Mustafa Alperen Seki
1d8b1906ef
Add IsPlayerPalette support to WithDecoration
2018-03-10 00:12:56 +01:00
abcdefg30
b012fa62fe
Replace 'target point' by 'center' in all descriptions
2018-03-09 23:32:07 +01:00
atlimit8
7283f9804e
Added Polygon IHitShape
2018-03-09 23:32:07 +01:00
reaperrr
5a889c0efd
De-duplicate some WithTurretAttackAnimation code
2018-03-09 21:30:30 +01:00
reaperrr
769a49ef0b
Make WithTurretAimAnimation conditional
2018-03-09 21:30:30 +01:00
reaperrr
76da40bbda
Make WithTurretAttackAnimation conditional
2018-03-09 21:30:30 +01:00
reaperrr
02b1530300
Fix upgrade rule dates
2018-03-09 19:28:29 +01:00
reaperrr
79c78090d1
Remove WithSpriteTurret.AimSequence
...
We can now use WithTurretAimAnimation instead.
2018-03-09 19:28:29 +01:00
reaperrr
a1ad76ba74
Split *AimAnimation from WithTurretAttackAnimation
...
These two didn't interact and actually even conflicted when used at the same time, so splitting them is the sensible thing to do.
2018-03-09 19:28:29 +01:00
reaperrr
d643d2ebda
Remove legacy .aud sound defaults from Common traits
...
While C&C-specific sound defaults might be acceptable for C&C-specific traits like MadTank and Chronoshiftable, for common, generic traits like Building they no longer are.
2018-03-09 18:58:49 +01:00
Mustafa Alperen Seki
5e7e3bb011
Add DamageTypes to Kill() and make some traits use it.
2018-03-09 00:25:29 +01:00
Pavel Penev
b620e8107f
Added GrantRandomCondition trait.
2018-03-08 18:15:54 +01:00
Mustafa Alperen Seki
c976bb1d7b
Make BaseProvider PausableConditional
2018-03-08 17:19:23 +01:00
Matthias Mailänder
12054506e1
Add support for JASC and GIMP color palettes
2018-03-08 16:54:13 +01:00
reaperrr
92584c3c85
Fix upgrade rule dates to be after release-20180307
2018-03-08 16:03:14 +01:00
reaperrr
d90ff99e74
Replace WithReloadingSpriteTurret with conditions
...
WithReloadingSpriteTurret was bound to run into conflicts with any WithTurret*Animation traits due to overriding the turret sequence constantly via ITick.
Using (stacked) conditions instead avoids that.
2018-03-08 16:03:14 +01:00
reaperrr
55b11d1745
Don't cache ActorSpawners at creation
...
Re-evaluate before every spawn attempt instead.
Also accounts for ActorSpawner being conditional now.
While a bit more costly in terms of performance, this allows to create spawns mid-game.
2018-03-08 15:39:44 +01:00
Voidwalker
711bad91a3
Generalize WormManager into ActorSpawnManager.
...
Added support of multiple actors, conditions and types.
2018-03-08 15:39:44 +01:00
Paul Chote
e69cf4fd5c
Rename another Stream.Write(byte[]) extension method.
2018-03-07 22:29:35 +01:00
Peter Antal
9ce0bcb0b7
Mop up active Stylecop nits.
...
Style consistency cleanup.
2018-03-03 11:45:35 +00:00
reaperrr
c5f9d6ff2d
Add more configurability to AI MinimumExcessPower logic
...
Allows to scale the targeted minimum excess with building count as well as define a maximum cap to avoid overproducing powerplants.
2018-02-27 19:47:00 +01:00
Matthias Mailänder
cf944ae9f1
Require IntoActor everywhere.
2018-02-23 20:02:47 +01:00
Matthias Mailänder
6bd1e90671
Add TransformCrusherOnCrush
2018-02-23 20:02:47 +01:00
reaperrr
9107ca3bc1
Remove unused legacy IsWater flag
...
This was planned anyway, we had just forgotten about it when the last blocker was removed.
2018-02-22 11:51:10 +01:00
Alexis Hunt
08ad7d7f4e
Refactor handling of hit radii in projectiles.
...
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.
The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.
Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.
CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.
Fixes #14151 .
2018-02-21 23:26:41 +01:00
Mustafa Alperen Seki
c4b0ad45e3
Add lua functions for DeliverCash and DeliverExperience
2018-02-21 21:38:43 +01:00
Guido L
21472f2cc6
HackyAI: Refactor and remove duplicated logic.
2018-02-21 21:34:00 +01:00
reaperrr
5ae1d1c4bf
Fix bracket style issue in ProductionQueue
...
While it's really minor and insignificant, our style convention is to put opening { brackets on a newline (unless everything fits into a single line).
2018-02-21 22:04:33 +03:00
Mustafa Alperen Seki
913e7fc995
Unhardcode GrantExternalConditionPower cursors
2018-02-18 23:02:31 +01:00
abcdefg30
0f1cd07dee
Don't render empty background images
2018-02-18 20:18:30 +01:00
Mustafa Alperen Seki
0e0ab318e6
Make ThrowsShrapnel conditional
2018-02-18 18:41:29 +01:00
Mustafa Alperen Seki
733055007a
Add Player Palette support for Bullet, Missile and GravityBomb.
2018-02-18 18:23:24 +01:00
abcdefg30
bed6b26428
Fix FallsToEarth not accounting for effective ownership
2018-02-17 12:21:55 +01:00
Mustafa Alperen Seki
3ed8e4b4e8
Make SPM not fire from an actor with disabled instance of a SW.
2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
99eedfd0e7
Make SupportPowerChargeBar conditional
2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
ce63dd33db
Make PrimaryBuilding conditional.
2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
491f808b75
Add GrantConditionOnFaction.
2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
065eb78afc
Make AttackSuicides coditional
2018-02-06 03:10:15 +01:00
Paul Chote
258df13451
Fix missing PauseStateLocked check on "/pause" chat command.
2018-02-04 15:30:53 +01:00
Paul Chote
237d9b3a29
Fix missing click sounds on observer stat hotkeys.
2018-02-03 19:16:18 +01:00
Paul Chote
8174d0e69a
Use EffectiveOwner for actor tooltips.
2018-02-03 18:35:50 +01:00
Paul Chote
2fccfdf1ee
Add support for disabling IIssueDeployOrders.
2018-01-28 18:06:30 +01:00
Paul Chote
fc31fac1f0
Work around duplicated notification sound when the ingame menu is open.
2018-01-28 14:51:41 +01:00
Paul Chote
73f5f1fa75
Remove AddChatLine registration on IngameChatLogic dispose.
2018-01-28 14:51:41 +01:00
Arular101
21504a774d
Add missing copyright notice
2018-01-17 23:07:01 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Paul Chote
7dea5e28af
Remove ReturnToBase order feedback if no RearmBuildings are defined.
...
ReturnToBase requires RearmBuildings to function.
2018-01-14 23:25:47 +01:00
Mustafa Alperen Seki
c87aa62647
Make ProduceActorPower care for PrimaryBuilding
2018-01-13 17:55:57 +01:00
Arular101
24b7f7a23f
Cast to long to avoid overflow when multiplying by the health (part 2)
2018-01-13 17:32:34 +01:00
Arular101
30acee38c9
Cast to long to avoid overflow when multiplying by the health
2018-01-13 17:32:34 +01:00