Shift instead of Ctrl is more consistent with dropping items, which is on Shift+Number. Incidentally you can now also decide to drop an item to make space for a new one DURING the collection process. Really rather rad.
This is to prevent errors on including objects that contain global functions. I believe this will be needed more in the future, thus there is now a new System.ocg folder.
In comparison to the old system, this is a downgrade - instead of being
able to set a full color mapping by gamma ramp, we now get just a value
per colour channel.
Upside is that we do not need to play around with the global gamma ramps
any more, which was arguably the wrong way to do it.
This commit will likely break everything that has been using gamma so far.
This is now a "mix" between the original and the alternate drawing
strategy, hopefully combining its strength. In detail:
1. Intensity of light sources aren't added together anymore. Instead,
the brightest light source decides end brightness pre-smoothing.
2. For smoothing, we update normals more quickly than brightness. This is
the main change relative to the first "alternate" version. Actually
quite embarassing that I didn't think of this solution before %)
This is still a tad busier than what we have currently, simply due to
normals changing around more quickly. On the plus side, Clonk faces
shouldn't go dark anymore while walking, so that's something.
- exchanged missing function for FindLocation
- creature owner only if NO_OWNER before
- added area-parameter to Chippie_Egg::Place)
- creature control: don't break when object is removed after creation
Animals should use SetCreatureControlled() and Find_OCF(OCF_Alvie) and Find_Hostile in their prey checks. Then, a scenario author could easily decide to make certain animals not attack the player. Or even animals attack each other. That's cool.
Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.
As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
People have complained that the implicit roll (if you don't know how it worked) could lead to death and severe injury. The roll is now explicit. Always and everywhere.
It doesn't have any other effect though; todo: reduce hit area and/or squash vertices of Clonk during roll