Commit Graph

23796 Commits

Author SHA1 Message Date
SoScared
bfca4897ea Visual, Polish/Performance and Balance Tweak 2017-07-17 23:37:04 +02:00
Jean-Rémy Buchs
488440197e Add new trait ReloadArmamentsBar which renders a bar to show the current reload status 2017-07-16 14:58:00 +01:00
Paul Chote
4ffcd9b4a5 Add template type to editor coordinate label. 2017-07-16 13:12:13 +02:00
Paul Chote
72cf5d29e7 Add search bar to editor Template list. 2017-07-16 13:12:13 +02:00
Paul Chote
f1b54ece8a Add search bar to editor Actors list. 2017-07-16 13:12:13 +02:00
andrew
ce671a2737 TD Supply Truck 2017-07-16 11:07:35 +01:00
Jean-Rémy Buchs
224ca78257 Fix crash in DistanceFromEdge if vector is too long 2017-07-15 17:49:29 +02:00
reaperrr
ace353cb84 Upgrade rule for Missile.TerrainHeightAware 2017-07-15 17:36:20 +02:00
reaperrr
7e8f920bc1 Allow disabling terrain height checks in Missile
This saves a good deal of performance for mods with no real height levels, including RA, TD and D2k.
2017-07-15 17:36:20 +02:00
reaperrr
86ab6e7ed3 Fix MoveWithinRange subcell consideration 2017-07-15 17:31:25 +02:00
reaperrr
b859b9ee43 Fix RotationPaletteEffect not working with player palettes 2017-07-15 11:19:09 +01:00
abcdefg30
0b6b997e81 Add a CommandBarBlacklist trait to blacklist Stop and Waypoint Mode 2017-07-14 23:18:28 +01:00
AoAGeneral
f921a45747 TD Airstrike Balance.
This has been a tough decision. I have nerfed the napalm damage from 65 to 35 commited by reaperrr since at 65 they were still one shotting weapon factories and airstrips. The problem however was that it still did way to much damage. Bringing the Vulcan down from 25 to 15 wood damage helps to keep it alive a majority of the time. (Still brings it to red at times.) Problem now is the airstrike is now a unit killing role rather then killing power plants and various other structures. (Doesn't exactly kill barracks/helipads everytime anymore.)
2017-07-15 00:16:19 +02:00
Paul Chote
3bea08f020 Fix Windows desktop icons being installed for all users. 2017-07-15 00:12:45 +02:00
RoosterDragon
9413d9595c Providing streaming AudFormat data.
AudFormat.GetPCMInputStream now returns data that is streamed, rather than a MemoryStream.
2017-07-14 23:02:49 +01:00
RoosterDragon
85c948fd8d Add a streaming audio playback interface.
This allows audio to be streamed, rather than needed to be fully loaded into memory.
2017-07-14 23:02:49 +01:00
reaperrr
45606c9528 Editor actor categories style fixes 2017-07-14 10:28:29 +02:00
reaperrr
1b0ae1e512 Mention hard-coded 'Air' TargetType in CEWH.AirThreshod desc 2017-07-13 20:58:47 +02:00
reaperrr
70b43222fe Adapt D2k AA missiles to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
bc54789641 Adapt TD anti-air weapons to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
65920a883f Upgrade rule for CreateEffectWarhead ImpactTypes -> Targets 2017-07-13 20:58:47 +02:00
reaperrr
5cd8acada4 Adapt TS effect warheads to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
ce8f3ed168 RA mission weapon warhead fixes 2017-07-13 20:58:47 +02:00
reaperrr
a7334d5583 Adapt RA missiles to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
db16165261 Adapt RA explosions, supers and other weapons to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
34dc52451a Adapt RA smallarms to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
346b6af30d Adapt RA ballistic weapons to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
13983765d6 Tweak RA naval vessel target types
The extremely coarse, shared with terrain Ground and Water types make it hard to distinguish between different actor categories, so we add Ship to all non-submerged vessels.
Additionally, we add 'Water' to submerged subs to prevent players from finding them by moving the cursor of a ship with DepthCharge over the suspected sub position.
The latter also allows force-firing DepthCharge at empty water cells.
2017-07-13 20:58:47 +02:00
reaperrr
cf5abc68ad Refactor CreateEffectWarhead ImpactTypes
Use target validity to simplify ImpactTypes.
2017-07-13 20:58:47 +02:00
reaperrr
efd8a9c1cb Rebalanced Yak
- increased ammo per gun from 9 to 10, for two full double-5-burst salvoes, adjusted ReloadDelay to keep total reload time about the same
- increased Spread by 33% to make up for lower effective pin-point accuracy
- increased damage vs. infantry by 25%, vs. light armor by 16.67%, vs. heavy armor by ~10%
2017-07-13 19:12:16 +02:00
reaperrr
fa02c97111 RA Parabombs balance fix
They're too over-powered on bleed due to the hitshap changes.
2017-07-13 19:12:16 +02:00
reaperrr
4afe9dd248 Enable RA ParaBomb shadow 2017-07-13 19:12:16 +02:00
reaperrr
abb8e27747 TD airstrike balance tweak
The increased building hitshape sizes allowed TD airstrikes to kill even Cyards and temples on bleed, which is overpowered compared to before the hitshapes were merged.
Cutting bomb damage vs. Wood to 65% lets Cyards, temples and adv. comm. centres survive airstrikes with yellow health.
2017-07-13 19:12:16 +02:00
reaperrr
afa9b9760e Unhardcode AttackBomber bomb and gun logic 2017-07-13 19:12:16 +02:00
reaperrr
a1cb0cf002 AttackBomber style fixes 2017-07-13 19:12:16 +02:00
reaperrr
07edf2f7c6 Reset burst counter if ReloadDelay has passed since last shot
This fixes the following issues:
- units like mammoth tanks sometimes at first only fired 1 shot on new encounter because they only depleted 1 burst before previous target was killed
- weapons that use strafing logic would not reset the offset multiplier after passing the target once, leading to wrong offsets on following attacks
2017-07-13 19:12:16 +02:00
reaperrr
6212b82f6d Use strafing for RA Yak
This is done by modifying the target offset by a value matching the Yak's
speed * BurstDelay, to sync the offsets with the actor speed.
2017-07-13 19:12:16 +02:00
reaperrr
afa8d3522c Add strafing support to weapons 2017-07-13 19:12:16 +02:00
reaperrr
92c9988eea Fix D2k Palace footprint 2017-07-13 17:43:41 +02:00
reaperrr
d95d7e0b0f Rename UseOccupiedCellsOffsets to UseTargetableCellsOffsets
With the introduction of the new 'u' BlockingUntargetable cell type, the old property name became inaccurate.
2017-07-13 17:43:41 +02:00
reaperrr
77ef3a0ed2 Simplify RA base building hitshape rules 2017-07-13 17:43:41 +02:00
reaperrr
70c251d5d5 Simplify TD base building hitshape rules 2017-07-13 17:43:41 +02:00
reaperrr
03c7c8f79c Simplify D2k TargetableOffsets rules
By using the new 'u' Footprint letter.
2017-07-13 17:43:41 +02:00
reaperrr
5bdb7bd689 Add OccupiedUntargetable FootprintCellType
For cells that are occupied & unpassable, but should be ignored by HitShape.UseOccupiedCellsOffsets.
2017-07-13 17:43:41 +02:00
reaperrr
fdb3866238 Remove FootprintUtils 2017-07-13 17:43:41 +02:00
reaperrr
46dc827d46 Refactor footprint cell lookups and move them to Building
Removing FootprintUtils happens in the next commit for better
reviewability.
2017-07-13 17:43:41 +02:00
Forcecore
801796b184 FIX game hanging when units with 0 min-range attack units at 0 range.
Fixes #13307
2017-07-12 20:51:35 +02:00
Paul Chote
59dae0ebf6 Split install-core into finer grained targets for the mod template. 2017-07-12 16:22:36 +02:00
Paul Chote
1c2db8806b Update to latest osx launcher tag. 2017-07-12 16:22:36 +02:00
reaperrr
9a7778e55d Fix black tile on template 438 of RA desert tileset 2017-07-12 15:57:19 +02:00