Paul Chote
c9ed749908
Add (Polygon|Circle|Line)AnnotationRenderable.
2019-09-14 18:49:44 +02:00
Paul Chote
a8b1762464
Fix ActorPreviewWidget viewport manipulation.
2019-09-13 11:24:57 +02:00
Paul Chote
dabc7ec8dd
Remove unnecessary this. references.
2019-06-08 13:19:27 +02:00
Paul Chote
3e404f6ac2
Remove HSLColor.
2019-03-04 18:26:42 +00:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Paul Chote
1d98b8b8f0
Fix damagestates in the map editor.
2018-12-08 22:53:13 +01:00
Andre Mohren
b1a44086a0
Removed unused using directives.
2018-11-17 17:23:22 +00:00
Paul Chote
eb61c45e14
Add EmbeddedSpritePalette sprite metadata.
2018-10-28 20:55:40 +00:00
Paul Chote
eb0e2eeb9d
Fix misc indentation errors.
2018-10-06 23:32:38 +02:00
Paul Chote
8461a82577
Remove requirement for depth sprites to share color sheet.
2018-06-04 23:33:57 +02:00
Paul Chote
3febae1644
Fix exception in DefaultSpriteSequence.GetSprite.
2018-05-06 17:32:17 +02:00
Paul Chote
bf4b91741a
Ignore unused frames when loading Sequences into Sheets.
2018-05-02 09:59:03 +02:00
Paul Chote
94dd83bc13
Fix the frame mapping used to select sprites for the SpriteBounds.
2018-05-02 09:59:03 +02:00
RoosterDragon
e17ede34ef
Add Int32Matrix4x4 struct.
...
This allows matrices to be represented as a value type, and additionally allows avoiding array allocations when calculating rotations.
2018-03-21 12:07:53 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Paul Chote
4993e74748
Fix SelectionBox line depths.
2017-12-23 17:32:07 +00:00
RoosterDragon
a9d1d374b8
Remove draw line 2D helper method.
...
Callers can provide 3D points easily, and this avoids the need to allocate and slow down enumeration via the points.Select(p => new float3(p, 0)) wrapper.
2017-12-17 01:51:51 +01:00
Paul Chote
ff5b4b15b3
Introduce IDecorationBounds to replace Actor.SelectionOverlayBounds.
2017-12-11 19:45:07 +01:00
Paul Chote
cdc426d162
Add IActorPreview.ScreenBounds.
2017-12-11 19:45:07 +01:00
Paul Chote
506b677527
Add ModelAnimation.IsVisible property.
2017-12-11 19:45:07 +01:00
Paul Chote
041431d966
Add ISpriteSequence.Bounds and Animation(WithOffset).ScreenBounds.
...
The bounds define the smallest Rectangle that covers all frames within a sequence.
2017-12-11 19:45:07 +01:00
reaperrr
6711af63eb
Move SelectionBarsRenderable to Mods.Common
2017-11-21 01:00:09 +02:00
reaperrr
be290cfabd
Split Actor.Bounds into RenderBounds and SelectableBounds
...
Additionally, internally renamed VisualBounds to SelectionOverlayBounds to avoid confusion with RenderBounds.
This step was necessary to prevent actors with selectable area smaller than their graphics to be removed too early from ScreenMap even though part of the graphics should still be visible.
RA cruisers were a prime example, but to a lesser extent several other actors were affected as well.
This separation also serves as preparation to determine the final RenderBounds from multiple source bounds later, to fix the remaining ScreenMap issues (building 'bibs', aircraft shadows).
2017-11-21 01:00:09 +02:00
Andre Mohren
10740de6e9
DefaultSpriteSequence now allows derived classes to enhance sprites.
2017-10-14 19:50:05 +02:00
Forcecore
0573f52a37
Add Railgun projectile
2017-07-21 23:18:38 +01:00
Paul Chote
6ca0208694
Rename VoxelPreview to ModelPreview.
2017-06-14 18:56:06 +02:00
Paul Chote
736e70df78
Rename VoxelRenderable to ModelRenderable.
2017-06-14 18:56:06 +02:00
Paul Chote
dc4c3fd546
Rename VoxelRenderer to ModelRenderer.
2017-06-14 18:56:06 +02:00
Paul Chote
4f42778d26
Rename VoxelAnimation to ModelAnimation.
2017-06-14 18:56:06 +02:00
Paul Chote
cdf2df58a0
Define RectangularIsometric world coordinate scale along the cell axis.
2017-05-07 13:45:30 +01:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
RoosterDragon
9f1c872340
Improve some exception types.
2016-09-11 15:14:44 +01:00
Oliver Brakmann
38c16e4f7a
Add a shadow to text drawn in player colors
2016-09-02 20:58:46 +02:00
Paul Chote
3082c61e75
Add depth buffer support to tactical overlays.
2016-08-27 15:43:20 +01:00
Paul Chote
f3bac143e9
Add depth buffer support to beams and contrails.
2016-08-27 15:43:20 +01:00
Paul Chote
c092c93401
Add depth buffer support to debug overlays.
2016-08-27 15:43:20 +01:00
Paul Chote
f0306e7cc2
Render voxels with an approximately-correct z-offset.
2016-08-21 12:43:16 +01:00
Paul Chote
b94b703157
Add a check for bogus Frames / Length combinations.
2016-08-06 21:19:32 +01:00
Paul Chote
0371727596
Allow sequences to define depth offsets via sprites.
2016-07-13 22:22:13 +01:00
Paul Chote
5fbe747de2
Improve logging on sequence error.
2016-07-13 22:22:13 +01:00
teees
4fa3ecfafb
Add DynamicFacingInit.
2016-06-15 20:36:23 +01:00
teees
8724ed29bc
Support dynamic offsets in ActorPreviews.
2016-06-15 20:36:08 +01:00
Paul Chote
2915db67c4
Add depth buffer support to sprites and sequences.
2016-04-15 09:42:29 -04:00
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
Matthias Mailänder
f6c669d6d4
Merge pull request #10611 from reaperrr/flip-offsets1
...
Make FlipX/FlipY flip respective embedded offsets as well
2016-01-31 18:27:50 +01:00
Paul Chote
ab921682c4
Rewrite yaml merger.
2016-01-30 15:03:56 +00:00
Paul Chote
608b5d1674
Add UseClassicFacingFudge flag for TD/RA.
2016-01-27 21:32:21 +00:00
reaperrr
fd632baa5b
Flip embedded offsets along when flipping sequences
...
Instead of only flipping the sprite, but not the baked-in offsets.
2016-01-26 22:01:27 +01:00