Paul Chote
4ebe547a05
Allow SheetBuilder to generate 1/2/4 channel sheets.
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This makes the SpriteFont RBGA sprite hack explicit,
and adds a DualIndexed option to be used by the voxel
renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
28d4df355d
Tidy Sprite.
2013-05-15 20:18:41 +12:00
Paul Chote
891158ca44
Allow SheetBuilder to throw an exception on sheet overflow.
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This removes unnecessary checks from TerrainRenderer
and will be used in the voxel renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
c13c989fe8
Allow sheet contents to be exported to bitmap.
2013-05-15 19:24:19 +12:00
Paul Chote
7d543abb92
Always store Sheet data as bytes.
2013-05-15 19:24:19 +12:00
Paul Chote
6dd62d7806
Fix Animation formatting (no code changes).
2013-05-15 19:24:18 +12:00
Paul Chote
ccbfacec62
Tidy TerrainRenderer formatting (no code changes).
2013-05-15 19:24:18 +12:00
Matthias Mailänder
2d685ab07d
added SHP(TS) support by @katzsmile
2013-05-05 19:19:16 +02:00
Paul Chote
d091789206
Remove sequence warnings for the stable release. Fixes #3142 .
2013-05-04 23:20:28 +12:00
Matthias Mailänder
3649342317
be more verbose about missing sequences and files
...
as requested in #3039
2013-04-20 21:56:29 +02:00
Scott_NZ
2c4c7aa4c0
Fixes TerrainRenderer.Draw() causing a crash because of negative firstRow value
2013-04-19 19:09:29 +12:00
Chris Forbes
405975bd6e
fix enemies showing on minimap under fog
2013-04-13 19:15:53 +12:00
Paul Chote
400ad49de0
Allow maps/mods to properly disable fog or shroud (or both).
2013-04-11 22:36:56 +12:00
Paul Chote
248e815d99
More shroud refactoring.
...
This introduces a hash on Shroud which ShroudRenderer
can observe, removing the need to explicitly twiddle
a dirty flag between objects.
Shroud disabling is now done via RenderPlayer, so
enabling the cheat or winning/losing will now give
vis equivalent to an observer.
2013-04-10 21:08:22 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Matthias Mailänder
acc8cd1e5e
fixes #2885 forgot to enable the cursor palette before drawing
...
split HardwarePalette.Update into two functions, closes #2847
2013-04-06 08:44:32 +02:00
Matthias Mailänder
6c6f5601d8
make PaletteTexture private and only use it for sprite renders
2013-04-06 08:44:32 +02:00
Matthias Mailänder
63893e97e7
use SharpFont instead of custom Tao.FreeType
2013-04-02 12:46:25 +02:00
Paul Chote
819d315d56
Remove Turret and PVecFloat cruft.
2013-04-01 12:59:50 +13:00
Paul Chote
34a9675744
Remove unnecessary PPos.FromWPosHackZ() usage.
2013-03-31 21:35:30 +13:00
Paul Chote
2f80cd5f92
Pass WorldRenderer to AnimationWithOffset.OffsetFunc.
2013-03-31 19:56:11 +13:00
Paul Chote
9e4bab07e5
Add conversions and helpers for world coordinates.
2013-03-29 20:39:27 +13:00
Matthias Mailänder
851512a84e
eliminate public CursorProvider.Palettes
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don't hand over the cursor palette to the world renderer at all
still update worldrender palette (set and apply modifiers)
2013-03-25 06:30:39 +01:00
Matthias Mailänder
ba12aafd78
refactor cursor rendering
...
create a new cursor palette only once and not in WorldRenderer
move cusrsor sequence lookup and drawing to CursorProvider
2013-03-24 21:21:30 +01:00
Matthias Mailänder
227a7a61eb
don't crash when trying to get the game assets on first start
...
wr is null at that stage
2013-03-24 15:16:49 +01:00
Chris Forbes
942cbb2fe2
Merge pull request #2808 from Mailaender/trait-documentation
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Auto-Generated Trait Documentation
2013-03-20 17:31:18 -07:00
Matthias Mailänder
c731a7960e
embed the previously manually edited outdated documentation
...
from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
2013-03-20 21:20:27 +01:00
Sascha Biedermann
35f4230984
added contrast to range circle
2013-03-20 18:53:28 +01:00
Matthias Mailänder
1a6a7da9c1
apply recent refactoring to quad renderer
2013-03-10 07:47:00 +01:00
Matthias Mailänder
7d0de5645f
Added QuadRenderer to render shaded/colored quads. Added DebugOverlay to World to show A* bidi search cost per cell.
2013-03-10 07:32:35 +01:00
Chris Forbes
da566f3648
Merge pull request #2731 from pchote/renderer-cleanup2
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Renderer refactoring - Duplication
2013-03-09 21:08:34 -08:00
Matthias Mailänder
de30f0a917
make fog of war rendering optional for classic mods
2013-03-08 09:40:12 +01:00
Paul Chote
8a53819f50
Redirect IShader calls via respective *Renderers.
2013-03-08 18:21:35 +13:00
Paul Chote
786c3b1f1a
Rename uniform setters to avoid future ambiguity.
2013-03-04 19:06:42 +13:00
Chris Forbes
6bd3de8ec8
Fixed #2696 : Sequences: Allow stride to be specified.
...
This allows you to use just some of the frames of an animation
which has multiple facings.
For example, if you have an animation which has 8 facings, and 6 frames
of animation per facing, but you only want to show 3 of them, you can now do:
Facings: 8
Length: 3 # the number of frames in each facing to actually use
Stride: 6 # the number of frames per facing present in the SHP
If Stride is not specified, it defaults to Length, which is the old behavior.
It is an error to specify a stride less than the length -- this would produce
overlapping facings, or weirder.
2013-02-28 09:08:41 +13:00
Paul Chote
82426e0e45
Move Palette from ModData to WorldRenderer.
2013-02-26 09:35:41 +13:00
Paul Chote
3033eb8be0
Die with a helpful error if a palette doesn't exist.
2013-02-26 09:35:41 +13:00
Paul Chote
e9665cf9f3
Remove WorldRenderer.GetPaletteIndex.
2013-02-26 09:35:41 +13:00
Paul Chote
9bc743068a
Remove WorldRenderer.GetPalette.
2013-02-26 09:35:41 +13:00
Paul Chote
72a9954491
Simplify PaletteReference interface.
2013-02-26 09:35:40 +13:00
Paul Chote
f890ea010e
Pass WorldRenderer to RenderAsTerrain for palette lookup.
2013-02-26 09:24:43 +13:00
Paul Chote
5b360a7fe2
Use PaletteReferences in ShroudRenderer.
2013-02-26 09:24:43 +13:00
Paul Chote
000a5eaa56
Pass WorldRenderer to IRenderModifiers and replace more palette lookups.
2013-02-24 15:45:03 +13:00
Paul Chote
885eec7444
Move effects to WorldRenderer palette lookup.
2013-02-24 15:43:20 +13:00
Paul Chote
95871e6cc1
Add a cache of PaletteReferences to WorldRenderer.
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I don't expect any perf improvements by using this
cache, as you're simply moving the row lookup from
render-time to fetch-time. However, this is a
cleaner abstraction, and allows us to fail early
if the palette doesn't exist.
2013-02-24 15:43:19 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
Paul Chote
a166815348
Remove duplication between world/chrome shaders.
2013-02-23 09:53:46 +13:00
Paul Chote
35a149ea87
Apply consistent formatting to Renderer (no code changes).
2013-02-23 09:46:16 +13:00
Paul Chote
db7887687b
Remove hardcoded list of palette mod exclusions.
2013-02-22 15:04:41 +13:00
Kenny
f41fb32d60
Introducing per-player shrouds.
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- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00