ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Paul Chote
919181e04d
Clean up viewport internals.
2013-10-05 21:01:22 +13:00
Paul Chote
b7123cda7d
Route screen size queries via Game.Renderer.
2013-10-05 21:01:21 +13:00
Paul Chote
387ac04d9f
Split tileset artwork loading out of TileSet.
...
This simplifies terrain loading and allows for
non-square tiles in game.
The editor still relies on the old code for now.
2013-08-14 23:08:17 +12:00
Paul Chote
0e1c12131a
Generalize SheetBuilder overflow behavior.
2013-06-15 19:16:07 +12:00
Paul Chote
f5d59fab22
Fix #2106 .
...
The current tilesets only use only ~3% of the
available sheet space, so a future patch may want
to look into decreasing the terrain sheet size to
save some GPU memory.
2013-05-15 20:36:30 +12:00
Paul Chote
891158ca44
Allow SheetBuilder to throw an exception on sheet overflow.
...
This removes unnecessary checks from TerrainRenderer
and will be used in the voxel renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
ccbfacec62
Tidy TerrainRenderer formatting (no code changes).
2013-05-15 19:24:18 +12:00
Scott_NZ
2c4c7aa4c0
Fixes TerrainRenderer.Draw() causing a crash because of negative firstRow value
2013-04-19 19:09:29 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Matthias Mailänder
c731a7960e
embed the previously manually edited outdated documentation
...
from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
2013-03-20 21:20:27 +01:00
Paul Chote
8a53819f50
Redirect IShader calls via respective *Renderers.
2013-03-08 18:21:35 +13:00
Paul Chote
786c3b1f1a
Rename uniform setters to avoid future ambiguity.
2013-03-04 19:06:42 +13:00
Paul Chote
82426e0e45
Move Palette from ModData to WorldRenderer.
2013-02-26 09:35:41 +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
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
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
Chris Forbes
cd6f77ca7c
move terrain palette constant lookup outside terrain setup inner loop
2011-05-22 20:39:01 +12:00
Chris Forbes
4d6b2c7954
IBOless rendering with quads; considerably reduces renderer complexity
2011-05-18 20:42:10 +12:00
Chris Forbes
16cb275a5f
fix rendering of very large maps
2011-03-08 19:24:15 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
73020a9419
Make binary info loading lazy
2011-02-11 21:50:11 +13:00
Paul Chote
2c0a928b48
Fix terrain being drawn using the cursor palette.
2011-01-27 20:50:02 +13:00
Paul Chote
7c5c989eb2
Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
2010-11-27 11:20:04 +13:00
Paul Chote
fc5830a687
Added int2.Clamp(Rectangle). All queries for map geometry use map.Bounds.
2010-11-24 12:24:48 +13:00
Paul Chote
de8603832f
Use Map.Bounds instead.
2010-11-24 11:12:37 +13:00
Paul Chote
f11bcd27cc
Kill Map.XOffset / Map.YOffset.
2010-11-24 10:26:38 +13:00
Bob
ab1e930ba3
pass worldRenderer around as necessary
2010-10-12 17:24:07 +13:00
Bob
cdcfeb6276
render perf improvement: BufferSubData, and don't use the same buffer back-to-back
2010-09-24 18:11:00 +12:00
Paul Chote
051c451867
Support custom tile size ingame
2010-09-15 19:31:21 +12:00
Paul Chote
be47fb55e8
Initial support for custom tile sizes
2010-09-15 19:31:21 +12:00
Bob
0e16aa339d
move SheetBuilder singleton onto ModData
2010-08-21 17:44:06 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
alzeih
2f9f539857
big pile of Render refactoring
2010-07-21 18:59:33 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Chris Forbes
9e705a3bcd
ridiculous perf win in SmudgeLayer
2010-04-18 18:22:44 +12:00
Bob
e38d978849
fix some extraneous refs to Game.world
2010-04-13 20:25:16 +12:00
Bob
96af8b037a
unbug prev, and remove misleading code that no longer works
2010-04-11 22:44:39 +12:00
Bob
0f98df9a88
remove SpriteRenderer arg to DrawText; create only one SpriteRenderer for each Shader
2010-04-11 20:59:04 +12:00
Paul Chote
1078fc380a
Render shellmap / don't assume Game.Localplayer exists
2010-04-10 17:11:33 +12:00
Paul Chote
36a6123dd2
Fix GPS/Disabled shroud
2010-04-10 17:11:33 +12:00
Paul Chote
916706fa75
runtime smudge support
2010-04-09 14:51:09 +12:00
Paul Chote
c366b7c7fc
Fixes & Resources support
2010-04-09 14:50:48 +12:00
Paul Chote
b8702e494b
Fix most of the x/y issues
2010-04-09 14:50:46 +12:00
Paul Chote
f7e2f414c0
Game uses new format. Missing bridges/resources/smudges. Buggy map bounds, actor placement and tile images.
2010-04-09 14:50:44 +12:00
Bob
79ce7c15d5
replays.
2010-03-10 15:58:03 +13:00
Chris Forbes
bb0aaba950
renamed OverlayRenderer to SmudgeRenderer. it has nothing to do with overlay anymore.
2010-03-04 08:43:32 +13:00
Chris Forbes
45a4fa110e
lots of experimental bits
2010-03-04 08:43:26 +13:00
alzeih
7881deca30
Everything is now OpenRA, not OpenRa
2010-02-27 21:10:22 +13:00