abcdefg30
11b44963da
Remove duplicated rules from nod02a
...
They are already inherited from 'campaign-maprules.yaml'
and 'campaign-palettes.yaml'.
2018-03-21 00:52:18 -03:00
abcdefg30
7f55e85530
Rename DefaultCashLocked to DefaultCashDropdownLocked in yaml
2018-03-21 00:52:18 -03:00
Mustafa Alperen Seki
9122aac555
Fix rendering of IProductionIconOverlay on Spec UI
2018-03-19 23:11:48 +01:00
Paul Chote
e0bcfa918d
Fix half-pixel offset in ColorBlock rendering.
2018-03-19 17:31:44 +01:00
Paul Chote
27d9a9e6ff
Remove pre-20171014 upgrade rules.
2018-03-19 15:00:41 +01:00
David Wilson
9bc9ce4577
Color picker update with team color presets. Bots added will use available team color presets by default
2018-03-18 23:29:47 -03:00
netnazgul
b383b9abc9
Fix actors with PauseOnCondition ammo not scanning for targets when reloading
2018-03-18 22:57:18 +01:00
C. Helmig
aa829427f0
Fix silo preventing player elimination.
2018-03-18 22:11:36 +01:00
RoosterDragon
d2f2029caf
Add FirstNonEmptyBounds method for IDecorationBounds interface.
...
This provides a more efficient way of determining the bounds by avoiding LINQ. A helper that works directly on arrays prevents allocation of an enumerator when the collection is know to be an array.
2018-03-18 22:06:12 +01:00
RoosterDragon
3b642b1a79
Reuse TargetTypes collection in FrozenActor.RefreshState.
2018-03-18 16:50:20 +01:00
RoosterDragon
b4609337f8
Reuse a HashSet for deduplicating footprints in AffectsShroud.
...
Shroud footprints are recalculated as actors move around the map, and thus this gets called quite often. This allows us to avoid allocating a new set and the CPU hit required to set it up each time.
2018-03-18 16:46:07 +01:00
RoosterDragon
63810220e4
Improve some usages of Aggregate.
2018-03-18 16:44:17 +01:00
RoosterDragon
adc4538c44
Prevent crash when invalid or not yet created LAN games are discovered.
2018-03-18 16:23:06 +01:00
RoosterDragon
f47595b780
Hide map preview when no replay is selected.
...
This prevents interaction with the widget than can cause crashes as no replay is selected yet.
2018-03-18 16:06:27 +01:00
Mustafa Alperen Seki
356f24b78c
Add logic to disallowing On Hold on a queue.
2018-03-18 15:58:57 +01:00
RoosterDragon
f2e270ce06
Return IRenderable[] rather than IEnumerable<IRenderable> for animations.
...
Since some callers now know they have an array, then can enumerate it more efficiently and without allocating an enumerator.
2018-03-17 17:51:16 +01:00
fruehstueck
65c42a68ce
Add shortcuts for make.ps1 commands
2018-03-15 17:46:39 +00:00
Paul Chote
be96bafc69
Match missions using the unresolved path.
2018-03-11 16:32:10 +01:00
Paul Chote
ac7b6e42f0
Improve behaviour of Platform.UnresolvePath on Windows.
2018-03-11 16:32:10 +01:00
DESKTOP-7PLKRFC\jur_1
311cd521e3
Refinery spawned harvesters should prioritize lower ore #14827
2018-03-11 00:50:55 +01:00
xecollons
227cf35d5f
Added TooltipDescription
2018-03-10 17:55:05 +01:00
Peter Antal
3ce2417a06
Create SupportDirPrefix and IsPathRelativeToSupportDirectory() as members on Platform class.
2018-03-10 12:54:01 +00:00
reaperrr
1f4573886b
Improve TD service depot hitshape and target offsets
2018-03-10 04:44:46 +01:00
reaperrr
ce396e840d
Improve RA service depot hitshape + target offsets
2018-03-10 04:44:46 +01:00
reaperrr
fd83cbf60f
Fix WithTurretAimAnimation disabled handling
...
The old sequence was not recovering when this trait lost its required
condition while the aim anim was running.
Now it doesn't unconditionally return, but instead checks what the
current sequence is and resets to base turret sequence if AimAnim is
disabled.
2018-03-10 00:13:42 +01:00
Mustafa Alperen Seki
1d8b1906ef
Add IsPlayerPalette support to WithDecoration
2018-03-10 00:12:56 +01:00
abcdefg30
b012fa62fe
Replace 'target point' by 'center' in all descriptions
2018-03-09 23:32:07 +01:00
abcdefg30
ed6a6b61de
Throw a proper error when parsing an invalid int2
2018-03-09 23:32:07 +01:00
atlimit8
7283f9804e
Added Polygon IHitShape
2018-03-09 23:32:07 +01:00
abcdefg30
56e7b1edc2
Fix int2 arrays not being parsed
2018-03-09 23:32:07 +01:00
reaperrr
5a889c0efd
De-duplicate some WithTurretAttackAnimation code
2018-03-09 21:30:30 +01:00
reaperrr
769a49ef0b
Make WithTurretAimAnimation conditional
2018-03-09 21:30:30 +01:00
reaperrr
76da40bbda
Make WithTurretAttackAnimation conditional
2018-03-09 21:30:30 +01:00
reaperrr
02b1530300
Fix upgrade rule dates
2018-03-09 19:28:29 +01:00
reaperrr
79c78090d1
Remove WithSpriteTurret.AimSequence
...
We can now use WithTurretAimAnimation instead.
2018-03-09 19:28:29 +01:00
reaperrr
a1ad76ba74
Split *AimAnimation from WithTurretAttackAnimation
...
These two didn't interact and actually even conflicted when used at the same time, so splitting them is the sensible thing to do.
2018-03-09 19:28:29 +01:00
reaperrr
bd097730cf
Adapt TS
2018-03-09 18:58:49 +01:00
reaperrr
e17e8c8cbd
Adapt TD
2018-03-09 18:58:49 +01:00
reaperrr
b40970ca5d
Adapt RA rules
2018-03-09 18:58:49 +01:00
reaperrr
d643d2ebda
Remove legacy .aud sound defaults from Common traits
...
While C&C-specific sound defaults might be acceptable for C&C-specific traits like MadTank and Chronoshiftable, for common, generic traits like Building they no longer are.
2018-03-09 18:58:49 +01:00
netnazgul
58b5e7b243
Fix Pitfight and Ascent maps in RA mod map pool
2018-03-09 15:57:07 +01:00
Mustafa Alperen Seki
5e7e3bb011
Add DamageTypes to Kill() and make some traits use it.
2018-03-09 00:25:29 +01:00
Pavel Penev
b620e8107f
Added GrantRandomCondition trait.
2018-03-08 18:15:54 +01:00
Mustafa Alperen Seki
c976bb1d7b
Make BaseProvider PausableConditional
2018-03-08 17:19:23 +01:00
Matthias Mailänder
12054506e1
Add support for JASC and GIMP color palettes
2018-03-08 16:54:13 +01:00
reaperrr
92584c3c85
Fix upgrade rule dates to be after release-20180307
2018-03-08 16:03:14 +01:00
reaperrr
d90ff99e74
Replace WithReloadingSpriteTurret with conditions
...
WithReloadingSpriteTurret was bound to run into conflicts with any WithTurret*Animation traits due to overriding the turret sequence constantly via ITick.
Using (stacked) conditions instead avoids that.
2018-03-08 16:03:14 +01:00
reaperrr
55b11d1745
Don't cache ActorSpawners at creation
...
Re-evaluate before every spawn attempt instead.
Also accounts for ActorSpawner being conditional now.
While a bit more costly in terms of performance, this allows to create spawns mid-game.
2018-03-08 15:39:44 +01:00
Voidwalker
711bad91a3
Generalize WormManager into ActorSpawnManager.
...
Added support of multiple actors, conditions and types.
2018-03-08 15:39:44 +01:00
Paul Chote
e69cf4fd5c
Rename another Stream.Write(byte[]) extension method.
2018-03-07 22:29:35 +01:00