Commit Graph

72 Commits

Author SHA1 Message Date
abcdefg30
5bf7fe852c Remove the copyright year numbers 2023-01-11 11:58:54 +02:00
Matthias Mailänder
0b67b5bfae Extract translation strings. 2022-09-02 14:41:24 +03:00
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
teinarss
10676be377 Replace F extension with string interpolation 2021-05-08 22:20:59 +02:00
Matthias Mailänder
d38fe542a2 Improve performance. 2020-12-24 15:56:18 +00:00
Paul Chote
dd0b08d54a Replace ^ and . in platform paths with ^SupportDir and ^EngineDir. 2020-11-24 17:53:48 +01:00
Paul Chote
87c5cc96ad Add an "Automatic" GL profile. 2020-10-12 12:24:22 +02:00
teinarss
9c4fd0e3d3 Use Null-Propagation Operator 2020-08-19 18:11:07 +01:00
teinarss
27f1a7ab27 Use out var syntax 2020-08-19 18:11:07 +01:00
Andre Mohren
006a87692a Removed unused imports. 2020-07-28 18:22:51 +02:00
jrb0001
bf397591f9 Implement IPv6 support for server and direct connect 2020-05-08 15:17:44 +02:00
Paul Chote
839be24053 Replace PreferGLES settings flag with GLProfile enum. 2020-04-25 21:03:43 +02:00
Paul Chote
de4a7cecf0 Rework multi-resolution sprite handling:
- Sprite.Bounds now refers to rectangles in the source image.
  Use this when copying pixels, etc.
- Sprite.Size now refers to sizes in effective pixel coordinates.
  Use this when rendering.
- Sheet.DPIScale has been removed.
- "Density" term is introduced to refer to the number of artwork
  pixels per effective pixel.
2020-02-26 23:47:15 +01:00
Martin Bertsche
98aef70e88 Added display selection option to settings for fullscreen modes. 2020-02-08 18:14:35 +00:00
Paul Chote
9a0916afbb Add UI Scale dropdown to the settings menu. 2020-02-04 19:56:15 +01:00
Paul Chote
fd64ad7c89 Support rendering at non-integer display scales:
* 2x and 3x DPI artwork can be specified using
  Image2x and Image3x in chrome.yaml.
* Images are rendered using bilinear interpolation.
* For non-integer screen scales, prefer downscaling
  the next biggest resolution image over upscaling.
2020-01-26 20:22:49 +01:00
Paul Chote
518450cd8a Extract load screen sheet handling into a superclass. 2020-01-26 20:22:49 +01:00
Paul Chote
1282650274 Rework RA Chrome in preparation for UI scaling. 2020-01-12 18:16:41 +01:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
Paul Chote
e7de7b4c05 Introduce World and UI rendering phases. 2019-12-08 04:36:31 +01:00
Paul Chote
ebf2ce32c0 Make sure braces for multi-line statements are on their own lines. 2019-06-08 19:26:53 +02:00
teinarss
4fae77ed1c Writing benchmark data at the end of the game 2019-06-02 00:00:48 +02:00
Ivaylo Draganov
1fee50be2e Add TruncateLabelWithTooltip helper function
* Move GetContrastColor helper to SpriteFont
* Move WidgetUtils  from OpenRA.Game.Widgets to OpenRA.Mods.Common.Widgets
2019-05-27 17:28:47 +02:00
Paul Chote
353db73381 Fix a collection of minor style violations.
This enables several new StyleCopAnalyzer rules to
be enabled immediately during migration.
2019-05-09 20:40:08 +02:00
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
Andre Mohren
b1a44086a0 Removed unused using directives. 2018-11-17 17:23:22 +00:00
Paul Chote
ba38878933 Add TextureChannel.RGBA for RBGA sprites. 2018-06-04 23:33:57 +02:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
Andre Mohren
d080a47cbf Allow load screens to override StartGame. 2017-05-30 18:15:28 +02:00
Paul Chote
84db123b93 Rename modchooser to modcontent. 2017-04-21 18:02:20 +01:00
Paul Chote
ec42aed6bc Redirect mod chooser to content manager. 2017-04-21 18:02:20 +01:00
Paul Chote
9b6afd3c37 Unhardcode modchooser mod for content installation. 2017-02-12 13:21:11 +00:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
Paul Chote
099492a52f Don't crash if a replay can't be read. 2016-09-16 18:30:19 +01:00
Paul Chote
cff8e949d8 Move ModContent out of the engine. 2016-08-08 22:36:07 +01:00
Paul Chote
3df9efb95d Rework mod enumeration / caching.
- Replaced ModMetadata.AllMods with Game.Mods.
- Store / reference mod Manifest instead of ModMetadata.
- Removes engine dependency on ModContent class.
2016-08-08 22:36:07 +01:00
Paul Chote
0b97a81616 Remove legacy music installer. 2016-06-14 20:18:56 +01:00
Paul Chote
e71225496b Clarify GPL version. 2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9 Update licence header year. 2016-02-21 16:27:31 +00:00
Paul Chote
9341055f50 Use IReadOnlyFileSystem in UI code. 2016-02-18 18:12:31 +00:00
Paul Chote
f8992991f5 Load the load screen images from the virtual filesystem. 2016-02-07 17:57:05 +00:00
Paul Chote
79b039d8b9 Change ILoadScreen to take a ModData instance. 2016-02-07 17:57:05 +00:00
RoosterDragon
8e89a6a696 Simplify names, remove unused usings, remove redundant casts. 2016-01-17 21:35:36 +00:00
RoosterDragon
b5f24c3fa6 Add some missing Dispose calls, fix some Dispose implementations. 2016-01-01 04:51:54 +00:00
Matthias Mailänder
d4e842e643 add a benchmark mode 2015-12-25 19:30:15 +01:00
Pavel Penev
1b88d24cfa Unstatic GlobalFileSystem and rename it to FileSystem
Add a ModFiles field on ModData and move all access to the file system to go through that.
2015-12-14 03:42:22 +02:00
Paul Chote
e819ff832b Record the SheetType in each Sheet. 2015-10-17 22:28:19 +01:00
Pavel Penev
6e1f461e9b Move mod asset validation from BlankLoadScreen.StartGame() to Game.InitializeMod()
This fixes a crash that happens when you try to launch a mod directly while its assets aren't installed.
Additionally should reduce the overhead for dedicated servers (in theory).
2015-10-09 12:34:58 +03:00