Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
fc15aa47ad
dont really need to setup palettes every frame in ResourceLayer
2011-07-25 22:23:11 +12:00
Paul Chote
5e220a9ac7
Fix #306
2011-06-21 20:35:08 +12:00
Paul Chote
d4baf2d757
Refactor UnitInfluence trait -> world.ActorMap
2011-05-22 19:32:53 +12:00
Chris Forbes
de8180f217
moar
2011-05-04 19:30:11 +12:00
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
Chris Forbes
848622054d
unstatic SpriteLoader
2011-01-26 21:09:07 +13:00
Chris Forbes
1d7f57941e
rename SpriteSheetBuilder to SpriteLoader; it's dumb otherwise
2011-01-26 21:07:54 +13:00
Chris Forbes
93a56f9a18
#250 resources should have a list of allowed terrain types
2011-01-08 09:31:36 +13:00
Paul Chote
fb0e399ab9
Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
2010-11-27 11:20:04 +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
41fd19c766
Begin refactoring Shroud. ShroudRenderer is now internal to WorldRenderer; all traits interact with Shroud directly. Gives soft-edges at the map border for free, but breaks shellmap and observers.
2010-11-27 11:20:03 +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
8fcbb670d8
rename AllowOreAt => AllowResourceAt
2010-11-06 11:53:41 +13:00
Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
Bob
e3ddb8f757
cache world.LocalPlayer instead of fetching it repeatedly within loops
2010-11-01 18:39:44 +13:00
Bob
6bbf878314
remove ref to Game.world in Viewport.ShroudBounds
2010-10-12 17:29:09 +13:00
Bob
ab1e930ba3
pass worldRenderer around as necessary
2010-10-12 17:24:07 +13:00
Chris Forbes
aba76f4b50
don't look up resource type every cell for ore, too
2010-09-24 20:40:56 +12:00
Bob
7bf4cb85fa
fix perf in ShroudRenderer
2010-09-24 18:11:08 +12:00
Bob
6dd03bb339
bugfix in ResourceLayer
2010-09-24 18:11:06 +12:00
Bob
14e517cab5
Autoflush renderer. Sprite.DrawAt convenience function.
2010-09-24 18:11:03 +12:00
Paul Chote
23da8a24bd
Only render shroud/ore that is in the current viewport
2010-09-19 18:34:23 +12:00
Chris Forbes
f4da83e920
start cleaning up IWorldLoadHook vs IGameStarted -- IGameStarted dies.
2010-08-25 21:53:54 +12:00
Paul Chote
10ea035b42
Fix #41
2010-08-15 15:34:27 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
Paul Chote
ac526f9762
Split the radar into multiple bitmaps
2010-07-22 22:54:12 +12:00
Paul Chote
d21e9fe093
Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster.
2010-07-22 22:22:53 +12:00
alzeih
2f9f539857
big pile of Render refactoring
2010-07-21 18:59:33 +12:00
alzeih
222b29cec6
Bye Bye Chrome!
2010-07-21 17:57:06 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Paul Chote
00b91bd7ad
Reimplement ICustomTerrain with far less bs
2010-06-25 19:26:08 +12:00
Paul Chote
29fa9e3aeb
Shift movement cost/speed into IMove; regressions in a few areas
2010-06-25 17:05:56 +12:00
Paul Chote
7ac8d0cf59
Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
...
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes
Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
aff357db0b
Actually render resources when shroud is disabled
2010-06-20 18:34:06 +12:00
Chris Forbes
db465e1fdd
ActorInitializer, in preparation for next change (bob)
2010-06-19 14:28:30 +12:00
Paul Chote
84980789aa
Render ore when gps is enabled
2010-05-15 09:17:10 +12:00
Chris Forbes
63b150f3fd
revamp ore growth for massive simplification - pure SeedsResource-based
2010-05-01 15:27:42 +12:00
Chris Forbes
faea3d33e3
async server browser
2010-04-19 18:06:48 +12:00
Chris Forbes
d8c525d39c
loop order change in ResourceLayer
2010-04-18 21:47:35 +12:00
Chris Forbes
df661fec03
similar perf wins in BibLayer/ResourceLayer
2010-04-18 18:23:47 +12:00
Chris Forbes
9dbed9ed50
changed ResourceLayer to work the same as BibLayer
2010-04-18 17:52:34 +12:00
Paul Chote
fcf8eb2726
Terrain speed modifiers
2010-04-17 21:56:57 +12:00
Paul Chote
4a6c32bd9c
Fix ICustomTerrain to also work for resources
2010-04-17 21:56:45 +12:00
Paul Chote
70e26bb047
Custom path/move costs for resources
2010-04-17 21:56:40 +12:00
Bob
e38d978849
fix some extraneous refs to Game.world
2010-04-13 20:25:16 +12:00
Bob
0f98df9a88
remove SpriteRenderer arg to DrawText; create only one SpriteRenderer for each Shader
2010-04-11 20:59:04 +12:00