Paul Chote
88cdad4189
Add support for polygon selection shapes.
2020-03-24 00:07:10 -05:00
Paul Chote
ac200f6173
Rework decoration renderable traits:
...
- Removed implicit pip definitions and IPips interface.
New decoration traits have been added to render them.
Pip types are no longer hardcoded in OpenRA.Game.
- Decoration rendering is now managed by SelectionDecorations(Base),
which allows us to remove assumptions about the selection box
geometry from the decoration traits.
- RenderNameTag has been replaced by WithNameTagDecoration, which is
an otherwise normal decoration trait.
- Unify the configuration and reduce duplication between traits.
- Removed hardcoded references to specific selection box renderables.
- Remove legacy cruft.
2020-03-24 00:07:10 -05:00
Paul Chote
73a78eadb1
Move Interactable and Selectable to Mods.Common.
2020-03-24 00:07:10 -05:00
Matthias Mailänder
c5139fb6c2
Remove the hard-coded ban of placing buildings on resources.
2020-03-23 23:48:33 -05:00
Paul Chote
1ff037a257
Remove invalid caching from GCOT.
2020-03-20 17:43:24 +01:00
Matthias Mailänder
834bbf467e
Make GlobalLightingPaletteEffect public
2020-03-16 11:10:30 +01:00
Paul Chote
4d4f94208e
Cache CandidateMovementCells within the same tick.
2020-03-12 17:07:14 +01:00
Paul Chote
416713de0c
Fix infantry switching subcells and blocking eachother while moving.
2020-03-11 15:40:12 +01:00
Paul Chote
c523ca8efe
Fix FreeSubCell ignoring preferred subcell requests.
2020-03-11 15:40:12 +01:00
Paul Chote
9acea56108
Fix pathing across transit-only cells.
2020-03-11 15:40:12 +01:00
Paul Chote
44a7422375
Fix variable naming in Locomotor.
2020-03-11 15:40:12 +01:00
abcdefg30
0d0e7eb179
Fix aircraft not taking off properly
2020-03-08 17:20:39 +01:00
abcdefg30
ea6c840343
Fix the panic chance calculation in ScaredyCat
2020-03-08 16:33:23 +01:00
abcdefg30
d2db0913ac
Fix the missle jamming chance calculation
2020-03-08 16:33:23 +01:00
Matthias Mailänder
9050a2447b
Add remappable support to production icons.
2020-03-04 22:02:30 +01:00
abcdefg30
df4c363e9c
Notify blockers upon paradropping
2020-03-03 20:51:39 +00:00
abcdefg30
a909a3e692
Ignore self and actors not at ground level in Parachutable.OnLanded
2020-03-03 20:51:39 +00:00
abcdefg30
dd26253905
Fix the IgnoreActor check in Parachutable
2020-03-03 20:51:39 +00:00
abcdefg30
69b7ba2d22
Fix NREs in ProductionParadrop
2020-03-03 20:51:39 +00:00
Paul Chote
d2f306e488
Fix GetActorsAt(CPos, SubCell) with special-case subcells.
...
If given FullCell or Any we should be returning actors in
any subcell, not none.
2020-03-03 20:06:51 +01:00
Paul Chote
4a6fefa434
Disable idle scanning on RA planes.
2020-03-02 22:22:56 +01:00
Paul Chote
16e0ea611e
Revert "Fix AttackFollow ignoring allowMove flag when auto-targeting."
...
This reverts commit 3e116060cfc0a3e46563716c3e594a4ba3051b93.
2020-03-02 22:22:56 +01:00
Paul Chote
f86d96794d
Add explicitly defined version strings to the lua docs.
2020-03-02 17:24:17 +01:00
Paul Chote
ce91c5a76f
Fix WithDisguisingInfantryBody idle animation crash.
2020-03-01 14:43:12 +01:00
Paul Chote
e6314a944c
Round dropdown arrow position to an integer pixel.
2020-03-01 14:41:17 +01:00
Paul Chote
c0587cc568
Introduce ActivateParatroopers Lua API.
...
SendParatroopers and SendParatroopersFrom are now deprecated.
The paratrooper actors themselves can be accessed using the
Trigger.OnPassengerExited trigger.
2020-02-29 16:07:24 +01:00
Paul Chote
ed415cb637
Remove deprecated *Upgrade Lua API methods.
2020-02-29 16:07:24 +01:00
abcdefg30
a10deddf53
Update the Lua API
2020-02-28 18:48:05 +01:00
abcdefg30
a5bc841355
Ignore the types of an exit when the production type is null or empty
2020-02-28 18:48:05 +01:00
Paul Chote
41657dd291
Allow spectators to be kicked after the game starts.
2020-02-28 00:04:49 +01:00
abcdefg30
a7d5b7b8b0
Fix FreeActorWithDelivery not being properly conditional
2020-02-27 18:50:51 +01:00
reaperrr
eb007fc43c
Add Frames support to Combine
2020-02-27 18:44:34 +01:00
Paul Chote
fb7c781a66
Add multi-resolution mod icon support.
2020-02-26 23:47:15 +01:00
Paul Chote
84df61c672
Add multi-resolution badge support.
2020-02-26 23:47:15 +01:00
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
abc013
c0ece00c4b
Prevent production cycling when producing actor does not occupy space
2020-02-26 23:25:41 +01:00
Paul Chote
6ba02800ab
Add TransformsIntoTransforms to enable queued MCV redeploy.
2020-02-24 12:56:49 +01:00
Paul Chote
84419e4259
Add queued argument to CanIssueDeployOrder.
2020-02-24 12:56:49 +01:00
Paul Chote
2016ab105e
Fix Reverses parsing.
2020-02-23 16:41:57 +01:00
Paul Chote
def65b10bd
Don't crash with an unhelpful IndexOutOfRangeException.
2020-02-23 16:41:57 +01:00
Matthias Mailänder
2049d1b26a
Allow guessing of sprite sequence length from number of frames.
2020-02-23 16:41:57 +01:00
Matthias Mailänder
43cac2f051
Don't complain about shadow frame length when there are none.
2020-02-23 16:41:57 +01:00
Matthias Mailänder
39b7db2703
Allow repetition of frames in sequence setups.
2020-02-23 16:41:57 +01:00
Ivaylo Draganov
1bcad55c1f
Add a hotkey to select the current production facility
2020-02-22 20:06:21 +00:00
abcdefg30
e877bb1206
Fix GrantConditionOnProduction not using ShowSelectionBar
2020-02-22 18:05:40 +00:00
reaperrr
226159d220
AttackBase ResolveOrder optimization
...
Only check for "Stop" when the other 'if' didn't apply.
2020-02-22 17:56:47 +00:00
reaperrr
da4ed24064
Mobile ResolveOrder optimization
...
When the order is "Move", the other two 'if' checks
are redundant, so 'else if' makes more sense here.
2020-02-22 17:56:47 +00:00
reaperrr
b524dc9b72
Carryall ResolveOrder optimization
...
There can be only one OrderString at a time,
so we make 'PickupUnit' an "else if", too.
2020-02-22 17:56:47 +00:00
reaperrr
1e43a8f590
Minor Aircraft ResolveOrder optimization
...
Streamline RTB if checks.
2020-02-22 17:56:47 +00:00
Robert
885931ae74
Run every color validation together
...
This ensures that color picks that have multiple issues will
have them all checked at the same time, including ensuring that
the fix for one issue doesn't cause another issue.
Handling of the onError action has been changed from being called
at once to collecting the potential errors in a HashSet to deduplicate
them and then calling onError after a valid color has been found.
(Otherwise you would in the worst case get 256 error messages logged!)
2020-02-22 16:31:29 +00:00