abcdefg30
ae9371f627
Add a ReplaceValue method to UpdateUtils
2018-05-05 00:25:29 +02:00
abcdefg30
399692341d
Add a new AddNode(MiniYamlNode) overload to UpdateUtils
2018-05-05 00:25:29 +02:00
Paul Chote
59c2a9e4da
Add a Type (= General, Filename, Integer) to TextFieldWidget.
2018-05-05 00:15:06 +02:00
reaperrr
3c34330925
Skip check for ITemporaryBlocker entirely if rules don't contain any temporary blockers
...
This benefits all mods without temporary blockers like gates or energy walls.
2018-05-04 19:40:18 +02:00
reaperrr
2a4299906d
Add missing update rules to bleed update path
...
I forgot to add these in their respective PR.
2018-05-04 19:20:39 +02:00
reaperrr
d6e0598bd0
Fix Locomotor lint check
...
It was missing from the project file (oops...) and missing a check for duplicate Locomotor names.
2018-05-04 19:20:39 +02:00
reaperrr
43478e9e72
Group lint rules together in Mods.Common csproj
...
Makes it easier to manually add/remov/disable individual lint rules.
2018-05-04 19:20:39 +02:00
reaperrr
5aefff421c
Locomotor update rule
2018-05-03 10:49:21 +02:00
reaperrr
e7fb32b09c
Replace DomainIndex passability hack with Locomotor boolean
2018-05-03 10:49:21 +02:00
reaperrr
5364515004
Don't pass movement class via IsPassable directly
...
Let IsPassable get that info from the locomotor instead.
2018-05-03 10:49:21 +02:00
reaperrr
a52e83ca49
Add Locomotor lint check
2018-05-03 10:49:21 +02:00
reaperrr
81343926b6
Split Locomotor trait from Mobile
...
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
Paul Chote
bf4b91741a
Ignore unused frames when loading Sequences into Sheets.
2018-05-02 09:59:03 +02:00
Paul Chote
d9fd0f272c
Add support on-demand sprite frame loading.
...
Passing the getUsedFrames argument will cause frames to be buffered
locally (and not added to the SheetBuilder) until they are explicitly
requested. This allows unused frames in sprite files to be skipped
instead of wasting space in GPU memory.
2018-05-02 09:59:03 +02:00
Paul Chote
94dd83bc13
Fix the frame mapping used to select sprites for the SpriteBounds.
2018-05-02 09:59:03 +02:00
Paul Chote
efc744dec3
Improve consistency between the update rule code and descriptions.
2018-05-02 09:25:39 +02:00
Paul Chote
8c2f25e249
Remove explicit line numbers from update rule reports.
...
Additions/removals by other rules in the set will almost certainly
invalidate these. Reporting the block and file is the best we can
reasonably do.
2018-05-02 09:25:39 +02:00
Paul Chote
677d004cfa
List ignored map includes only once.
2018-05-01 00:46:57 +02:00
Paul Chote
691c432b72
Ignore yaml files imported from other mods.
2018-05-01 00:46:57 +02:00
Paul Chote
91295f9c68
Add IReadOnlyFileSystem.IsExternalModFile.
2018-05-01 00:46:57 +02:00
Paul Chote
f0e190825a
Fix map updater breaking unicode characters.
2018-04-30 02:37:53 +02:00
Paul Chote
952f41b4e4
Add --dump-sequence-sheets Utility command.
...
This can be used to debug and optimize the texture
data that is uploaded to VRAM.
2018-04-30 02:05:43 +02:00
reaperrr
83f100618b
Make INotifyAppliedDamage require explicit implementation
2018-04-29 11:59:49 +01:00
reaperrr
3a82b13093
Make INotifyKilled require explicit implementation
2018-04-29 11:59:49 +01:00
reaperrr
7ca9aa5e0b
Make INotifyDamage require explicit implementation
2018-04-29 11:59:49 +01:00
reaperrr
ccd070afd6
Make IRenderModifier require explicit implementation
2018-04-29 11:59:49 +01:00
reaperrr
cc4c5a5492
Make IVoiced require explicit implementation
2018-04-29 11:59:49 +01:00
Paul Chote
da29250711
Move PlayerResources to Mods.Common.
2018-04-28 20:42:10 +02:00
Mustafa Alperen Seki
ec61527ebc
Don't show negative prerequisites on tooltip
2018-04-26 17:10:26 +02:00
Paul Chote
160ade1060
Add CaptureTypes to GiveCashOnCapture.
2018-04-26 08:27:35 +02:00
Paul Chote
0654f18f22
Break out of cancellation loop when there is nothing left to cancel.
2018-04-22 18:01:57 +02:00
Paul Chote
f2cf51d1a4
Play appropriate audio notifications when build/production limit is reached.
2018-04-22 18:01:57 +02:00
Paul Chote
da10e94b41
Add per-item and total queue length limits to ProductionQueue.
...
Implement 999 per-actor limit.
2018-04-22 18:01:57 +02:00
reaperrr
18ed04eab5
Only use largest blocker instead of largest actor for projectile blocker overscan
...
Before this, we unconditionally used the largest OuterRadius of all actors inside a mod for overscanning of blockable projectiles.
However, in many mods the only blockable actors are 1-cell walls, and even if there are gates like in TS, they usually aren't the largest actors in terms of hit-shape.
So this measure should save a bit of performance by reducing the overscan radius of blockable projectiles, especially in mods where walls are the only blocking actors.
2018-04-22 10:55:23 +02:00
Mustafa Alperen Seki
dc71a71a09
Change the way NukePower>SkipAscent works
2018-04-12 08:19:18 +02:00
Andre Mohren
5b7d43f1e0
Virtual ProductionQueue.AllQueued
2018-04-12 08:08:45 +02:00
David Wilson
1b685955cd
Fixes for WavReader to explictly handle "LIST" and "cue " chunks (RA2), and skip to EOF on unknown chunk
2018-04-11 19:22:47 +01:00
JordanBergin
0226c06b93
No longer check Carryable IsInWorld when Carryall is killed. Also the Carryable's position is updated to Carryall's position when the Carryall is killed.
2018-04-10 12:52:42 +02:00
Chris Forbes
770f14fa2a
Use IPositionable.CanExistInCell in Bridge/GroundLevelBridge
...
We don't care whether there's empty space for the actor now -- we care whether
the terrain the actor is ALREADY standing on remains suitable after the
bridge state change.
2018-04-10 01:01:53 +02:00
Chris Forbes
dddd057e3d
Add IPositionable.CanExistInCell
...
This is like CanEnterCell, but doesn't take into account conflicting
actors, etc.
2018-04-10 01:01:53 +02:00
reaperrr
fba08cd066
Don't create empty MissionGroups
...
Only create MissionGroups if there's at least one visible mission.
2018-04-09 12:19:28 +02:00
Paul Chote
4f0aa89c01
Remove TileSet.Palette and PaletteFromCurrentTileset.
2018-04-08 21:14:29 +02:00
Joe Alam
7221c29d9b
Added text selection and copy support to TextFieldWidget.
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Use Shift and navigation key (cursor, home, end) to select a portion of
text, and replace/delete/cut as appropriate.
Also provides support for selection with mouse (click and drag)
2018-04-08 19:24:22 +02:00
Zimmermann Gyula
b5893d4c6d
Implement GrantExternalConditionToCrusher.
2018-04-08 19:04:05 +02:00
Michael Silber
1b110b7833
Add Replaceable and Replacement traits to support wall overrides.
2018-04-07 23:32:24 +02:00
reaperrr
0c52ff3ae5
Cache TargetablePositions in Actor
...
To speed up Target.Positions.
2018-04-07 17:24:13 +01:00
reaperrr
4c16e51f92
Add EditorPlayer to all mods
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To prevent the editor from loading unnecessary or even incompatible
player traits.
2018-04-06 20:46:47 +02:00
reaperrr
563c8ad302
HarvManager update rule
2018-04-06 20:16:36 +02:00
reaperrr
4f651c2f88
Remove HarvesterInfo look-up from HackyAI
2018-04-06 20:16:36 +02:00
reaperrr
5276636598
Extract a HarvesterManager from HackyAI
...
This takes action when AI harvesters don't find ore near the base or became idle for some other reason.
2018-04-06 20:16:36 +02:00