Matthias Mailänder
bc3acfeee7
StyleCop clean OpenRA.Game
2015-01-04 15:38:54 +01:00
RoosterDragon
9cbac2d5e1
Clean up style of files affected by the last commit.
2014-12-22 17:34:02 +00:00
RoosterDragon
f0f02dff5c
Dispose of graphics resources deterministically.
...
Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources.
As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general.
Also dispose some bitmaps.
2014-12-22 17:34:01 +00:00
Paul Chote
aab9ad5ac0
Load tmp(ts) ExtraData for cliffs etc.
2014-11-05 09:39:55 +13:00
Alexander Fast
070d00c678
Fixes year numbers in license text in file headers.
2014-08-21 11:27:52 +02:00
Paul Chote
a30c8b53a7
Add support for diamond cell grids.
2014-06-30 23:44:23 +12:00
Paul Chote
7b52fa52b6
Replace CPos.CenterPosition -> Map.CenterOfCell.
2014-06-27 23:30:40 +12:00
Paul Chote
997216aef0
Use CellLayer for terrain.
2014-06-27 22:07:02 +12:00
Paul Chote
386b71de82
Integrate CellRegion with Map, Viewport.
2014-06-27 19:20:46 +12:00
ScottNZ
90894aa03e
Use var everywhere
2014-06-15 22:17:34 +12:00
Paul Chote
4935266945
Merge FileFormats dll into Game and reorganise namespaces.
2014-04-17 01:20:47 +12:00
Paul Chote
c42a6f8386
Convert terrain rendering to world coords.
2013-12-26 17:23:13 +13:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Paul Chote
919181e04d
Clean up viewport internals.
2013-10-05 21:01:22 +13:00
Paul Chote
b7123cda7d
Route screen size queries via Game.Renderer.
2013-10-05 21:01:21 +13:00
Paul Chote
387ac04d9f
Split tileset artwork loading out of TileSet.
...
This simplifies terrain loading and allows for
non-square tiles in game.
The editor still relies on the old code for now.
2013-08-14 23:08:17 +12:00
Paul Chote
0e1c12131a
Generalize SheetBuilder overflow behavior.
2013-06-15 19:16:07 +12:00
Paul Chote
f5d59fab22
Fix #2106 .
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The current tilesets only use only ~3% of the
available sheet space, so a future patch may want
to look into decreasing the terrain sheet size to
save some GPU memory.
2013-05-15 20:36:30 +12:00
Paul Chote
891158ca44
Allow SheetBuilder to throw an exception on sheet overflow.
...
This removes unnecessary checks from TerrainRenderer
and will be used in the voxel renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
ccbfacec62
Tidy TerrainRenderer formatting (no code changes).
2013-05-15 19:24:18 +12:00
Scott_NZ
2c4c7aa4c0
Fixes TerrainRenderer.Draw() causing a crash because of negative firstRow value
2013-04-19 19:09:29 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Matthias Mailänder
c731a7960e
embed the previously manually edited outdated documentation
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from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
2013-03-20 21:20:27 +01:00
Paul Chote
8a53819f50
Redirect IShader calls via respective *Renderers.
2013-03-08 18:21:35 +13:00
Paul Chote
786c3b1f1a
Rename uniform setters to avoid future ambiguity.
2013-03-04 19:06:42 +13:00
Paul Chote
82426e0e45
Move Palette from ModData to WorldRenderer.
2013-02-26 09:35:41 +13:00
Kenny
f41fb32d60
Introducing per-player shrouds.
...
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Paul Chote
fc783ddf80
Support custom zoom levels
2011-07-25 22:23:17 +12:00
Paul Chote
926b396605
Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.
2011-07-25 22:23:16 +12:00
Chris Forbes
cd6f77ca7c
move terrain palette constant lookup outside terrain setup inner loop
2011-05-22 20:39:01 +12:00
Chris Forbes
4d6b2c7954
IBOless rendering with quads; considerably reduces renderer complexity
2011-05-18 20:42:10 +12:00
Chris Forbes
16cb275a5f
fix rendering of very large maps
2011-03-08 19:24:15 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
73020a9419
Make binary info loading lazy
2011-02-11 21:50:11 +13:00
Paul Chote
2c0a928b48
Fix terrain being drawn using the cursor palette.
2011-01-27 20:50:02 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
fc5830a687
Added int2.Clamp(Rectangle). All queries for map geometry use map.Bounds.
2010-11-24 12:24:48 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc
Kill Map.XOffset / Map.YOffset.
2010-11-24 10:26:38 +13:00
Bob
ab1e930ba3
pass worldRenderer around as necessary
2010-10-12 17:24:07 +13:00
Bob
cdcfeb6276
render perf improvement: BufferSubData, and don't use the same buffer back-to-back
2010-09-24 18:11:00 +12:00
Paul Chote
051c451867
Support custom tile size ingame
2010-09-15 19:31:21 +12:00
Paul Chote
be47fb55e8
Initial support for custom tile sizes
2010-09-15 19:31:21 +12:00
Bob
0e16aa339d
move SheetBuilder singleton onto ModData
2010-08-21 17:44:06 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
alzeih
2f9f539857
big pile of Render refactoring
2010-07-21 18:59:33 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Chris Forbes
9e705a3bcd
ridiculous perf win in SmudgeLayer
2010-04-18 18:22:44 +12:00
Bob
e38d978849
fix some extraneous refs to Game.world
2010-04-13 20:25:16 +12:00