Commit Graph

69 Commits

Author SHA1 Message Date
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