Matthias Mailänder
ef01fb289b
make the parachute animation optional
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instead of hard-coding default sprite sequences
2014-07-05 09:13:52 +02:00
Matthias Mailänder
ff1be8daea
merge ParachuteAttachment and Parachutable
2014-07-05 09:13:52 +02:00
Matthias Mailänder
a38d43019a
new setting to allow unlucky paratroopers
2014-07-05 09:13:51 +02:00
Matthias Mailänder
2907273ef2
new trait Parachtuable that decides on the fate upon landing
2014-07-05 09:13:51 +02:00
Matthias Mailänder
1a0bb726e6
document for modders
2014-07-05 09:13:51 +02:00
Matthias Mailänder
8f805248ca
StyleCop
2014-07-05 09:13:51 +02:00
Paul Chote
6250c9df12
Merge pull request #5696 from Mailaender/emit-cargo-on-sell
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Finished EmitCargoOnSell
2014-07-05 12:30:29 +12:00
Paul Chote
15d8fadb60
Merge pull request #5801 from Mailaender/building-influence-crash
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Fixed a crash when trying to capture husks that have been destroyed.
2014-07-05 11:36:54 +12:00
Paul Chote
31aaaf26b5
Merge pull request #5812 from Mailaender/rallypoint-test-building-hack-removal
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Fixed the AI choosing rallypoints on land for shipyards
2014-07-05 11:22:00 +12:00
Paul Chote
8d6cd143d6
Merge pull request #5807 from Mailaender/building-influence-reslayer
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Fixed resources growing on building bibs and behind trees
2014-07-05 10:53:10 +12:00
Matthias Mailänder
13e0dac141
execute chat commands only locally
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fixes #5755
2014-07-04 18:18:33 +02:00
Matthias Mailänder
0572220cc3
Merge pull request #5768 from pchote/multirepair
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Closes #3748
2014-07-04 16:12:46 +02:00
Pavlos Touboulidis
d1251d412f
Instant filtering by file name in the asset browser
2014-07-04 16:33:26 +03:00
Matthias Mailänder
79dd9a9c6b
get rid of the RallypointTestBuilding hack
2014-07-04 14:57:34 +02:00
Matthias Mailänder
0feb5a7bdc
check for building influence when growing resources
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closes #5556
2014-07-04 09:22:14 +02:00
Ishan Bhargava
16df8322c6
Added repair bonus for multiple players
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More than one player can now contribute to repairing a building.
Base repair amount is multiplied by value of array
Players who can't afford to contribute are ignored
Repair indicator cycles between each player's color.
2014-07-04 10:40:26 +12:00
Paul Chote
ce99f02ba6
Merge pull request #5678 from pavlos256/find-tiles-in-circle
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Fix and optimize FindTilesInCircle
2014-07-04 10:27:37 +12:00
Matthias Mailänder
b02ca7695f
StyleCop
2014-07-03 18:35:11 +02:00
Pavlos Touboulidis
daed053a57
Fix and optimize FindTilesInCircle
2014-07-03 18:11:28 +03:00
Paul Chote
0ffe88753c
Merge pull request #5789 from Mailaender/render-trait-documentation
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Documented the various overlay and animation change traits
2014-07-03 23:54:13 +12:00
Paul Chote
a4083f4597
Merge pull request #5794 from Mailaender/lint-map-cordons
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Added a new Lint check for invalid map cordons
2014-07-03 23:43:41 +12:00
Matthias Mailänder
884fbc0ea9
add a new lint check for invalid map cordons
2014-07-03 10:56:59 +02:00
Matthias Mailänder
e666c75883
don't capture dead actors
2014-07-03 10:33:41 +02:00
Matthias Mailänder
6097b3eb19
document the various overlay and animation change traits
2014-07-03 09:50:10 +02:00
Matthias Mailänder
3c3f85a272
add documentation
2014-07-03 09:05:22 +02:00
Matthias Mailänder
68a97b079b
spurious tab
2014-07-03 09:05:22 +02:00
RoosterDragon
3a30748f05
Reduce working set by releasing buffers for sheets.
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Sheets carry a managed buffer of data that allows updates to be made without having to constantly fetch and set data to the texture memory of the video card. This is useful for things like SheetBuilder which make small progressive changes to sheets.
However these buffers are often large and are kept alive because sheets are referenced by the sprites that use them. If this buffer is explicitly null'ed when it is no longer needed then the GC can reclaim it. Sometimes a buffer need not even be created because the object using the sheet only works on the texture directly anyway.
In practise, this reduced memory consumed by such buffers from ~165 MiB to ~112 MiB (at the start of a new RA skirmish mission).
2014-07-02 17:25:56 +01:00
Matthias Mailänder
ea86aac089
replace EmitCargoOnSell with Cargo.EjectOnSell
2014-07-01 22:11:44 +02:00
Matthias Mailänder
6adf453ad1
finished EmitCargoOnSell
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closes #2424
2014-07-01 22:07:15 +02:00
Matthias Mailänder
e8bccc33c6
StyleCop
2014-07-01 22:07:15 +02:00
Matthias Mailänder
392b77647d
this does not make any sense
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with 0 HP you also can not a single dude
2014-07-01 22:07:15 +02:00
Matthias Mailänder
40cd491bff
Merge pull request #5778 from pchote/isometric
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Add support for diamond cell grids
2014-07-01 16:59:22 +02:00
Matthias Mailänder
b05e4217cf
document SelfHealing prerequisites
2014-07-01 09:12:11 +02:00
Matthias Mailänder
362c86764f
document the buildable and country trait
2014-07-01 09:08:08 +02:00
Paul Chote
0d625b6af6
Fix sprite overlap outside the map border.
2014-07-01 00:40:42 +12:00
Paul Chote
a30c8b53a7
Add support for diamond cell grids.
2014-06-30 23:44:23 +12:00
Paul Chote
af0e948a67
Use map.Contains for the observer shroud check.
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Checking against the bounds directly is no longer valid.
2014-06-30 11:24:41 +12:00
Matthias Mailänder
5130723fcd
remove the overly complicated configurable MCV actor name hack
2014-06-28 15:17:06 +02:00
Matthias Mailänder
aae428be2b
throw with a more helpful error than NullReferenceException
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closes #5622
2014-06-28 15:17:05 +02:00
Matthias Mailänder
ba1fa7cd81
new check for undefined actors
2014-06-28 09:50:50 +02:00
Matthias Mailänder
7fa51712ec
Merge pull request #5758 from pchote/cell-world-conversions
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Generalize cell/world coordinate conversions.
2014-06-28 08:27:18 +02:00
RoosterDragon
7030d8b2b6
Changed HardwarePalette.ApplyModifiers to be more efficient.
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- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette.
- Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called.
- Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called.
- The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with.
- Added a constant for the palette size to remove its usage as a magic number in several areas.
- The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.
2014-06-28 01:11:48 +01:00
Matthias Mailänder
7fa8cc10e9
Merge pull request #5763 from obrakmann/build-shift+keypress
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Make Shift+<Hotkey> queue five units/buildings. Fixes #5544 .
2014-06-27 22:18:50 +02:00
Matthias Mailänder
e9ee4a1e15
Update ShroudRenderer.cs
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fix typo
2014-06-27 13:30:57 +02:00
Paul Chote
d7f1b1c9e2
Remove CVec -> WVec conversion.
2014-06-27 23:30:41 +12:00
Paul Chote
a256e722d5
Remove conversions between legacy and world types.
2014-06-27 23:30:41 +12:00
Paul Chote
9487f49cd5
Replace WPos.ToCPos -> Map.CellContaining.
2014-06-27 23:30:40 +12:00
Paul Chote
4bc09692e0
Remove WVec.ToCVec.
2014-06-27 23:30:40 +12:00
Paul Chote
7b52fa52b6
Replace CPos.CenterPosition -> Map.CenterOfCell.
2014-06-27 23:30:40 +12:00
Paul Chote
b6d1d26eeb
Add World parameter to Util.BetweenCells.
2014-06-27 23:30:40 +12:00