Commit Graph

4520 Commits

Author SHA1 Message Date
Paul Chote
f08bfae9a0 Count direct children of text fields and buttons for mouseover.
This improves polish when mousing over prefix glyphs.
2018-07-29 00:30:17 +02:00
Paul Chote
df20ae1aec Fix TextFieldWidget margin properties not being cloned. 2018-07-29 00:30:17 +02:00
Chris Forbes
51e000599a Convert crushclasses to bitset 2018-07-28 21:28:46 +01:00
Mustafa Alperen Seki
82f6c2b862 Make SpawnActorsOnSell conditional 2018-07-28 21:20:28 +01:00
Mustafa Alperen Seki
ea2794b417 Make EjectOnDeath conditional 2018-07-28 21:20:28 +01:00
reaperrr
0bff9e9119 Make some Attack* methods/classes public
Instead of protected, because some 3rd-party mods rely on these being
public.
2018-07-28 21:35:42 +02:00
Chris Forbes
d4ef841678 Convert masses of HashSet<string> to BitSet<DamageType> 2018-07-28 20:12:42 +01:00
Zimmermann Gyula
51a99cb43c Special-case the player actor on GCOnBotOwner. 2018-07-28 17:59:34 +02:00
matjaeck
d33ac0c838 Fix tooltip descriptions for spectators. 2018-07-28 17:49:42 +02:00
Andre Mohren
be2c41d51c Added PlaceBuildingInit. 2018-07-28 17:38:46 +02:00
Mustafa Alperen Seki
5a780577b9 Add Desc() field to GrantConditionOnDeployInfo. 2018-07-28 16:32:37 +01:00
Zimmermann Gyula
a456c234ca Provide appropriate upgrade rule. 2018-07-28 16:32:37 +01:00
Zimmermann Gyula
f07460edd2 Convert GrantConditionOnDeploy to a pausableconditional trait.
Also remove CanUndeploy as pausing achieves the same effect.
2018-07-28 16:32:37 +01:00
Mustafa Alperen Seki
f05fc0cae8 Add WithProductionOverlay>Queues 2018-07-28 16:17:47 +01:00
Paul Chote
e64a966b4f Group update rule display by update path. 2018-07-28 15:12:55 +01:00
Andre Mohren
a57cfc7d40 Fixed ProductionItem costs calculation. 2018-07-26 14:01:37 +00:00
Andre Mohren
81e1b39bb9 Made PowerManager optional for traits who do not require it. 2018-07-26 14:02:42 +01:00
Chris Forbes
dcf93203ea Get rid of unit pathing delay completely 2018-07-26 13:19:31 +01:00
Zimmermann Gyula
e9c3927b0c Filter Explodes->DeathTypes when Threshold is above 0. 2018-07-26 13:10:50 +01:00
Mustafa Alperen Seki
6073de52ca Add DamageSource to Explodes 2018-07-26 13:04:59 +01:00
reaperrr
d07bd029db Change Parachutable.GroundCorpseSequence default to null
Missions and 3rd-party mods may paradrop vehicles which normally don't need a corpse sequence (because they already have Explodes), so the old infantry-centric internal default can cause more harm than good.
2018-07-26 13:01:09 +01:00
reaperrr
42d5799f4e Parachutable.cs readability improvements 2018-07-26 13:01:09 +01:00
reaperrr
a30727b155 Make disabling parachute corpse sequences easier 2018-07-26 13:01:09 +01:00
Mustafa Alperen Seki
6b1451f7ca Remove GivesBounty>LevelMod 2018-07-26 12:53:33 +01:00
Mustafa Alperen Seki
81deb2b00c Make Multipile GivesBounty traits to work properly 2018-07-26 12:53:33 +01:00
Mustafa Alperen Seki
c14c7653bc Make Prerequisite Lint Check use ITechTreePrerequisiteInfo 2018-07-26 12:34:26 +01:00
Mustafa Alperen Seki
9c61217bc6 Add ability to send a radar ping with lua. 2018-07-26 00:03:45 +01:00
Andre Mohren
b86355cda6 Made MapBuildRadius optional for traits who do not require it. 2018-07-25 22:35:46 +01:00
BGluth
a43bdff603 Implemented #15325
- Leaving a game now returns you to the respective menu.
- I think that I covered all of the possibilities (mission, skirmish, multiplayer, map editor, replay).
2018-07-23 17:20:26 +01:00
Paul Chote
d6682faeee Keep a 1px border around trimmed ShpTD data. 2018-07-23 17:02:50 +01:00
reaperrr
c434a38b1f Move 20171014-20180218 update rules to subfolder
Also synced order of appearance with order they're applied in when running the full update path.
2018-07-22 13:54:21 +01:00
reaperrr
4c55e820d6 Add beta warning to legacy update path 2018-07-22 13:54:21 +01:00
abcdefg30
27765f6448 Add all remaining update rules 2018-07-22 13:54:21 +01:00
abcdefg30
24f9ff0ac2 Add a 'ReplaceRequiresPower' update rule 2018-07-22 13:54:21 +01:00
abcdefg30
6c8a943dc9 Add four more update rules 2018-07-22 13:54:21 +01:00
reaperrr
94ad93a301 Add ScaleSupportPowerSecondsToTicks 2018-07-22 13:54:21 +01:00
abcdefg30
ab2fe92dfb Add ScaleDefaultHealth and subclass update rules 2018-07-22 13:54:21 +01:00
abcdefg30
af1a2429b1 Add five more update rules 2018-07-22 13:54:21 +01:00
Paul Chote
01684bc329 Add two more update rules 2018-07-22 13:54:21 +01:00
Paul Chote
fd49e487ec Fix MCV deploy erasing Iron Curtain history. 2018-07-22 13:45:37 +01:00
Paul Chote
01c3c14a4c Add ITransformActorInitModifier.
Remove hardcoded Cargo reference from Transform.
2018-07-22 13:45:37 +01:00
reaperrr
6984c0ec10 Add AlwaysConsiderTurnAsMove plumbing to Mobile
Can be used to make walker units like the TS mechs display move animations while turning on the spot.
2018-07-19 22:09:43 +02:00
Mustafa Alperen Seki
a65a5d17e4 Add CashTricklerMultiplier 2018-07-19 18:49:35 +00:00
teinarss
25a8de8a47 Fixing pathfinding calc when the distance was to small for the bidirectional logic to work. 2018-07-12 10:06:55 +02:00
teinarss
1c0aa24640 Added a player action dropdown.
Adds options for:
 - handling kick
 - transferring admin
 - move to spectator
2018-07-05 23:22:09 +01:00
teinarss
a156a31cf5 Added text aligment to button
Cloning LeftMargin and RightMargin

Refactored the calculations for Text position in ButtonWidget
2018-07-05 23:22:09 +01:00
teinarss
23155c039d Extract LobbyCommand command logic to their own methods. 2018-07-05 23:22:09 +01:00
Oliver Brakmann
3e29ef0bd6 Avoid sending HTTP requests to the FetchNews URL when FetchNews is disabled
Also disables the 'Send SysInfo' settings checkbox when 'Fetch News' is disabled as well.
2018-07-05 11:22:44 +02:00
Mustafa Alperen Seki
2387e49ee7 Add ability to use NukePower via lua. 2018-07-04 16:41:27 +02:00
reaperrr
4c239d4ebc Set Mobile.IsMoving to "true" if queueing a turn that takes only a single tick
At the end of L-turns, actors often end up with an internal facing not 100% matching the direction of the next cell on their path.
As a result, if they haven't reached their destination yet, Move queues a quick Turn as ChildActivity, which previously was not considered as IsMoving.
However, we don't want those mini-turns to interrupt move animations, so we now consider them a move as well. Additionally, to avoid any issues, we make these mini-turns non-interruptible, just like the MovePart activities already are.
2018-07-01 15:33:30 +01:00