Matthias Mailänder
fd68c81b15
Update .travis.yml
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remove failing auto-wiki-update
2014-07-09 14:11:01 +02:00
Matthias Mailänder
5f1a0ddb99
Merge pull request #5899 from obrakmann/blinky-blinky
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Change the colour of the blinking READY to gold
2014-07-09 13:09:46 +02:00
Oliver Brakmann
ab4a9388ce
Change defaults for the production palette's ready sign
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Default is now to blink alternating between white and gold.
2014-07-09 12:09:44 +02:00
Matthias Mailänder
a816956b5e
Merge pull request #5897 from pchote/disable-green
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Restore blinking ready label in RA.
2014-07-09 11:37:04 +02:00
Paul Chote
8b01ed034b
Restore blinking ready label in RA.
2014-07-09 21:08:00 +12:00
Paul Chote
4471891cae
Merge pull request #5896 from Mailaender/d2k-parachute-corpse
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Fixed missing parachute corpses in Dune 2000
2014-07-09 21:00:28 +12:00
Paul Chote
2524ead1c4
Merge pull request #5892 from Mailaender/destroyed-repair-building-nre
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Added a check if the rearm host building is gone
2014-07-09 20:55:20 +12:00
Paul Chote
15ec2b40f2
Merge pull request #5890 from Mailaender/negative-spawns-crash-fix
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Made GetSpawnOccupants more robust against invalid list queries
2014-07-09 20:48:12 +12:00
Matthias Mailänder
dc2880e047
bring it in line with Rearm
2014-07-09 09:35:36 +02:00
Matthias Mailänder
26ed4c24be
check if the host building is gone
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fixes #5670
2014-07-09 09:25:06 +02:00
Matthias Mailänder
befb11ce69
add parachute corpses
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fixes #5893
2014-07-09 09:16:27 +02:00
Matthias Mailänder
971ec55679
Merge pull request #5833 from pchote/cnc-techlevels
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Closes #3221
2014-07-09 08:51:29 +02:00
Matthias Mailänder
3491d3b9f8
Merge pull request #5894 from pchote/warhead-nre
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Fix NRE if a unit is damaged without a warhead.
2014-07-09 08:12:08 +02:00
Paul Chote
83b559befc
Fix NRE if a unit is damaged without a warhead.
2014-07-09 18:02:27 +12:00
Paul Chote
4e1f7dedba
Fix the bogus D2K AI definitions.
2014-07-09 17:50:14 +12:00
Paul Chote
a46baeaf2b
Reorganise AI base building logic.
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- Now obeys defined structure percentages and limits.
- Faster.
- More readable and maintainable code.
2014-07-09 17:50:14 +12:00
Paul Chote
c8bd8336f7
Remove super-spammy debug messages.
2014-07-09 17:50:14 +12:00
Paul Chote
ff78b0f7ea
Add tech levels to TD.
2014-07-09 17:50:14 +12:00
Matthias Mailänder
5a891daa59
make GetSpawnOccupants more robust against invalid list queries
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fixes #5588
2014-07-09 06:21:59 +02:00
Paul Chote
5e96bb3f8c
Merge pull request #5824 from reaperrr/pronedamage
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Moved ProneDamage to Warhead
2014-07-09 11:02:02 +12:00
Paul Chote
e5b863f926
Merge pull request #5698 from Mailaender/sonar
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Added the sonar pulse to reveal sub marines
2014-07-09 10:44:47 +12:00
Chris Forbes
c70087fdb2
Merge pull request #5885 from Mailaender/ra-capture-tech-oversights
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Fixed captureable tech oversights in the Red Alert mod
2014-07-09 08:05:35 +12:00
Matthias Mailänder
c4dffa02da
fix chronosphere being visible to soviets
2014-07-08 21:30:09 +02:00
Matthias Mailänder
5740faef21
fix Tanya being available to soviets
2014-07-08 21:27:34 +02:00
Matthias Mailänder
63d4df76a8
Merge pull request #5874 from pchote/revert-desyncs
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Revert TickRender and PauseState changes
2014-07-08 21:21:49 +02:00
reaperrr
fa98eae2c3
Applies most TS prone damage values to TS mod.
2014-07-08 21:05:43 +02:00
reaperrr
fabca5dca6
Move ProneDamage modifier from TakeCover to Warhead.
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Rename it to ProneModifier and convert it to integer.
2014-07-08 21:05:42 +02:00
Matthias Mailänder
b12c630e63
Merge pull request #5883 from reaperrr/ts-tib-heal
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Fixes #5877
2014-07-08 21:03:50 +02:00
Matthias Mailänder
db7b7742a3
Merge pull request #5880 from MustaphaTR/ra-capturable-bio
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Capturable Bio Lab
2014-07-08 20:54:53 +02:00
reaperrr
b765d5238c
Add TiberiumHeal weapon and use it for healing mutants, cyborgs & critters.
2014-07-08 18:04:20 +02:00
reaperrr
343de6a244
Fix palette and add inaccuracy to Tiberian Fiend's weapon.
2014-07-08 18:02:44 +02:00
Mustafa Alperen Seki
101e57eade
Capturable Bio Lab
2014-07-08 11:51:29 +03:00
Matthias Mailänder
1a81016bdc
Merge pull request #5869 from reaperrr/ts-blue-tib
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Added blue tiberium and blue large crystal to TS mod.
2014-07-08 08:12:12 +02:00
Paul Chote
3918c992c4
Fix D2K turret placement crash.
2014-07-08 17:12:51 +12:00
Paul Chote
1b222958d6
Don’t override custom animations if damaged.
2014-07-08 17:12:36 +12:00
Paul Chote
c639339a62
Remove the crumble overlay after it has completed.
2014-07-08 17:11:59 +12:00
Paul Chote
2b91a2363b
Fix make animations.
2014-07-08 16:56:09 +12:00
Paul Chote
5650d5fc98
Revert "use TickRender() for RenderSprites and PaletteModifier"
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This reverts commit 87fd576b26 .
2014-07-08 11:09:54 +12:00
Paul Chote
802b6a652c
Revert "new PauseState to differentiate game and editor pausing"
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This reverts commit d1e18cad7a .
2014-07-08 10:42:00 +12:00
Paul Chote
18c9a25232
Revert "freeze animations during pause to visualize it better"
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This reverts commit 960248fe44 .
2014-07-08 10:40:06 +12:00
Paul Chote
3c2d9910e3
Revert "Undo changes to World::SetLocalPauseState to unbreak Lua"
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This reverts commit 77e3d17527 .
2014-07-08 10:39:18 +12:00
reaperrr
b279de1edb
Fixes tiberium tree shadow frames, adds large blue crystal.
2014-07-07 22:53:24 +02:00
reaperrr
e27e7ce87c
Adds blue tiberium to TS mod.
2014-07-07 22:51:00 +02:00
reaperrr
a3cb5d2d1d
Renames interior tileset to temperate and adds BlueTiberium terrain type.
2014-07-07 22:49:50 +02:00
Matthias Mailänder
dfc722847a
Merge pull request #5862 from obrakmann/fix-lua-pausestate
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Old Lua: use the correct method to set the pause state
2014-07-07 21:57:14 +02:00
Oliver Brakmann
77e3d17527
Undo changes to World::SetLocalPauseState to unbreak Lua
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Fixes #5864 .
2014-07-07 21:50:37 +02:00
Matthias Mailänder
d2adc28a00
Merge pull request #5865 from obrakmann/fix5861
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Fix RepairBuilding not working for AI and Lua scripts
2014-07-07 20:54:03 +02:00
Oliver Brakmann
33b916a713
Fix RepairBuilding not working for AI and Lua scripts
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Fixes #5861
2014-07-07 19:43:52 +02:00
RoosterDragon
a512d9ad0a
Sped up shroud rendering.
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- Only update shroud within the visible screen area, rather than the whole map. This improves performance on larger maps significantly when scrolling around since large portions of the shroud do not need to be updated.
- Provide methods in Shroud to return delegates to check for explored/visibility for tiles within a certain region. This allows it to return more efficient delegates whenever the region is within the map bounds, or shroud/fog is disabled. In the typical case where the region is in bounds and shroud/fog is enabled, the fast check is almost twice as fast as the slow check.
- Use the Shroud delegate functions in shroud rendering, frozen actors, minimap rendering and resource layer areas to provide a speedup since these areas of code can often take advantage of the fact they perform checks within the map boundary.
- Cache current element in CellRegionEnumerator to prevent repeated work if the element is accessed more than once.
- Decrease the size of elements in some arrays in hopes of reducing memory needs and improving cache hits.
2014-07-07 17:34:31 +01:00
RoosterDragon
2351c43237
Refactoring pass.
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- Extract an enum for edges rather than using magic numbers for everything.
- Remove duplicated code between FoggedEdges and ShroudedEdges by hosting the visibility function into a delegate.
- Make minimap methods more readable.
- Tidy formatting.
- Make some fields readonly.
- Remove unused usings.
2014-07-07 17:34:25 +01:00