Pavel Penev
256929073c
Clean up some trait info loading code
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Remove some methods that traits define to load their YAML values on their own.
2015-09-01 22:52:22 +03:00
RoosterDragon
2f9ca36506
Update WeaponInfo to use HashSets for some fields directly.
2015-08-27 21:48:12 +01:00
Matthias Mailänder
e428e6d8cc
remove executable bits from source code
2015-08-06 18:05:50 +02:00
Zimmermann Gyula
1d80c37fda
Add support for hiding music tracks.
2015-08-01 22:41:25 +01:00
atlimit8
429a9380e8
Ignore trait property requirements for abstract actor types
2015-07-12 12:44:30 -05:00
atlimit8
7881ff40bf
Added FieldLoader.SerializeAttribute.Required to require fields in MiniYaml
2015-07-12 12:44:22 -05:00
Matthias Mailänder
7447e0bf93
rename WRange to WDist
2015-07-09 10:55:38 +02:00
penev92
fe94b7686e
Introduce IWarhead and move Warhead to Mods.Common
2015-07-06 22:24:20 +03:00
Matthias Mailänder
5b122eae6c
remove unused duplicated code
2015-07-06 10:58:34 +02:00
abcdefg30
6afc6a879e
Update the ActorInfo summary
2015-07-05 18:43:10 +02:00
Paul Chote
7d62ac2b12
Merge RulesetCache.LoadDefaultRules and LoadMapRules.
2015-07-05 14:58:00 +01:00
Paul Chote
b8b27f11af
Remove stub map constructor.
2015-07-05 14:57:58 +01:00
penev92
32bb70abca
Remove DamageWarhead.DeathType in favor of DamageWarhead.DamageTypes
2015-05-24 00:15:07 +03:00
penev92
aa57d5f956
Move prone-related logic from DamageWarhead to TakeCover
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Add DamageTypes to DamageWarhead and DamageTypeModifiers to TakeCover
2015-04-26 14:29:08 +03:00
RoosterDragon
fb0cab7481
Cache results of TraitsImplementing calls.
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If a class is caching the TraitsImplementing enumerable, instead cache the results of enumerating it to an array. The avoids having to enumerate the sequence each time it is needed.
2015-04-25 20:42:27 +01:00
Paul Chote
8a1f9261c3
Convert hidden [Desc] to a <summary>.
2015-04-22 21:24:48 +12:00
Paul Chote
2cbe269c1e
Support multiple inheritance for actor rules.
2015-04-22 21:24:47 +12:00
Paul Chote
0a43b3da72
Rewrite yaml merging block removal.
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Fixes #2922 , #6818 .
2015-04-22 19:58:10 +12:00
RoosterDragon
ab2ef0ba03
Improve performance of target validation.
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The Warhead and WeaponInfo classes now maintain preconstructed sets of valid and invalid targets to speed up validation checks since LINQ Intersect no longer has to be called (which recreates the sets internally each time).
Fixed minor bugs in the AI where it was repeating the validation logic but failing to account for invalid targets.
2015-04-02 21:11:12 +01:00
reaperrr
fb710f15bb
Move projectile palette definition from weapon to projectile effects
2015-03-27 00:04:36 +01:00
Matthias Mailänder
595c792879
remove the unused movie lists
2015-02-01 18:53:50 +01:00
abcdefg30
8ca61aa917
Updated all year numbers
2015-01-09 21:18:05 +01:00
RoosterDragon
a6cda967c2
Formatted all files.
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Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
2015-01-06 21:28:50 +00:00
Hellhake
5a97a4b63b
Fix StyleCop warnings in OpenRA.Game
2015-01-02 12:11:01 +01:00
RoosterDragon
f0f02dff5c
Dispose of graphics resources deterministically.
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Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources.
As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general.
Also dispose some bitmaps.
2014-12-22 17:34:01 +00:00
huwpascoe
db126ce1b6
Reimplemented TraitsInConstructOrder()
2014-10-29 20:37:14 +00:00
Oliver Brakmann
8f8b0b966f
Avoid reading CenterPosition of invalid targets in DamageWarhead
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Fixes #6642
2014-10-03 14:24:27 +02:00
Paul Chote
7bc8c171e8
Minor style fixes.
2014-09-29 21:01:44 +13:00
Paul Chote
f463407d8d
Fix a loop closure bug in the weapons code.
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Fixes #6597 . Fixes #6599 .
2014-09-29 20:57:20 +13:00
Paul Chote
caecf2d82a
Move inaccuracy modifier queries outside the projectile ctors. Fixes #6449 .
2014-09-20 21:43:00 +12:00
reaperrr
3725ce4f7b
InfDeath -> DeathType renaming.
2014-08-30 18:06:05 +02:00
UberWaffe
1fbcdfc3c3
AffectsParent defaulted to false.
2014-08-25 20:44:21 +02:00
UberWaffe
e3e5e9eb00
Adds Diplomacy keywords for ValidTarget checks.
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Changes:
Allows diplomacy stance checks to be done on warheads and weapons, using keywords in ValidTargets and InvalidTargets.
2014-08-24 07:00:21 +02:00
UberWaffe
76ccb0cf00
Changes Weapon.Impact() to use Target (from WPos).
2014-08-23 11:23:34 +02:00
Paul Chote
fa3e7b5e1b
Convert versus to integers.
2014-08-23 17:14:12 +12:00
Paul Chote
d002a23d67
Change EffectivenessAgainst to CanTargetActor.
2014-08-23 17:14:10 +12:00
Paul Chote
227a523878
Further warhead streamlining.
2014-08-23 17:14:10 +12:00
Paul Chote
57ba1b54b4
Convert weapon plumbing to use integer damage modifiers.
2014-08-23 17:14:10 +12:00
Paul Chote
8e8e02dae8
Move warheads into mod code.
2014-08-23 17:14:10 +12:00
Paul Chote
1261d5891d
Move common DoImpact(Target) method into DamageWarhead.
2014-08-23 17:14:09 +12:00
Alexander Fast
070d00c678
Fixes year numbers in license text in file headers.
2014-08-21 11:27:52 +02:00
obrakmann
87e4d6b422
Merge pull request #6079 from reaperrr/rof-modifier
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Adds ReloadDelay modifier & renames ROF to ReloadDelay
2014-08-21 00:27:39 +02:00
reaperrr
3e3f1394d9
Adds length display support for PCM & IMA music.
2014-08-20 08:22:40 +02:00
reaperrr
4469b5f5ca
Introduces ReloadModifier
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and renames ROF -> ReloadDelay
2014-08-19 02:59:50 +02:00
UberWaffe
0ebe1c2c6a
Made Effect, Resource and Smudge warheads return 0% effective against actors.
2014-08-16 10:58:04 +02:00
UberWaffe
fb2b63c7f8
#6030 regression fix. Added EffectivenessAgainst <= 0 check to IsvalidAgainst for Warhead.
2014-08-16 10:58:03 +02:00
UberWaffe
390ca380bd
Fixed Warhead ValidTargets and InvalidTargets.
2014-08-16 10:58:02 +02:00
UberWaffe
c972b39687
Custom Warheads refactor
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Changes included:
Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.
Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.
Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
2014-08-03 17:10:44 +02:00
reaperrr
eb96b72878
Add MaxSpread to Warhead to allow setting a specific area of effect.
2014-07-12 12:14:56 +02:00
reaperrr
fabca5dca6
Move ProneDamage modifier from TakeCover to Warhead.
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Rename it to ProneModifier and convert it to integer.
2014-07-08 21:05:42 +02:00