Commit Graph

1249 Commits

Author SHA1 Message Date
teinarss
e13fd693c3 Add Nuget packages for all dependencies 2020-04-18 11:36:25 -05:00
abcdefg30
4e548291ce Treat transit-only tiles as invalid locations for minelayers 2020-04-18 13:35:06 +01:00
abcdefg30
942dd0e5f7 Adapt the utility commands to import crates as well 2020-04-17 10:52:59 +02:00
abcdefg30
400102f3d3 Remove a TODO about grey nod colors 2020-04-17 10:52:59 +02:00
Paul Chote
f0a243ca10 Fix mine layer desync.
World.FogObscures depends on the local RenderPlayer and should not
be used from simulation code!
2020-04-12 23:06:55 +02:00
Matthias Mailänder
73a2b59c2c Add additional notification support to infiltration. 2020-03-29 12:00:16 -05:00
Paul Chote
d35b5070fb Fix minelayers leaking enemy mine positions through the fog. 2020-03-28 18:49:07 +01:00
Paul Chote
a5b22e6a36 Remove text caching from CncLoadScreen.
We have repeatedly failed at invalidating these
cached values when things change, so the small perf
win is not worth the hassle.
2020-03-25 12:20:14 +01:00
Paul Chote
ac200f6173 Rework decoration renderable traits:
- Removed implicit pip definitions and IPips interface.
  New decoration traits have been added to render them.
  Pip types are no longer hardcoded in OpenRA.Game.

- Decoration rendering is now managed by SelectionDecorations(Base),
  which allows us to remove assumptions about the selection box
  geometry from the decoration traits.

- RenderNameTag has been replaced by WithNameTagDecoration, which is
  an otherwise normal decoration trait.

- Unify the configuration and reduce duplication between traits.

- Removed hardcoded references to specific selection box renderables.

- Remove legacy cruft.
2020-03-24 00:07:10 -05:00
Matthias Mailänder
b4edec215e Fix spy ignoring the target's faction. 2020-03-19 23:11:38 +01:00
Paul Chote
ce91c5a76f Fix WithDisguisingInfantryBody idle animation crash. 2020-03-01 14:43:12 +01:00
Paul Chote
de4a7cecf0 Rework multi-resolution sprite handling:
- Sprite.Bounds now refers to rectangles in the source image.
  Use this when copying pixels, etc.
- Sprite.Size now refers to sizes in effective pixel coordinates.
  Use this when rendering.
- Sheet.DPIScale has been removed.
- "Density" term is introduced to refer to the number of artwork
  pixels per effective pixel.
2020-02-26 23:47:15 +01:00
Paul Chote
84419e4259 Add queued argument to CanIssueDeployOrder. 2020-02-24 12:56:49 +01:00
reaperrr
d835090d0b Move LCWCompression support to Mods.Cnc 2020-02-22 15:40:37 +01:00
Mustafa Alperen Seki
6ab0ace9e1 Add PlayLaunchSounds() to SupportPowers which are missing it. 2020-02-09 13:34:46 +01:00
tovl
c18857f15d Let immovable actors block individual minefield cells. 2020-02-06 22:26:15 +01:00
Paul Chote
518450cd8a Extract load screen sheet handling into a superclass. 2020-01-26 20:22:49 +01:00
Mustafa Alperen Seki
d4b08850f3 Fix conditionality of DisguiseTooltipInfo. 2020-01-25 17:28:15 +02:00
Pavel Penev
b00154e2bc Created ShakeScreenWarhead and removed the hardcoded shaking from NukeLaunch and MadTank 2020-01-24 13:09:37 +01:00
reaperrr
6220d7e62e Introduce WarheadArgs
- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
2020-01-21 19:31:34 +01:00
abcdefg30
15b2d6b9e0 Let all Positionable traits notify visual position changes 2020-01-18 23:07:23 +00:00
Paul Chote
51870a471a Add AttackSource enum. 2020-01-18 16:38:53 +01:00
Paul Chote
1111ce4754 Add support for 32 bit BGRA sprites. 2020-01-17 16:49:58 +01:00
reaperrr
aa63696933 Update rule for WithPermanentInjury removal 2020-01-16 22:56:39 +01:00
Matthias Mailänder
c95216cd19 Move the hard-coded shroud palette to the C&C folder. 2020-01-12 19:35:41 +00:00
Paul Chote
fe25fdf0ff Improve robustness of editor actor cell checks. 2020-01-12 18:30:50 +01:00
Paul Chote
8c2a2d2cb8 Rework TD/modcontent chrome in preparation for UI scaling. 2020-01-12 15:52:12 +01:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
Paul Chote
f3d7bf403e Rework chrome.yaml format and panel rendering. 2019-12-28 19:15:36 +01:00
abcdefg30
1e138a9774 Drop invisible invalid targets immediately when changing stance 2019-12-14 17:17:36 +01:00
tovl
3236499fb7 Increase IMove.MoveTo call flexibility. 2019-12-13 23:51:03 +01:00
Paul Chote
cd368b43df Draw GPS dots using the UI renderers. 2019-12-13 21:29:43 +01:00
Torleif West
ae4b2591bf fix for RA2 cloning vats
formatting

minor formatting

passing CI

closing line bracket

use production unit

opening should not be followed by a blank line

revert tab change
2019-12-12 22:08:25 +01:00
reaperrr
82be8d9990 Move AUD support to Mods.Cnc 2019-12-09 22:06:53 +01:00
reaperrr
4751b1a176 Move ShpTDLoader, LZO and XORDelta formats to Mods.Cnc
They're pretty much RA/TD-specific formats.
2019-12-08 19:43:51 +00:00
reaperrr
cd123830c3 Move VocLoader from D2k to Cnc
My assumption that the D2 mod would want,
let alone need Mods.D2k was wrong.
Meanwhile, it does need Mods.Cnc for at least
the Pak format as well, so this is a good enough
compromise.
2019-12-08 18:14:17 +00:00
reaperrr
efc06a020b Move WithDeliveryAnimation to Mods.Common 2019-12-08 16:03:14 +00:00
reaperrr
fe1d3b3821 Move ProductionAirdrop to Mods.Common 2019-12-08 16:03:14 +00:00
Paul Chote
e7de7b4c05 Introduce World and UI rendering phases. 2019-12-08 04:36:31 +01:00
reaperrr
a74235bdbc Move ShpD2 and TmpRA/TD loaders to Mods.Cnc
Reducing the count of proprietary formats in Mods.Common.

Note: Moving ShpD2 to Mods.Cnc is intentional. RA/TD
use it for their original mouse shp files, and any D2(k) mod
will normally need Mods.Cnc anyway, while we can avoid
adding a Mods.D2k dependency to RA/TD this way.
2019-12-01 16:23:54 +01:00
reaperrr
3f06541b2b Move Shp conversion/remap commands to Mods.Cnc 2019-11-23 19:04:27 +01:00
abcdefg30
4717e98c48 Add a subCell parameter to IPositionableInfo.CanEnterCell 2019-11-21 14:13:17 +01:00
reaperrr
ee00954f2e Replace AmmoPool lookup methods with properties
And gave the more suitable names while at it.
This is more in line with how we do things in
other places.
2019-11-20 15:45:41 +01:00
Paul Chote
f39b688c39 Add GrantPrerequisiteChargeDrainPower and DrainPrerequisitePowerOnDamage.
These traits implement the Firestorm defense charge/drain logic.
2019-11-17 17:06:29 +01:00
abcdefg30
34f4c9bdaa Prevent chronoshifting an empty selection 2019-11-02 11:29:28 +01:00
Paul Chote
0e4cb53ada Pass contextual information to TargetOverridesSelection. 2019-10-30 14:53:23 +01:00
tovl
38caadfdf0 Clean up nudging code. 2019-10-28 19:35:32 +01:00
RoosterDragon
b98123d9f8 Use SegmentStream.CreateWithoutOwningStream to avoid reading data into memory.
To avoid creating copied data in memory (e.g. via MemoryStream), this method can be used to reference offsets on files on disk, reducing memory requirements.
2019-10-24 20:48:14 +02:00
Paul Chote
1599eac66c Rename SelectionBoxRenderable to SelectionBoxAnnotationRenderable. 2019-10-20 23:46:33 +02:00
Paul Chote
8e280ef0a7 Rename RangeCircleRenderable to RangeCircleAnnotationRenderable. 2019-10-20 23:46:33 +02:00