronoshiftable trait to Mobile and Husk actors.
2021-03-20 17:04:42 +01:00
Andre Mohren
f5f06b86ad
ExplosionOnDamageTransition now Conditional.
2021-03-20 17:02:47 +01:00
Paul Chote
fcc3008b00
Implement proper TS Tiberium and Vein logic.
2021-03-20 16:45:41 +01:00
Paul Chote
0bdd46451e
Overhaul resource layer logic:
...
* ResourceType trait has been removed.
* Simulation-related data is now defined on the
ResourceLayer (which mods can subclass/replace).
* Support non-money resources by moving the resource
values to the PlayerResources trait.
* Allow mods to disable the neighbour density override
and instead always use the map-defined densities.
* Allow mods to define their own resource placement
logic (e.g. allow resources on slopes) by subclassing
(Editor)ResourceLayer.
* Improve ability to subclass/override ResourceRenderer
by exposing more virtual methods.
2021-03-20 16:45:41 +01:00
Paul Chote
c35e9fb016
Remove custom D2k spice variant logic and improve editor cursor sprite.
2021-03-20 16:45:41 +01:00
Paul Chote
80e92849da
Replace ResourceType with strings in interfaces/public methods.
2021-03-20 16:45:41 +01:00
Paul Chote
dcd8eccee4
Replace ResourceLayer references with IResourceLayer in traits/warheads.
2021-03-20 16:45:41 +01:00
Paul Chote
5adcbe4c78
Use IResourceLayer for editor resources.
2021-03-20 16:45:41 +01:00
Paul Chote
0b93556c06
Add resource updating methods to IResourceLayer.
2021-03-20 16:45:41 +01:00
Paul Chote
7e9d291223
Add IResourceRenderer interface.
2021-03-20 16:45:41 +01:00
Paul Chote
1dc26a9b8e
Pass resource type and count to IAcceptResources instead of the value.
2021-03-20 16:45:41 +01:00
Paul Chote
3dbc6400a6
Use IResourceLayer in BaseBuilderBotModule.
2021-03-20 16:45:41 +01:00
reaperrr
adf1aeb06a
Add support for pool-specific ammo pips decoration
2021-03-20 15:31:41 +01:00
Vapre
be224934a5
FieldLoader, use dictionary for GetValue to make it twice as fast.
2021-03-17 18:18:53 +01:00
teinarss
6b74093c04
Add readonly to structs
2021-03-14 15:17:57 +01:00
reaperrr
65c796dec7
Use Mobile.Pathfinder to reduce trait look-ups
2021-03-14 12:28:54 +00:00
reaperrr
503e706d45
Check for IsReloading in HasAnyValidWeapons
...
For Attack*.CanAttack().
Allows us to drop the additional check for armaments with ammo.
2021-03-14 12:28:54 +00:00
reaperrr
a1f974bd40
Save Mobile trait look-up in AttackBase
2021-03-14 12:28:54 +00:00