Gustas
dab3ca0025
Add support for dark player colors
2023-03-10 15:43:24 +02:00
abcdefg30
5bf7fe852c
Remove the copyright year numbers
2023-01-11 11:58:54 +02:00
abcdefg30
6a31b1f9f3
Update the copyright header year
2022-05-28 00:35:10 -05:00
Eduardo Cáceres
2677e9c013
Use pattern matching
2022-05-18 11:42:36 -05:00
Eduardo Cáceres
7eb64ea6fc
Use read-only autoimplemented property when possible
2022-05-18 11:42:36 -05:00
Vapre
83357af14c
WorldRenderer, replace foreach ActorsWithTraits with ApplyToActorsWithTrait. #18798 .
2022-03-13 10:45:01 +01:00
Paul Chote
27f9f35efb
Fix incorrect world height to screen depth conversion.
2021-08-20 20:17:55 +02:00
Paul Chote
962d6496bd
Overhaul depth preview rendering:
...
* Replace Jet color map with grayscale
* Added Shift + \ hotkey to toggle preview
* Added Shift + [, Shift + ] hotkeys to change contrast
* Added Shift + ;, Shift + ' hotkeys to change offset
2021-08-20 20:17:55 +02:00
Andre Mohren
6810469634
Updated copyright years.
2021-06-29 18:33:21 -05:00
Andre Mohren
62207313a0
32bpp assets dont need a palette to be defined.
2021-06-25 10:33:54 +02:00
Paul Chote
0735345674
Set world framebuffer size based on minimum zoom.
...
This avoids reallocating buffers each time the player changes zoom level.
2021-05-16 14:10:32 +02:00
teinarss
6b74093c04
Add readonly to structs
2021-03-14 15:17:57 +01:00
Paul Chote
0a374e2264
Move ownership of tile sprites to the terrain renderer.
2021-01-11 21:57:55 +01:00
abcdefg30
31c9b4fc80
Revert renderable buffer sorting improvements
2020-12-05 17:03:03 +00:00
RoosterDragon
4daa5193b6
Use tie breaks for sort order in WorldRenderer.GenerateRenderables
2020-11-01 19:00:20 +00:00
RoosterDragon
71e3ca4493
Sort renderables in-place in WorldRenderer.GenerateRenderables
2020-10-17 23:48:48 +02:00
teinarss
9c4fd0e3d3
Use Null-Propagation Operator
2020-08-19 18:11:07 +01:00
Paul Chote
01e955ca37
Implement TS-style terrain lighting.
2020-07-13 14:02:02 +02:00
teinarss
67ff292d62
Refactor WorldRenderer to use less allocations
2020-07-03 17:41:41 +02:00
Paul Chote
88cdad4189
Add support for polygon selection shapes.
2020-03-24 00:07:10 -05:00
Paul Chote
84daf890d3
Use antialiasing filter when rendering world annotations.
2020-01-26 20:22:49 +01:00
tovl
695d9a6cb1
Centralize shroud changes in one pass to improve performance.
2020-01-12 04:50:25 +01:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
327866ffc3
Render world via an intermediate FrameBuffer.
2019-12-08 04:36:31 +01:00
Paul Chote
e772adb0a9
Draw annotations using the UI renderers.
2019-10-20 23:46:33 +02:00
Paul Chote
8c1b0f1afe
Add IEffectAnnotation interface.
2019-10-20 23:46:33 +02:00
Paul Chote
7d1ce0c83b
Add annotation support to IOrderGenerator.
2019-10-20 23:46:33 +02:00
Paul Chote
edaa7918fc
Add IRenderAnnotations(WhenSelected) interfaces.
2019-10-20 23:46:33 +02:00
Paul Chote
b93c7cabb3
Render voxels before BeginFrame.
2019-09-04 20:20:04 +02:00
Paul Chote
3e404f6ac2
Remove HSLColor.
2019-03-04 18:26:42 +00:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Paul Chote
a06cfb4004
Move TerrainRenderer to a mod-defined trait.
2018-10-13 18:16:56 +02:00
Paul Chote
9ff177359b
Split IGraphicsContext from IPlatformWindow.
2018-06-13 18:45:21 +01:00
Paul Chote
ab14a86d39
Rename Renderer.Device to Renderer.Window.
2018-06-13 18:45:21 +01:00
Paul Chote
131496ebf8
Merge RGBA sprite rendering into SpriteRenderer.
...
Renderer.RgbaSpriteRenderer is kept as a thin
wrapper to maintain compatibility with consumer
code.
2018-06-04 23:33:57 +02:00
RoosterDragon
95ac1aa5b2
Avoid redundant property sets in WorldRenderer.Draw.
2018-05-29 23:05:39 +01:00
Paul Chote
a329711011
Render lines using SpriteRenderer without breaking the batch.
2018-05-23 23:28:22 +02:00
RoosterDragon
f6471d411e
Reuse set when rendering actors in the world to avoid allocations.
2018-03-22 23:32:03 -03:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
reaperrr
fbc18dfb18
Use HashSet instead of IEnumerable to pass actors to renderable lists
2017-12-23 17:56:11 +00:00
reaperrr
04fb0f209d
Spatially partition some actor overlays
2017-12-23 17:56:11 +00:00
reaperrr
6ef95405bf
Split overlay renderable generation to separate list
...
To make the code a bit more readable and consistent with normal renderables.
2017-12-23 17:56:11 +00:00
Paul Chote
6f5d035e79
Introduce IMouseBounds and split/rework mouse rectangles.
...
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.
An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00
Paul Chote
9d2935935c
Add a debug visualization for screen map rectangles.
2017-12-04 23:10:23 +01:00
Matthias Mailänder
1aebf9857c
Add support for only rendering effects inside screen bounds
2017-09-17 12:52:04 +01:00
rob-v
d4e9e0e069
Add Visualization chat commands
2017-07-23 15:08:24 +02:00
Paul Chote
2683b2507e
Fix remaining voxel references in Game.
2017-06-14 18:56:06 +02:00
Paul Chote
dc4c3fd546
Rename VoxelRenderer to ModelRenderer.
2017-06-14 18:56:06 +02:00
Paul Chote
cdf2df58a0
Define RectangularIsometric world coordinate scale along the cell axis.
2017-05-07 13:45:30 +01:00