Commit Graph

27668 Commits

Author SHA1 Message Date
reaperrr
cac9940736 Support 'inaccuracy' on effect warhead
Purely cosmetic, allows to 'fake' slight inaccuracy without
affecting game balance on weapons like light machine guns.
2020-11-14 16:06:21 +01:00
abcdefg30
559b143265 Use FlyForward for strafing 2020-11-14 12:50:02 +00:00
abcdefg30
a66305e282 Fix the constructor order of FlyForward 2020-11-14 12:50:02 +00:00
abcdefg30
b3aa61ee8e Make fields readonly where possible 2020-11-14 12:50:02 +00:00
abcdefg30
80436a3195 Add a distance based constructor to FlyForward 2020-11-14 12:50:02 +00:00
abcdefg30
5127a6813d Rename FlyTimed to FlyForward 2020-11-14 12:50:02 +00:00
tovl
84eb3c54ef Expose targetline colors to yaml.
All targetlines can now be set to a custom color in yaml or set to be invisible.
All automated behaviours including scripted activities now have no visible target lines.
2020-11-14 12:04:19 +00:00
abcdefg30
ea3c7a3c34 Remove the Stances dictionary 2020-11-14 11:04:41 +00:00
abcdefg30
718cf37146 Misc code improvements 2020-11-14 11:04:41 +00:00
abcdefg30
10f645bf77 Replace usage of the Stances dict by a method call 2020-11-14 11:04:41 +00:00
abcdefg30
eda9966d27 Rename Stance to PlayerRelationship 2020-11-14 11:04:41 +00:00
abc013
672172d1f1 Add missing PlayNotification calls to SelectTarget. 2020-11-12 19:52:06 +00:00
abcdefg30
a366e37014 Fix angles in the Descriptions of TDGunboat 2020-11-10 20:32:08 +01:00
Trevor Nichols
d66e0bb22e Right click lobby spawns to disable or remove players. 2020-11-07 19:33:28 +01:00
teinarss
13581c030d Use in parameter for Target 2020-11-06 22:02:24 +01:00
teinarss
13a8b6bda2 Make Target readonly 2020-11-06 22:02:24 +01:00
Paul Chote
3aaaa95618 Apply range modifiers to Missile RangeLimit. 2020-11-05 19:15:13 +01:00
abcdefg30
e3929d7ded Fix reservable crashing when unreserving and attack moving 2020-11-05 13:22:22 +01:00
teinarss
2c62f747d9 Fix style in issue template config 2020-11-04 23:26:04 +01:00
teinarss
e08818cca1 Update issue template with links to FAQ 2020-11-04 23:26:04 +01:00
Matthias Mailänder
b4670345dd Don't crash when the bullet bounces outside of the map. 2020-11-04 10:59:55 +01:00
abcdefg30
0320dcdef9 Revise the RA map pool 2020-11-02 21:32:25 +00:00
Mustafa Alperen Seki
8b12cce250 Disable neutral Oil Derricks in TD and RA. 2020-11-02 21:27:37 +00:00
Mustafa Alperen Seki
6bb7ab0f97 Add GrantConditionOnCombatantOwner. 2020-11-02 21:27:37 +00:00
Matthias Mailänder
b32346d65f Add a range marker to the nuke targeter. 2020-11-02 10:13:29 +00:00
darkademic
8f9c212921 Make AI randomly select from map squares with above average attractiveness when using support powers. 2020-11-01 21:20:00 +00:00
Orb
df39d4fcc4 TD Map Pool 2020 Commit 2020-11-01 19:21:23 +00:00
RoosterDragon
4daa5193b6 Use tie breaks for sort order in WorldRenderer.GenerateRenderables 2020-11-01 19:00:20 +00:00
abc013
13596c1474 Add offset to Explodes. 2020-10-31 17:48:21 +01:00
abc013
bb71b59e18 Improve explosion determination. 2020-10-31 14:55:13 +01:00
abc013
f2797c711c Add InvalidBounceTerrain parameter to Projectile. 2020-10-31 14:55:13 +01:00
Paul Chote
6b6b1e56e6 Resolve random players and spawn points in server replays. 2020-10-31 14:31:44 +01:00
abcdefg30
7b75a78e38 Fix free-of-charge repairing still costing credits 2020-10-30 15:12:47 +01:00
Taryn Hill
2cea4b26e8 vscode debugging: build before launching 2020-10-30 13:58:05 +01:00
dnqbob
48f4a98c6a Fix AI air squad misbehaving in TS maps
Change Cpos to Mpos by Pchote
2020-10-30 09:20:01 +01:00
Paul Chote
9ddc9073c2 Revert "Determine stance for spectators based on shroud selection"
This reverts commit e459fde031e3cec120065883eea62a663a097123.
2020-10-30 08:36:23 +01:00
abcdefg30
774f2e0852 Fix Production.cs not properly using INotifyCreated 2020-10-29 21:42:03 +00:00
abcdefg30
f5a963ac47 Production now uses nearest exit to rally point. 2020-10-29 21:42:03 +00:00
Vapre
38f1f1e5c2 Replace TraitContainer.AllEnumerator with ApplyToAll.
As proposed in the past in #13577.

Replace TraitContainer.All() that uses the custom AllEnumerator with
TraitContainer.ApplyToAllX() that takes an action as argument.

The AllEnumerator.Current function show up in profiling reports since it is
used each tick multiple times for multiple traits. The function is 'heavy'
because it creates TraitPair<T>'s temporary objects for each actor
trait combination.

In the past about 20k ITick trait pairs were present during an average
multi player game.

Using an Apply function that takes an action avoid the need to create
these temporary objects.

To be able to still use 'DoTimed' somewhat efficiently the measurement
was moved to inside the trait container method.

Results in a 25% performance improvement in accessing all traits of
a certain type.

Apply function could be used for other TraitContainer functions as well
for further improvements.

Test result for calling on a dummy trait on 20k actors a 1000 times:
  1315 ms traitcontainer.AllEnumerator (current)
   989 ms traitcontainer.Apply (this commit)
2020-10-29 21:21:12 +00:00
Mustafa Alperen Seki
4cdbf74256 Add Align: to SupportPowerTimerWidget. 2020-10-29 19:46:51 +01:00
Andrew Odintsov
bd0738c5c4 Determine stance for spectators based on shroud selection 2020-10-26 23:39:42 +00:00
Paul Chote
72c82cb080 Remove BuildingInfluence trait. 2020-10-26 16:51:12 +01:00
Paul Chote
b9dd59cd63 Remove BuildingInfluence from building adjacency check. 2020-10-26 16:51:12 +01:00
Paul Chote
79019b06ca Remove BuildingInfluence from Plug placement. 2020-10-26 16:51:12 +01:00
Paul Chote
90b25be1b6 Remove BuildingInfluence from ResourceLayer. 2020-10-26 16:51:12 +01:00
Paul Chote
e4faa6b0f0 Remove BuildingInfluence from Aircraft. 2020-10-26 16:51:12 +01:00
Paul Chote
1a3dfdc67f Remove BuildingInfluence from LaysTerrain. 2020-10-26 16:51:12 +01:00
Paul Chote
8d2156fb30 Remove BuildingInfluence from BuildableTerrainLayer. 2020-10-26 16:51:12 +01:00
Paul Chote
5e032edd28 Remove redundant BuildingInfluence checks.
Buildings are already excluded by the ActorMap checks.
2020-10-26 16:51:12 +01:00
Vapre
63d597e4ad ShroudRenderer UpdateShroud only when at least one cell is dirty.
UpdateShroud shows up in profile reports as one of the most
active methods (2.3% CPU time, main mono thread).

This commit introduces `anyCellDirty` to indicate that at lease one
of the cells was marked as dirty.

Avoiding the need to traverse all projected cells of the map
to find any dirty cell.

This reduces the number of shroud updates by at least 50% during a
test game. I assume this is related to renders occurring more
often than logic ticks(?).
2020-10-25 23:01:19 +01:00