Commit Graph

137 Commits

Author SHA1 Message Date
Paul Chote
e33c783fc1 Ditto for GpsDot. 2013-02-26 09:24:42 +13:00
Paul Chote
5a4bd14835 Ditto for RallyPoint. 2013-02-25 21:12:01 +13:00
Paul Chote
43159a0e05 Remove RepairIndicator dependence on target RenderSimple.
This also fixes the case where the building palette doesn't
match the indicator, and saves 2 trait lookups per tick.
2013-02-25 21:12:01 +13:00
Paul Chote
3380817865 Pass WorldRenderer to Render(). 2013-02-25 21:11:33 +13:00
Paul Chote
d6fcaafd78 Let parachute cargo render themselves.
This allows for tanks and other multi-sprite
actors to render correctly while dropping.
2013-02-25 21:10:16 +13:00
Paul Chote
000a5eaa56 Pass WorldRenderer to IRenderModifiers and replace more palette lookups. 2013-02-24 15:45:03 +13:00
Paul Chote
885eec7444 Move effects to WorldRenderer palette lookup. 2013-02-24 15:43:20 +13:00
Paul Chote
f0ba0ce2e8 Wrap palette references with a PaletteRef object. 2013-02-24 15:43:15 +13:00
Kenny
f41fb32d60 Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Curtis Shmyr
7f5141c338 #2447 - Disguised spies are now hidden under GPS 2012-11-04 17:47:03 +13:00
Chris Forbes
9201b1cced fixed #2198 - crates are collected when landing on top of a unit 2012-07-01 09:04:49 +12:00
James Dunne
b127ae8027 Added sub-pixel position/vector types.
Updated Sync code to handle new sub-pixel types.
2012-06-21 19:41:12 -05:00
James Dunne
9c49143534 New types for cell and pixel coordinate position/vectors. 2012-06-21 15:36:59 -05:00
Chris Forbes
3b704e25fa #2159 fixed -- missiles lose guidance and run out their remaining fuel if the target dies 2012-05-22 19:01:49 +12:00
Chris Forbes
926686beff fix cnc cheats panel 2012-04-24 19:44:06 +12:00
Chris Forbes
523183431b remove some duplication and dead code 2011-12-27 14:48:10 +13:00
alzeih
1b0724719d Make LineRenderer understand Zoom internally 2011-12-13 23:58:39 +13:00
alzeih
c8ae6127f3 Fix #1128 - Use Line Width support in LaserZap 2011-12-13 23:58:34 +13:00
Chris Forbes
bc6af1841b fix indents everywhere 2011-10-18 15:10:17 +13:00
Chris Forbes
e02a6e7ec4 tidy more 2011-10-06 22:58:25 +13:00
Chris Forbes
55036cd58c fix trailing whitespace everywhere 2011-09-26 08:40:39 +13:00
Curtis S
561bec9ada Fix #1165 - PowerdownIndicator now works for replays/spec 2011-09-13 22:24:10 +12:00
Curtis S
460696192b PowerdownIndicator will only show to owner and teammates 2011-09-10 22:38:19 -06:00
Curtis S
be9948426c 1078: Added ally repairing for CNC and RA 2011-09-10 16:41:40 -06:00
Curtis S
1d052bbfa2 Powered down buildings now display a "powered off" animation 2011-09-08 20:31:16 +12:00
Chris Forbes
3b22a8588f fix #1129 -- laserzap tolerates null explosion 2011-09-04 11:10:21 +12:00
Chris Forbes
4b2717118f fix #1130 -- LaserZap beam color is configurable 2011-08-27 13:40:30 +12:00
Chris Forbes
064b996ea2 slight tidy in nuke 2011-08-22 07:14:24 +12:00
Chris Forbes
a9d25b603c factor out duplicated hardcoded font in CashTick 2011-08-17 07:52:35 +12:00
Chris Forbes
e922051282 factor formatting code out of CashTick ctor 2011-08-17 07:52:35 +12:00
Paul Chote
fc783ddf80 Support custom zoom levels 2011-07-25 22:23:17 +12:00
Paul Chote
926b396605 Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants. 2011-07-25 22:23:16 +12:00
Paul Chote
ee3be9c89b Laser tweaks:
- Expose the beam duration to the projectileinfo
 - Play an explosion animation at the target
 - Beam tracks moving targets
 - Disable player beam color in C&C
2011-07-25 22:23:14 +12:00
Chris Forbes
71cf332ee1 trim some crap out of Contrail 2011-07-25 22:23:13 +12:00
Chris Forbes
315c00f67f clean up Contrail trait lookups; fixes #1058 2011-07-25 22:23:11 +12:00
Paul Chote
7173d193cf Pass the sequence name to the Corpse effect instead of an InfDeath number. Only play death animations for standard deaths. 2011-07-15 20:10:21 +12:00
Chris Forbes
0e45968573 remove 'private' keyword where possible 2011-06-29 09:15:39 +12:00
Chris Forbes
5531715652 fixed 850 -- rallypoint flags staying original owner's color after capture 2011-05-30 21:35:35 +12:00
Chris Forbes
368468e323 format RenderSimple 2011-05-30 21:32:54 +12:00
Chris Forbes
d8ff3b8d3a fix 704 -- parachute offsets are configurable, and sensible now for infantry 2011-05-22 21:33:46 +12:00
Chris Forbes
f319307b43 fix 776 -- support custom SHPs & bright/dim zap count in TeslaZap projectile type 2011-05-22 20:41:35 +12:00
Paul Chote
d4baf2d757 Refactor UnitInfluence trait -> world.ActorMap 2011-05-22 19:32:53 +12:00
Paul Chote
d7f009b218 Use the font dictionary everywhere 2011-05-21 17:26:18 +12:00
Chris Forbes
d86e0ec522 rename ITraitPrerequisite<T> to Requires<T> 2011-05-04 18:02:35 +12:00
Paul Chote
2d7f3086f6 Nits 2011-05-04 10:46:51 +12:00
Paul Chote
6495478433 Kill Util.Centered 2011-05-04 09:21:30 +12:00
Paul Chote
8f962853f9 Support arbitrary per-player palettes. Will crash if I missed any cases that don't explicitly set the Renderable palette. 2011-05-03 22:21:31 +12:00
Chris Forbes
093f159d8e tuned gpsdot to be somewhat nicer 2011-05-02 21:15:09 +12:00
Chris Forbes
2912c921de add custom icon for harvester 2011-05-02 20:00:56 +12:00
Chris Forbes
dd4c5508fa gpsdot has sprites 2011-05-02 19:51:15 +12:00