Matthias Mailänder
d3a8b07f05
Remove unread private member (IDE0052)
2022-09-13 10:36:57 +03:00
Vapre
7754e486ee
GpsDotEffect, ShouldRender, optimization.
2022-09-10 17:49:58 +02:00
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
Paul Chote
82a9809192
Remove RenderSprites.Scale.
2021-01-21 18:22:11 +01:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
cd368b43df
Draw GPS dots using the UI renderers.
2019-12-13 21:29:43 +01:00
Paul Chote
8c1b0f1afe
Add IEffectAnnotation interface.
2019-10-20 23:46:33 +02:00
abcdefg30
2ab127537c
Remove PlaceSimpleBeacon and AnimatedBeacon
2019-03-14 01:55:34 +01:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Paul Chote
3e490e5843
Cache FrozenActorLayer on the Player object.
...
This avoids unnecessary trait queries.
2018-12-17 22:19:26 +01:00
Andre Mohren
b1a44086a0
Removed unused using directives.
2018-11-17 17:23:22 +00:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
reaperrr
b70e4de5ee
Refactor support powers to use ticks instead of seconds for all delays - code changes
...
Also renamed ChargeTime to ChargeInterval.
2017-12-28 10:04:43 +00:00
Paul Chote
4fe7ffed85
Simplify and fix code quality in GpsDot.
2017-11-03 09:56:00 +01:00
reaperrr
c3ece99796
Spatially partition SatelliteLaunch and GpsSatellite effects
2017-09-17 12:52:04 +01:00
reaperrr
0c3a786d10
Merge Mods.RA into Mods.Cnc
2017-02-12 01:33:22 +01:00
reaperrr
709e2a26e1
Merge Mods.TS into Mods.Cnc
2017-02-02 21:20:31 +01:00
Matthias Mailänder
fa864f55bf
Move IonCannon and NukeLaunch into Projectiles folders.
2016-06-13 14:35:32 +02:00
Matthias Mailänder
71743b3b4a
Only sync projectiles and future synced effects.
2016-06-13 14:35:28 +02:00
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
atlimit8
49d7604bd9
Cache WeaponInfo look-ups
2015-10-03 22:29:40 -05:00
Taryn Hill
4ed53c5952
Simplify return statements.
...
Remove redundant ‘this’.
Remove unused using directives.
Simplify LINQ chains.
Add some trait property descriptions.
Add readonly where viable.
Add fullstops to some yaml descriptions.
2015-04-01 12:33:17 -05:00
abcdefg30
8ca61aa917
Updated all year numbers
2015-01-09 21:18:05 +01:00
UberWaffe
76ccb0cf00
Changes Weapon.Impact() to use Target (from WPos).
2014-08-23 11:23:34 +02:00
Paul Chote
57ba1b54b4
Convert weapon plumbing to use integer damage modifiers.
2014-08-23 17:14:10 +12:00
Alexander Fast
070d00c678
Fixes year numbers in license text in file headers.
2014-08-21 11:27:52 +02:00
UberWaffe
4f18cb5fc0
IonCannonPower can now define how many ticks into animation the weapon impact happens (as opposed to at the end of the animation).
2014-08-04 16:12:18 +02:00
UberWaffe
c972b39687
Custom Warheads refactor
...
Changes included:
Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.
Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.
Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
2014-08-03 17:10:44 +02:00
Paul Chote
086ec07eb6
Add World parameter to Target.FromCell.
2014-06-27 23:30:40 +12:00
Pavlos Touboulidis
b560268495
Change animations to use the proper SequenceProvider
...
Remove references to the global "Game" and use the SequenceProvider
of the current world/map.
2014-05-17 14:33:16 +03:00
reaperrr
d5023e376d
Fixes units hunting Advanced Comm. Center after being damaged by Ion Cannon.
...
Additionally made weapon, effect animation and effect palette customizable.
2014-05-16 18:38:12 +02:00
Paul Chote
dcbef51ba0
Move ion cannon z offset to sequences.
2013-07-15 20:58:03 +12:00
Paul Chote
15688eed13
Allow Animation to generate its own Renderables.
2013-07-15 20:54:02 +12:00
Paul Chote
7883b1bd7f
Convert Combat.DoExplosion to world coords.
2013-07-08 21:52:27 +12:00
Paul Chote
e741e83fd4
Convert IonCannon to world coords.
2013-07-08 21:52:26 +12:00
Paul Chote
ca5f2c3785
Split Renderable into an IRenderable interface and SpriteRenderable implementation.
2013-05-17 18:12:28 +12:00
Paul Chote
d878c96343
Change Renderable to take centered positions.
2013-05-17 18:12:26 +12:00
Paul Chote
885eec7444
Move effects to WorldRenderer palette lookup.
2013-02-24 15:43:20 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
6655b6ba6a
(gecko) make IonCannon and NukeLaunch effects public
2010-11-05 19:48:28 +13:00
Chris Forbes
83eae029b7
add explicit Z to Renderable. eating my hat, etc.
2010-09-17 20:21:21 +12:00
Chris Forbes
31d5d18d65
undo ProjectileArgs stuff
2010-07-22 18:59:41 +12:00
alzeih
1497c31908
some more hax
2010-07-22 18:01:32 +12:00
alzeih
6be4e5c266
Combat.DoExplosion now takes a Target
...
(needs more refactoring)
2010-07-22 16:00:14 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00