Commit Graph

218 Commits

Author SHA1 Message Date
Paul Chote
ccf66cde2f Expose Graphics.Renderer setting; Refactor Renderer.Null. 2010-11-21 13:10:19 +13:00
Paul Chote
f2a20a182e Begin work on the glsl renderer. Renders blue blocks for chrome-rgba. 2010-11-21 13:10:18 +13:00
Paul Chote
64a7592fed Rename OpenRA.Gl -> OpenRA.Renderer.Cg 2010-11-21 13:10:18 +13:00
Paul Chote
bfb076b9bc Refactor IShader to take a name instead of a stream. 2010-11-21 13:10:18 +13:00
geckosoft
b31a35d34b Changed: Made it possible for maps to contain custom sequences (allowing 100% custom map-specific units to be 'build') 2010-11-21 10:57:16 +13:00
Paul Chote
047a09bbbd Excise previous server extensions code 2010-11-10 10:30:24 +13:00
Chris Forbes
bc7cf09287 (gecko) Add support for custom order generators 2010-11-05 19:48:30 +13:00
geckosoft
9489196911 Added a new trait : Scale 2010-11-05 19:48:29 +13:00
Chris Forbes
fa35f6caa4 cleanups 2010-11-01 20:25:03 +13:00
Bob
94f7c6db97 determine which sprites to render during Render, not Tick 2010-11-01 18:39:50 +13:00
Bob
e3ddb8f757 cache world.LocalPlayer instead of fetching it repeatedly within loops 2010-11-01 18:39:44 +13:00
Chris Forbes
d7d0d371c6 (bob) refactor input dispatch; remove public Dispatch*Input from game; (chris) fix build failures due to rebase past gecko 2010-11-01 18:39:37 +13:00
geckosoft
298314626e Added: Dedicated server support
Added: The ability to not render anything when using the client as a dedicated server
Added: The basic server extension (NullServerExtension)
Exposed: Made some fields public, so that the server extension can access it
2010-11-01 17:55:31 +13:00
Chris Forbes
2f962452e5 fix compile failure in prev 2010-10-25 09:14:22 +13:00
Bob
10f5e68f7f fix #166 (shroud artifacting at bounds) 2010-10-25 09:06:23 +13:00
Chris Forbes
291899de8a glitch-free. 2010-10-25 08:32:14 +13:00
Caleb Anderson
c568dfa486 Contrail trait 2010-10-25 08:29:54 +13:00
Caleb Anderson
ff7daf8727 MoveViewport takes a float to allow for smoother panning. Added more scripting to shellmap 2010-10-25 08:16:08 +13:00
Bob
7ca9fcdac9 run the shellmap even while the lobby shows. remove Widget.SpecialOneArg 2010-10-12 18:33:16 +13:00
Bob
20276291ce move Game.world onto OrderManager. use call IssueOrder on world and/or on orderManager, not on Game 2010-10-12 17:30:27 +13:00
Bob
6bbf878314 remove ref to Game.world in Viewport.ShroudBounds 2010-10-12 17:29:09 +13:00
Bob
4cd3195f9f call refreshPalette in the right place. make Game.worldRenderer PRIVATE (yay) 2010-10-12 17:29:06 +13:00
Bob
6ea2a06e4b pass WorldRenderer to Widget.Draw, DrawInner 2010-10-12 17:27:08 +13:00
Bob
597dba8584 untangling WorldRenderer from World 2010-10-12 17:24:23 +13:00
Bob
cb1deacbb2 pass world into CheckSync. don't pass world into Widget.DrawInner 2010-10-12 17:24:12 +13:00
Bob
ab1e930ba3 pass worldRenderer around as necessary 2010-10-12 17:24:07 +13:00
Bob
26d1db778e push the check-synchash-doesn't-change pattern into a utility fn. furthur reduce the number of uses on Game.world 2010-10-07 22:07:11 +13:00
Chris Forbes
49a645cd2d fix ubuntu-64 support (Tao.FreeType was quite bogus.) 2010-10-05 17:42:13 +13:00
Bob
7bf4cb85fa fix perf in ShroudRenderer 2010-09-24 18:11:08 +12:00
Bob
14e517cab5 Autoflush renderer. Sprite.DrawAt convenience function. 2010-09-24 18:11:03 +12:00
Bob
cdcfeb6276 render perf improvement: BufferSubData, and don't use the same buffer back-to-back 2010-09-24 18:11:00 +12:00
Bob
aff6889995 moved traits from engine into mod 2010-09-20 20:58:42 +12:00
Chris Forbes
aa1d44428d fix prev 2010-09-19 18:50:34 +12:00
Paul Chote
23da8a24bd Only render shroud/ore that is in the current viewport 2010-09-19 18:34:23 +12:00
Chris Forbes
83eae029b7 add explicit Z to Renderable. eating my hat, etc. 2010-09-17 20:21:21 +12:00
Paul Chote
d4182b1929 Tweaks to minimap preview 2010-09-16 22:54:49 +12:00
Chris Forbes
82875e15f9 remove some bogosity; there will likely be regressions, but not a huge deal. 2010-09-16 17:50:52 +12:00
Chris Forbes
d6f8b7d850 fix z-order bug 2010-09-16 17:43:17 +12:00
Paul Chote
051c451867 Support custom tile size ingame 2010-09-15 19:31:21 +12:00
Paul Chote
be47fb55e8 Initial support for custom tile sizes 2010-09-15 19:31:21 +12:00
Paul Chote
45d712d390 Fix defaultmod. 2010-09-09 20:31:53 +12:00
Paul Chote
dbbdc171d2 Use the new-format sequences. 2010-09-09 20:31:53 +12:00
Paul Chote
befe22e170 Convert sequences to yaml 2010-09-09 20:31:53 +12:00
Paul Chote
b84d2f2c29 Allow a small amount of over-scroll so ui doesn't get in the way 2010-09-06 20:12:47 +12:00
Paolo Chiodi
2945838eef some more locking into map borders 2010-09-06 20:12:47 +12:00
Paul Chote
598fe9f956 gut perf logging - only record expensive ticks. perf.log is small enough to be useful now. 2010-09-06 15:29:34 +12:00
Paolo Chiodi
1c8f744719 allow camera shaking to exit map borders 2010-09-04 10:45:09 +02:00
Paolo Chiodi
669aaab6b4 change mouse sequence to blocked whene map borders are reached 2010-09-04 11:46:14 +12:00
Paolo Chiodi
73017d3f5c lock viewport scrolling into map size 2010-09-04 11:46:14 +12:00
Paul Chote
dbd076543b Low level loadscreen displays earlier 2010-08-25 21:17:05 +12:00