Commit Graph

11022 Commits (clonk_re-export)
 

Author SHA1 Message Date
Mark 78060d59e2 Fix #1976: Prevent GIDL from moving
The GIDL is now C4D_Living and C4D_StaticBack, preventing it from moving. At first I thought that adding an underground vertex would be sufficient, but that still made the idol move/shake when hit.
2018-01-13 09:50:17 +01:00
Julius Michaelis 24cf662cbd Rust script to iterate over all scenarios with openclonk-server and look for script errors 2018-01-12 23:15:29 +01:00
Lukas Werling 54e5c6de38 Fix Sky definition not working (#1910) 2018-01-11 22:44:33 +01:00
Lukas Werling 09458901bb Improve Acid Drilling map a bit (#1766)
- Some gem material for the teleglove
 - Some mushrooms in the cave
 - Some animals
 - Chests!
2018-01-11 22:24:41 +01:00
Maikel de Vries cb8eb3a4d5 fulfill defense goal if last active player is removed 2018-01-11 20:24:16 +01:00
Sven Eberhardt b15a8234b1 TreasureHunt: Improve game end check and some map simplifications 2018-01-10 21:30:15 -08:00
Sven Eberhardt 5fc07df757 Fix dynamite stick display count within dynamite box in interaction menu. 2018-01-09 18:00:35 -08:00
Sven Eberhardt ebd2eeae4b Don't burn objects inside the Clonk when submerged in Lava 2018-01-09 18:00:35 -08:00
Julius Michaelis 2931886438 Limit the number of times Cloud->Place retries.
Initialization did not terminate in planet/System.ocg/Template.ocg/DefaultWorld.ocs/.
2018-01-08 23:12:52 +01:00
Lukas Werling 6e52963828 Fix tools attached to Clonks after their deaths (#1974) 2018-01-08 19:42:59 +01:00
Lukas Werling e200aa58b3 Add CrushedIceCocktail by K-Pone for Miami Ice 2018-01-08 17:04:29 +01:00
Lukas Werling 9cbf1947ad HotIce: Change default spawn type back to island spawn
The HotIce games in #openclonk pretty much never use balloon spawn.
2018-01-08 17:04:29 +01:00
Lukas Werling c01cae990e HotIce: Add Eci Toh and Miami Ice themes
Thanks to K-Pone and KKenny!
2018-01-08 17:04:29 +01:00
Maikel de Vries 5e69a753ad improve tutorial 08 end sequence checks and dialogue 2018-01-08 11:12:21 +01:00
Lukas Werling 08393d2300 Credits: Batman is Foaly 2018-01-07 19:02:38 +01:00
David Dormagen 1d93216f33 powder keg: drop icon overlay in favor of custom menu overlay (#1972)
The old icon overlay was behind the numbers in the inventory menu anyway. Now the object uses a bar similar to loam. And it also updates its description.
When turning empty, the (new) barrel is also no longer play-colored inside.

The powder barrel could of course just use actual gunpowder and be an extra-slot item (like the bow / dynamite box / etc.).
2018-01-07 18:23:14 +01:00
Lukas Werling 64aabefe2d Credits: Add contributors who didn't commit themselves
Powered by `git log --pretty=oneline v7.0.. | grep -w by` - I hope this
covers everyone!
2018-01-07 18:11:10 +01:00
David Dormagen 0f049800c5 Revert "Object Interation Menu: Request displayed amount from objects" (#1970)
This reverts commit 8698aa25cf.

Tackling #1970. The implementation in the reverted commit was incorrect (i.e. only one out of two "GetStackCount" were replaced with GetInteractionMenuAmount, leading to weird behaviour). If you want to replace it, please do it in a way that no call to IsInfiniteStack will be required. And this hack would probably require so much more bloat code that nothing would be gained (i.e. what happens when you put two infinite arrow stacks in one container?).
The bug report complains about the "display stopping at 999" *in some situations*, which was due to Stackable_Max_Display_Count. It's gone now. And that it was not limited to 999 in all situations (like the code would have suggested) is probably due to the things I described above.

# Conflicts:
#	planet/Objects.ocd/Libraries.ocd/LiquidControl.ocd/Liquid.ocd/Script.c
#	planet/Objects.ocd/Libraries.ocd/Stackable.ocd/Script.c
2018-01-07 17:42:27 +01:00
Mark 0d38a3fb33 Fix #1973: Gems do not grow on wooden bridges anymore
Gems should not be near material vehicle now. This does still not prevent them from growing on things that the player built with concrete.
2018-01-07 16:14:54 +01:00
Mark 8bf90871e1 Fix error when AI equips a shield and has a ranged weapon
The shield and bow both use fx.aim_weapon, but the ranged weapons AI thinks that a shield works the same way as a bow and tries to fire it - in order to prevent this, the AI now also checks whether the equipped item is a IsRangedWeapon. This _could_ have an impact on the vehicle AI, but the unit test worked fine.
2018-01-07 14:39:07 +01:00
Lukas Werling dd86c05b9f Fix some � U+FFFD REPLACEMENT CHARACTER instead of umlauts 2018-01-07 00:50:43 +01:00
Lukas Werling 4325de2084 Fix MCHalfVehic pixels in saved landscape
While saving the landscape, solid masks are temporarily removed. This
did not work for half solid masks, resulting in permanent solid masks
after restoring the save game.
2018-01-05 22:53:41 +01:00
Lukas Werling 22c84edea7 Save HalfVehicleSolidMask object state
After saving and restoring an object with a half vehicle solid mask, the
solid mask was fully solid.
2018-01-05 22:41:14 +01:00
Lukas Werling 058e9addb4 Skylands: Don't use half solid mask on vertical scaffold wall 2018-01-05 22:11:16 +01:00
Lukas Werling da63092ee1 Skylands: Fix "free wood" appearing in front of Sawmill 2018-01-05 22:11:16 +01:00
Mark 66adf0f72c Fix #1969: Lorry does not eject contents by default
Instead, the lorry asks a container whether it should eject its contents. This is done via the callback LorryEjectionOnEntrance(object lorry) in the object that is being entered.
The old callback NoLorryEjection(object lorry) is obsolete.
2017-12-31 16:14:04 +01:00
Mark ee0917d7e8 Fix #1951: Disabled putting water in airplane and lorry
Removing liquid collection from the lorry is a side effect, but it is not bad. The lorry behavior was weird anyway, because you could for example put lava and wood in it, without the wood burning etc.
2017-12-29 12:59:36 +01:00
Mark 5aea227504 Improved unit test
The unit test does not really pass for now (it never did before, because it is not finished yet and used for testing the different transfer function behavior only)
2017-12-29 12:34:00 +01:00
Mark 67ee58d4d7 Fix unit test: Forgot adding materials for TeleGlove 2017-12-29 12:09:01 +01:00
David Dormagen 9214257424 fixed non-moving, high-velocity coconuts (#1627)
Coconuts were C4D_Object AND C4D_StaticBack. That meant that they would save speed (e.g. by explosions?) and could hit Clonks that passed by them.
2017-12-29 09:55:11 +01:00
Lukas Werling 91ff13b81f Clamp y coordinate when looking up Left/RightColPix, part 2 2017-12-28 23:20:56 +01:00
Lukas Werling 2b3863a12c Show warning when attempting to load an old savegame (#1941) 2017-12-28 21:45:20 +01:00
Lukas Werling df979bb537 Fix restoring single-digit scancodes (#1944)
Most scancodes are two hex digits long, e.g. "$24" (J). However, there
are also a couple keys like Backspace ("$e") and Escape ("$1") with a
single-digit scancode. These previously weren't restored correctly.
2017-12-28 20:50:03 +01:00
Lukas Werling 86926377a5 Show error dialog if OpenGL initialization fails (#1890) 2017-12-28 17:32:59 +01:00
Mark c3122b4890 Fix unit test
The test was not broken, but I added ending conditions to tests 4 and 5
2017-12-27 21:56:56 +01:00
Mark fc6c48078f Fix unit test: Liquid container
Adjusted some return values - it turned out that the test was actually wrong in these cases
2017-12-27 20:32:45 +01:00
David Dormagen ca16ffdd20 LaunchLightning: fixed GetType check
The comparison with C4D_Object was taken from the original PR (github #61). C4D_Object is the category, though.
2017-12-27 16:10:56 +01:00
David Dormagen d108cdd6aa inventory menu: be more lenient when it comes to finding matches between updates (#1964)
The matching had a few issues:
Items with the same symbol were supposed to be stacked, but the "symbol" changed from ID to object at some point. So same-type objects were no longer correctly matched.
Items with different text (e.g. amount) but everything else the same should be stacked. But simple proplist equality is obviously not sufficient to determine whether the contents of the proplist changed.

The order of the items is generally more stable now. I hope this doesn't introduce other issues.
2017-12-27 15:42:38 +01:00
David Dormagen 11ec98a195 removed "RaindropSmall" particle
It was no longer used. It's also just a stretched dot. Consider using an actual stretched dot instead (i.e. round GFX and Stretch = XYZ).
The sprite was also a little unclean.
2017-12-27 14:51:07 +01:00
David Dormagen f10b0854e8 fixed slow-mo rain (#1958)
Yes, someone just had the "slow-mo" switch on. I also replaced the usage of the "RaindropSmall" particle (which was a stretched dot) with an actual stretched dot.
2017-12-27 14:41:38 +01:00
David Dormagen ca0e99e3ce C4FO_Exclude: explictly ignore non-valid objects
This does not change behavior at all, as nil-objects were later ignored in the check. Now the check is not even executed.
This does make it more likely that refactoring will keep the ignoring behaviour in place, though.

Loosely related to PR #61 - has nothing to do with the solution, though.
2017-12-27 14:00:43 +01:00
David Dormagen de2b44c126 LaunchLightning: don't set launcher when called from effect/proplist to prevent syntax error (related to PR #61)
Setting the launcher to a non-object would throw an error later when being passed to Find_Exclude.
2017-12-27 14:00:43 +01:00
Mark 993d8c4565 #1249 Fix barrel fuse effect
Improved the barrel fuse effect in two ways:
1) The fuse is not at the center of the poweder keg anymore, making it more prominent
2) When carried by a clonk the effect is at the keg instead of the clonk center
2017-12-27 13:51:33 +01:00
Lukas Werling ea009cad76 Skylands: Enable half solid masks for scaffolds
We found these scaffolds to be rather infuriating to use, maybe this
will make it a bit better.
2017-12-27 13:17:24 +01:00
Lukas Werling 4b0ab0b8b1 Skylands: Fix script error
OnPlaneFinished deletes the calling object.

ERROR: can't access local variables without this
 by: SetProgress(5) (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:37)
 by: AddPart() (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:57)
 by: Timer() (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:47)
 by: FxIntScheduleCallTimer(0,effect {Function = "Timer", Name = "IntScheduleCall", NoStop = true, Pars = [], Repeats = -10794}) (System.ocg/Schedule.c:95)
2017-12-27 12:59:11 +01:00
Lukas Werling 3583bfcbb6 Prevent script error in buy menu
ERROR: '->': invalid target type nil, expected proplist
 by: Object(9419)->GetBuyValue() (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:23)
 by: Object(9419)->DoBuy(0,0,0,Object(270),0,true) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:77)
 by: Object(9419)->OnBuyMenuSelection(0,0,Object(270)) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:269)
 by: Object(60927)->OnMenuEntrySelected({index = 2, slot = 1},10) (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:880)
 by: Object(60940)->DoCall(10,0,Object(60927)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:166)
 by: Object(60940)->OnClick(0,0,6090,10,Object(60940)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:175)
2017-12-27 12:54:50 +01:00
Lukas Werling d43051b180 Prevent script error in ObjectInteractionMenu
ERROR: proplist access: proplist expected, got nil
 by: Object(18501)->OnContentsSelection() (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:887)
 by: Object(18501)->OnMenuEntrySelected({index = 0, slot = 0},2,1) (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:880)
 by: Object(18911)->DoCall(2,0,Object(18501),0,1) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:166)
 by: Object(18911)->OnClick(0,1,948,2,Object(18911)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:175)
2017-12-27 12:50:56 +01:00
Lukas Werling 0c848be4df Prevent script error in ladder
ERROR: '->': invalid target type nil, expected proplist
 by: Object(11586)->IsBlockedLadder(Object(13439)) (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:123)
 by: Object(11586)->FxIntSearchLadderTimer() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:90)
 by: Object(11586)->AddSearchLadderEffect() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:67)
 by: Object(11586)->FxIntScheduleCallTimer(Object(11586),effect {Function = Clonk.AddSearchLadderEffect, Name = "IntScheduleCall", Pars = [nil, nil, nil, nil, nil], Repeats = 0}) (System.ocg/Schedule.c:95)
2017-12-27 12:47:08 +01:00
Lukas Werling 0167463c33 Change type of AutoScanSideOpen to int
This makes AutoScanSideOpen=2 actually possible.
2017-12-27 01:34:36 +01:00
Lukas Werling 75bd202ca9 Fix warnings in C4Landscape 2017-12-26 22:03:44 +01:00