Commit Graph

364 Commits

Author SHA1 Message Date
Matthias Mailänder
eb897d755e Add observer vision stats. 2022-10-03 20:48:18 +02:00
Ivaylo Draganov
e7dcbb3c2d Improve translation of power/silo usage tooltip
- Fix an instance where "silo-usage" translation was used without
arguments
- Use the same translation reference for the "Power usage"
- Make the ResourceBarWidget accept a cached transform with the tooltip
text
so it won't have to build the string itself
- Display an infinity symbol when the infinite power cheat is used
- Removes a magic number that is no longer used (>1000000 to check for
unlimited power)
2022-10-03 12:00:42 +02:00
Gustas
fe72dd4140 Remove a ScrollItem header hack
with the merge of #20218 headers no longer need to be selected
2022-09-24 16:23:59 +02:00
Matthias Mailänder
ca45e02265 Fix untranslated strings in skirmish objectives. 2022-09-10 22:58:28 +03:00
Gustas
02b6a260af Make IngameMenuLogic use ShowMenu 2022-09-09 14:31:25 +03:00
Gustas
1b00cef30f Fix a few tooltip translations being called every frame
in WorldTooltipLogic and IngamePowerBarLogic
2022-09-08 23:45:11 +02:00
Matthias Mailänder
7ba6a49378 Avoid using LINQ on indexable collections (CA1826) 2022-09-06 18:02:39 +02:00
Matthias Mailänder
0b67b5bfae Extract translation strings. 2022-09-02 14:41:24 +03:00
RoosterDragon
2d45e67bca Teach HierarchicalPathFinder about Immovable actors.
By tracking updates on the ActorMap the HierarchicalPathFinder can be aware of actors moving around the map. We track a subset of immovable actors that always block. These actors can be treated as impassable obstacles just like terrain. When a path needs to be found the abstract path will guide the search around this subset of immovable actors just like it can guide the search around impassable terrain. For path searches that were previously imperformant because some immovable actors created a bottleneck that needed to be routed around, these will now be performant instead. Path searches with bottlenecks created by items such as trees, walls and buildings should see a performance improvement. Bottlenecks created by other units will not benefit.

We now maintain two sets of HPFs. One is aware of immovable actors and will be used for path searches that request BlockedByActor.Immovable, BlockedByActor.Stationary and BlockedByActor.All to guide that around the immovable obstacles. The other is aware of terrain only and will be used for searches that request BlockedByActor.None, or if an ignoreActor is provided. A new UI dropdown when using the `/hpf` command will allow switching between the visuals of the two sets.
2022-08-31 23:12:42 +02:00
Gustas
11a2e6e19b Add more confirmation dialogue to the map editor
When saving on top of another map, or when saving on a map that has been edited outside the map editor
2022-08-29 12:31:01 +03:00
Gustas
ce254f8b46 Add per player mutes 2022-08-20 14:52:49 +02:00
Gustas
ae3a1c2561 Add truncation to FactionLabel 2022-08-16 18:58:45 +03:00
Matthias Mailänder
cc58fe1a0f Extract translation strings. 2022-08-14 16:11:51 +02:00
Matthias Mailänder
2c8c6e50da Code cleanup 2022-08-14 16:11:51 +02:00
Gustas
fd9758dcbf Make game timer only blink on pause 2022-08-08 10:47:05 +02:00
RoosterDragon
5a8f91aa21 Add a hierarchical path finder to improve pathfinding performance.
Replaces the existing bi-directional search between points used by the pathfinder with a guided hierarchical search. The old search was a standard A* search with a heuristic of advancing in straight line towards the target. This heuristic performs well if a mostly direct path to the target exists, it performs poorly it the path has to navigate around blockages in the terrain. The hierarchical path finder maintains a simplified, abstract graph. When a path search is performed it uses this abstract graph to inform the heuristic. Instead of moving blindly towards the target, it will instead steer around major obstacles, almost as if it had been provided a map which ensures it can move in roughly the right direction. This allows it to explore less of the area overall, improving performance.

When a path needs to steer around terrain on the map, the hierarchical path finder is able to greatly improve on the previous performance. When a path is able to proceed in a straight line, no performance benefit will be seen. If the path needs to steer around actors on the map instead of terrain (e.g. trees, buildings, units) then the same poor pathfinding performance as before will be observed.
2022-08-03 23:12:42 +02:00
RoosterDragon
8dec998d8f Fix tab completion to work for all available commands.
Commands are registered in WorldLoaded event handlers, and IngameChatLogic takes all registered commands and provides tab completion. However IngameChatLogic is also created during WorldLoaded via LoadWidgetAtGameStart. No initialization order is enforced between commands and LoadWidgetAtGameStart, so they can appear in any order.

If a command gets registered before LoadWidgetAtGameStart runs, then it will get tab completion. If it gets registered after then no tab completion is available, even though the command can still be used and appears when using '/help'.

To fix this, we allow the tab completion to check for available commands lazily, meaning it will check for available commands every time the tab key is pressed. This means it will always have the full list of commands available regardless of the initialization order.
2022-07-26 16:42:18 +02:00
abcdefg30
4435bdec3c Fix a crash when there is no briefing text 2022-07-25 20:19:36 -05:00
Gustas
bf5bd63635 Refactor checkbox 2022-07-23 18:32:43 +02:00
tomas
5f4ed5f16b Update TextNotificationsManager to use Ui.Send 2022-07-15 19:19:09 +03:00
Gustas
a03e794140 Add an option to disable chat in replays 2022-07-08 19:40:04 +02:00
Paul Chote
d050fe9f26 Move UnitOrderGenerator to Mods.Common. 2022-06-12 11:57:38 +02:00
Paul Chote
bbe068f6cb Move IOrderGenerator to OpenRA.Orders namespace. 2022-06-12 11:57:38 +02:00
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
Eduardo Cáceres
2677e9c013 Use pattern matching 2022-05-18 11:42:36 -05:00
Eduardo Cáceres
aed2b8afae Remove unnecessarily interpolated strings 2022-05-18 11:42:36 -05:00
Eduardo Cáceres
79f321cb44 .Any(), .Count() -> .Count or .Length 2022-05-18 11:42:36 -05:00
Ivaylo Draganov
24b9482cc1 Add support for transient text notifications matching speech notifications 2022-04-30 12:39:29 +01:00
Ivaylo Draganov
a1e6ac85dc Add transient notifications pool 2022-04-30 12:39:29 +01:00
Matthias Mailänder
0e7ad43425 Remove unused parameters. 2022-04-01 23:30:26 +02:00
Ivaylo Draganov
f5ab9d95fe Make remove from control group hotkey available only to players 2022-02-06 09:09:33 -06:00
Ivaylo Draganov
7a93b9ea8c Make control group hotkeys configurable
- Split control groups management to its own interface
- Add hotkeys for selecting, creating, adding to and combining with control groups
- Add a ControlGroups widget to manage the player interaction
2022-01-28 18:38:18 +01:00
penev92
bf332b6619 Fixed fields missing the readonly modifier 2022-01-22 18:47:06 +00:00
penev92
0d24ccc47a Fixed unnecessary zero-length array allocations
Changed all currently present zero-length array allocations in the codebase to use `Array.Empty` instead.
2022-01-20 22:10:28 +01:00
Ivaylo Draganov
99ac128820 Add selected actors count to feedback notification text 2022-01-09 19:07:45 +01:00
Matthias Mailänder
9d905d8291 Remove unused parameters and variables. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
07815143f1 Fix CA1825 warnings on empty array initialisation. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
b3d290edd9 Rename support power field for consistency. 2021-12-05 14:56:01 +01:00
Ivaylo Draganov
a537346580 Move selection hotkeys out of world interaction widget
- Split SelectionUtils for selecting actors in the world to a static class
- Split selection hotkeys into their own logic classes
2021-11-27 15:06:39 +01:00
Ivaylo Draganov
e9cc89a336 Yield keyboard focus upon leaving the ingame chat tab 2021-11-27 14:57:04 +01:00
Ivaylo Draganov
01d47566cc Add a transients panel with corresponding chrome logic and a notification template 2021-10-29 20:55:41 +02:00
Ivaylo Draganov
9e92340ea7 Rework chat line templates and logic
- Extract chat line templates and logic so they can be reused across widgets
- Make text notification styling entirely template driven (by removing chat color configuration and making color optional for `TextNotification`)
- Add a new TextNotificationsDisplay widget (based on and replacing ChatDisplayWidget)
- Add timestamp support to text notifications
2021-10-29 20:55:41 +02:00
Matthias Mailänder
a3ccc81892 Remove unused fields and parameters. 2021-10-22 22:02:15 +02:00
Paul Chote
166583b1ec Fix disabled chat focus issues. 2021-10-16 13:34:39 -05:00
penev92
8ba6d13b2f Removed unused using directives 2021-10-15 13:12:33 +02:00
Ivaylo Draganov
f018fdecdd Remove special handling for cases when there's only one game info tab
The addition of the lobby options tab ensures that there will always
be at least two tabs ("Objectives" and "Options").
2021-09-26 21:25:08 +01:00
Ivaylo Draganov
3e0834b4ef Display lobby options in-game on a dedicated tab 2021-09-26 21:25:08 +01:00
Paul Chote
8588af1001 Disable chat for the first 5s (configurable) after joining a server. 2021-09-23 12:52:20 +02:00
Vapre
5ae4662f08 RunUnsynced, do not recalculate sync hash on reentry. Cache debug settings. 2021-09-12 10:06:44 +02:00
Paul Chote
442d91537e Don't display spectator info for scripted players. 2021-08-28 23:15:02 +02:00