Commit Graph

5463 Commits (directional-lights)

Author SHA1 Message Date
Clonkonaut 1b76c31452 5 title picture by ala and K-Pone.
https://clonkspot.org/forum/topic_show.pl?pid=14524#pid14524
2016-08-15 00:32:01 +02:00
Sven Eberhardt 6ee3849b18 Fix "number of objects in container" sequence trigger 2016-08-14 14:16:03 -04:00
Sven Eberhardt bce903ee04 Merge branch 'master' into qteditor
Conflicts:
	planet/Objects.ocd/Items.ocd/Tools.ocd/Dynamite.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Animal.ocd/CreatureControl.ocd/DefCore.txt
2016-08-13 23:42:59 -04:00
Sven Eberhardt 4a94c3598b Sequence: Add "<" operator to contents count trigger 2016-08-13 23:25:01 -04:00
Clonkonaut 1036bad7fb Added a helmet by pluto. Wear and get 20% off damage*!
*: not all damage is reduced, does not help against explosions, fire, asphyxiation or corrosion. We assume no liability for any deaths or injuries occurred while wearing.
2016-08-12 18:25:01 +02:00
Clonkonaut 43117a53bd Added Library_Wearable for clothing or other worn items. 2016-08-12 18:22:50 +02:00
Sven Eberhardt 4869eff787 Allow joining to editor games through startup network dialogue 2016-08-10 19:35:39 -04:00
Clonkonaut 825c0653e5 Added a slight helper for corner scaling when just pressing up (#1770, #1630).
The problem occurred as soon as the clonk's leg vertices passed the edge. It seems the engine does not really align the bottom vertex to the material. However, the bottom vertex does have CNAT_Bottom & _Left & _Right, in theory it should be properly attached. Maybe this is a little bit broken engine-wise or maybe assigning both left and right to a vertex isn't supported?
Because the lower vertex (foot vertex) isn't attached, the clonk falls down onto its leg vertex and gets stuck in an endless loop of Scale, Jump, Walk, Scale, ...
When pressing left/right, this is no problem as the clonk will be pushed towards the edge when walking and soon touch it with its foot vertex (I assume at this point regular engine behaviour kicks in).

I added a little helper in the scale effect that sets COMD_UpLeft / UpRight whenever this situation is detected and only Up is pressed. 2 frames (1 is not enough) after the effect ended, the ComDir will reset to COMD_Up. It is then possible to climb an edge and stand still on top of it.

Maybe not a perfect solution (a perfect solution would probably be to fix attachment in the engine but I couldn't pinpoint the exact problem) but it works for now.
2016-08-10 01:19:11 +02:00
Clonkonaut 7a56086d13 Fix Brick density in VolcanoEscapeEx (#1781). 2016-08-10 01:07:42 +02:00
Clonkonaut 52fdcec172 Renamed coconut tree (#1752). 2016-08-10 00:08:01 +02:00
Clonkonaut 51a18f42b2 Expand ObjectInteractionMenu search radius one pixel lower (#1788).
I don't think this pixel will hurt too much.
2016-08-10 00:01:27 +02:00
Clonkonaut 05a814461f ObjectInteractionMenu: don't create infinite ExtraSlotTracker effects.
I think there's a bug in the effects system. It seems that effects are not removed properly if command_target is deleted. I will investigate.
2016-08-09 23:45:48 +02:00
Clonkonaut 07ea0fe438 Dynamite Box is now a container holding 5 sticks of dynamite. Can be taken out separately (and put back in). 2016-08-09 23:44:14 +02:00
Sven Eberhardt 4fbeead744 Fix user action "Cast objects" speed property name 2016-08-09 00:12:45 -04:00
Sven Eberhardt ba9165d016 Fix "triggering clonk" user action evaluator in "a clonk dies" to point to the clonk. 2016-08-09 00:09:07 -04:00
Sven Eberhardt c5ecc3a2b1 Fix user action evaluator: Find contents with ID given 2016-08-09 00:03:51 -04:00
Sven Eberhardt d005c20f00 UserAction: Fix typo in US strings 2016-08-09 00:01:10 -04:00
Sven Eberhardt effec53f0a PlayerStart: Default crew to one clonk
It's the most sensible setting for most scenarios (melee, parkour, etc.) and probably the best default for newbies.
2016-08-09 00:00:17 -04:00
Maikel de Vries daf45a17f5 fix boiling lava name 2016-08-08 23:04:21 +02:00
Sven Eberhardt d5cc9c2a36 UserAction: Add missing SetCondition setter function 2016-08-08 16:24:06 -04:00
Sven Eberhardt be60b276d0 User action script: Fix script error if a context returns nil.
If a context is defined but returns nil, the script now returns nil instead.
2016-08-08 15:34:06 -04:00
Sven Eberhardt a713870f33 Reorder some user action parameters 2016-08-08 15:03:40 -04:00
Sven Eberhardt 0c31bc7985 Fix parkour checkpoint initialization when loaded form scenario 2016-08-08 14:56:57 -04:00
Sven Eberhardt 6811546dae JetStream: Editor-friendly and scenario savable 2016-08-08 14:41:52 -04:00
Clonkonaut e5d90c90c6 HotIce: Balloon spawn added for extra fairness. 2016-08-08 18:25:52 +02:00
Maikel de Vries 700d5c199f rapid refining: fix pumping into refinery drain 2016-08-08 16:54:28 +02:00
Sven Eberhardt b2bed04a7e Fix sequence suspension 2016-08-08 00:49:17 -04:00
Sven Eberhardt 7e87b62e3e Add sequence triggers: Interval and object count in container 2016-08-07 23:42:40 -04:00
Lukas Werling e6c483953a Dynamite: Make FuseTime a local to make changes possible 2016-08-08 01:43:19 +02:00
Sven Eberhardt 44999d550c Fix user action sequence check interval and make it configurable 2016-08-07 17:33:51 -04:00
Sven Eberhardt dd2e649825 Fix user action dialogue message options 2016-08-07 16:24:23 -04:00
Sven Eberhardt dd36e46f62 Fix sequence scenario saving 2016-08-07 16:09:40 -04:00
Maikel de Vries df098d2840 pump only activates when drain is free or accepts liquid 2016-08-07 21:26:23 +02:00
Lukas Werling f3b2ff1295 Merge branch 'gamepad-controls' 2016-08-07 18:10:24 +02:00
Maikel de Vries a9a2ffd95c rapid refining: add waterfall as additional power source 2016-08-07 17:27:31 +02:00
David Dormagen 51bab0b0b2 renamed "Gaya" to "Gaia"
This is necessary to not draw the attention of Zeus and find an end through a dramatic lightning strike.
2016-08-07 17:26:36 +02:00
David Dormagen a9b1b975d3 removed Libraries/Animal/CreatureControl (and thus the automatic script player)
The script players was not treated correctly by the goals, so joining it automatically would break stuff. While I still like the implications of an automatic script player, it was too much of a hassle for now.
Find_AnimalHostile works around the main issue as it allows just using Find_AnimalHostile and automatically have the animal work for both neutral owners and as pets. It does not allow for the distinction of hostile neutral and friendly neutral, though.
2016-08-07 17:05:53 +02:00
Maikel de Vries 809172e74c new world: rapid refining 2016-08-07 14:24:28 +02:00
Lukas Werling 00ee209eca Hot Ice: Handicap teams with more players
In every team, the same number of players will now load their grenade
launcher before the round starts. If there's a team with more players,
some players won't be able to shoot immediately.
2016-08-07 13:56:04 +02:00
Sven Eberhardt be58ef5ae1 Goal_Parkour: Also reset last respawn checkpoint on "reset all" editor action 2016-08-07 02:07:27 -04:00
Sven Eberhardt 17409ab4c1 Add user action evaluator: If 2016-08-07 02:06:15 -04:00
Sven Eberhardt 5babeba4d8 Add user action evaluators: X/Y component of position 2016-08-07 01:50:29 -04:00
Sven Eberhardt b1460398fb UserActions: Prioritize some action main arguments 2016-08-07 01:16:27 -04:00
Sven Eberhardt 009dc4221f Parkour checkpoint US string fix 2016-08-07 01:14:23 -04:00
Sven Eberhardt f6d1e6ed2b Fix dialogue creation through EditorAction
Silence a warning and make sure the name is valid.
2016-08-07 01:06:26 -04:00
Sven Eberhardt 7a9ff289f5 Make parkour checkpoint and respawn management more robust to runtime editor development 2016-08-07 01:02:23 -04:00
Sven Eberhardt 596d2a5e68 Add "Reset all cleared" editor command to parkour goal 2016-08-07 00:28:53 -04:00
Sven Eberhardt e471a98fe3 ItemSpawn: Add spawn_id EditorProp name and help. 2016-08-07 00:18:28 -04:00
Sven Eberhardt 84190e6685 Reset item spawn points on clonk death 2016-08-07 00:16:50 -04:00
Sven Eberhardt b7e0b9ba3f Add ItemSpawn name and description. 2016-08-07 00:11:09 -04:00
Sven Eberhardt f59b6c837f UserAction: Fix some US string table entry names 2016-08-06 23:59:22 -04:00
Sven Eberhardt c70a2e94f2 Auto re-number and re-assign start and finish checkpoints when points get deleted 2016-08-06 23:41:50 -04:00
Sven Eberhardt a993b6e1ec Add distinct graphics for parkour start
It used to be the same as the end (flag), which was a bit confusing
2016-08-06 22:24:59 -04:00
Sven Eberhardt 5db45c0f47 Merge branch 'master' into qteditor 2016-08-06 21:45:19 -04:00
Sven Eberhardt 90d813fc5a Fix OnMouseOver / OnMouseOut parameter warnings
The callbacks from PlayerControl aren't used anywhere right now and there's only two unrelated internal functions in the GUI list menu with the same name. So the parameter checker emits a warning here.

Solve it by renaming the internal functions.
2016-08-06 21:42:21 -04:00
Sven Eberhardt 1cdf22ae81 Fix restart rule creation in parkour goal
Was created at a large offset and multiple copies could be created.
2016-08-06 21:34:01 -04:00
Sven Eberhardt 5bb204d69b Qt editor: Fix net menu
It didn't work, had the wrong labels and crashed.
2016-08-06 21:12:04 -04:00
Clonkonaut cb8086cff7 Try to space out two items on the back better.
Mainly concerns scaling / hangling and it isn't perfect but better than before.
2016-08-07 03:04:04 +02:00
Sven Eberhardt 5cbbd0d05b Add respawn material setting to player spawn 2016-08-06 15:24:25 -04:00
Sven Eberhardt 714ff028c8 Update GetConditionalIDList to new array delegate syntax 2016-08-06 15:24:03 -04:00
Sven Eberhardt 8ec12d8490 Add cleared and respawn user callback actions to parkour goal and checkpoints 2016-08-06 14:50:43 -04:00
Sven Eberhardt e39b314239 Add property to auto-save EditorProps in scenarios 2016-08-06 14:49:48 -04:00
Sven Eberhardt db1e9abbe3 Unify rule picture size display in the editor to 32x32 2016-08-06 10:32:21 -04:00
Sven Eberhardt 7825931c95 Limit rule placement in editor to one per rule type 2016-08-06 10:27:56 -04:00
Sven Eberhardt 7aaa581908 Auto-update checkpoint assignment to parkour goal in editor 2016-08-06 02:38:01 -04:00
Sven Eberhardt a21a1a8051 Limit goal placement in editor to one per goal type 2016-08-06 02:37:25 -04:00
Sven Eberhardt fc24969899 Add EditorPlacementLimit property
Limits the number of object instances that can be placed of a given def.
2016-08-06 02:36:53 -04:00
Sven Eberhardt c15a821a51 Name parkour checkpoints by index 2016-08-06 01:13:35 -04:00
Clonkonaut 8d6d57089b Inventory slot selection is back on key down.
This makes the selection of the Q slot slightly more awkward because you select the target slot in between. Or to say otherwise: it is kind of like it was before.
2016-08-05 19:36:26 +02:00
Clonkonaut f4ca4466f1 Basements combine in all four directions when constructing! 2016-08-05 18:21:34 +02:00
Clonkonaut ad2bbbf5fd ForceConstruct() added to ConstructionSite for better debugging.
Will construct the construction without the needed material. I often needed to test stuff with construction sites and always had to script-create all the material which is tedious.
2016-08-05 18:19:05 +02:00
Clonkonaut 2032e0274b IsHammerBuildable added to WoodenBridge. 2016-08-05 18:18:00 +02:00
Sven Eberhardt e6b286b126 Add parkour checkpoint EditorProps and EditorActions 2016-08-05 01:09:34 -04:00
Sven Eberhardt 9bcef15b99 Add AddScenarioSaveDependency for scenario saving: Adds a dependency without forcing a name 2016-08-05 00:30:43 -04:00
Sven Eberhardt a06363b70b Fix restart rule graphics 2016-08-05 00:29:52 -04:00
Sven Eberhardt 693c0124b9 Update more goal icons for better editor size 2016-08-04 21:15:25 -04:00
Sven Eberhardt c14721523c Make standard goals and rules visible as icons in editor 2016-08-04 19:32:57 -04:00
Sven Eberhardt 3eb106dd85 Add SetMaxEnergy function to clonk 2016-08-04 19:14:39 -04:00
Clonkonaut 34af29fd7b Show quick slot item on clonk.
All GetCarry* callbacks receive a parameter whether they are held in this slot and can then return a different display mode!

I also took the opportunity to restructure many scripts in a similar way.
2016-08-05 01:14:13 +02:00
Clonkonaut 70b124c9d4 Added carry mode CARRY_Sword. Similar to CARRY_Belt but attached to a bone which doesn't move while running. 2016-08-05 01:08:03 +02:00
Sven Eberhardt 68700408ad Add max energy and max contents count settings to PlayerStart object
Values are used for all starting clonks and all clonks created later in the game for this player (e.g. respawns) after spawning from the spawn point with these settings.
2016-08-04 10:48:40 -04:00
Clonkonaut 4bd48242cf Fixed CarrySpear animation.
I deserialised the skeleton file and removed some bone positions that I guess were wrongfully included because they concerned the left (non-carrying) arm. I think I didn't break anything but if so, this patch is to be reverted.
2016-08-04 16:18:26 +02:00
Clonkonaut 74636c11a6 Added CARRY_Belt as a new carrying method for items. 2016-08-04 15:56:44 +02:00
Sven Eberhardt 729489e40d Add user action: Set clonk inventory size 2016-08-03 23:50:35 -04:00
Sven Eberhardt 71b337fd59 Add SetMaxContentsCount function to inventory library
Makes sure the inventory buttons and hands are updated.
2016-08-03 23:50:34 -04:00
Clonkonaut d1382f7244 Fixed inventory slot selection. 2016-08-02 23:59:15 +02:00
Clonkonaut 36e2e1ab3e Switch inventory slots by pressing number key (hold) + number key.
This can be used to sort the inventory according to personal liking!
2016-08-02 18:39:13 +02:00
Clonkonaut 89be1da072 Changed quick switch slot selection to Number + Q.
As suggested by Zapper in this posting: http://forum.openclonk.org/topic_show.pl?pid=31073#pid31073.
This way is probably the only way item usage will ever work on Q. For now, this reverses the previous changes. Q will again react on key down.
2016-08-02 17:49:34 +02:00
Sven Eberhardt c12c51b44d Update sequence editor prop priorities and name 2016-08-02 01:12:09 -04:00
Sven Eberhardt 1d566ec6c5 Add VIS_Editor visibility flag 2016-08-02 01:12:08 -04:00
Clonkonaut faf3add7e7 Quick Switch slot is now selectable using Q + number key.
This makes a very fundamental change with quick switch: The switching action is now performed on the key release instead of the key press. Let's see if this performs badly for players.
2016-08-02 00:37:40 +02:00
Clonkonaut 2713462cd2 Show quick switch key above quick switch item slot in HUD.
This will prepare the quick switch system according to Maikel's suggestion (http://forum.openclonk.org/topic_show.pl?pid=31070). The highlighting method is open to discussion. Currently, font colour and style are similar to the interaction key above the action bar icon. But it is very well possible that this will look bad when the key name is very long.
2016-08-01 17:14:34 +02:00
Sven Eberhardt 2d806772dd Add user action evaluators: Owner of object, controller of object 2016-07-31 22:57:34 -04:00
Sven Eberhardt 2f4ffa0a0c Add user action evaluators: Player wealth, clonk energy, object mass, object speed 2016-07-31 22:23:52 -04:00
Sven Eberhardt bf35f92228 Add arithmetic user action evaluators (+-*/%) 2016-07-31 21:31:53 -04:00
Clonkonaut 8966df8310 Grapple bow: Show hook in extra slot (#1768).
This will give you visible feedback if the hook is fired or not. Perfect for dual hook handling situations. Library_HasExtraSlot is used to show this but IsContainer returns false. This will prevent hook extraction using the interaction menu. Removing the hook from the grapple bow will cause errors (this should probably be taken care of sometime).
2016-08-01 00:03:14 +02:00
Sven Eberhardt d8b488aa98 Add user actions evaluators: Object/Player count 2016-07-31 17:31:18 -04:00
Sven Eberhardt ab954f65a8 Add user action evaluators to find single objects 2016-07-31 15:36:12 -04:00
Sven Eberhardt 27f9e15042 Add user action evaluators: Find objects in area or container 2016-07-31 15:09:05 -04:00
Sven Eberhardt 8163ffac8a User action message: Fix display of empty messages 2016-07-31 10:36:56 -04:00
Sven Eberhardt e57047f26a Add user action evaluators: Logic (not, and, or, ==, !=) 2016-07-31 10:36:22 -04:00
Sven Eberhardt 102032276b Fix grouping of typed user action evaluators 2016-07-31 09:04:25 -04:00
Sven Eberhardt 368aebb547 Simplify empty string handling in user actions 2016-07-31 09:02:19 -04:00
Sven Eberhardt 099c0e0bcf Add user action: Script 2016-07-31 08:56:38 -04:00
Sven Eberhardt 9b5c39a33f Add user action evaluator: Concatenate strings 2016-07-31 00:28:02 -04:00
Sven Eberhardt 404a578e5c Add user action: Log 2016-07-31 00:05:58 -04:00
Sven Eberhardt 04a7426e4f Add user action evaluator: Value to string 2016-07-30 23:59:09 -04:00
Sven Eberhardt de699080dc Add user action evaluator: Distance between positions 2016-07-30 23:49:45 -04:00
Sven Eberhardt 108f447b2b Dialogue user actions: Change text and options in message action to use evaluators 2016-07-30 23:00:18 -04:00
Sven Eberhardt f12c6dc3e7 Add user action variables 2016-07-30 22:39:22 -04:00
Sven Eberhardt 490e92bc4e Add sequence trigger: Object enters region (rectangle or circle) 2016-07-30 19:42:55 -04:00
Sven Eberhardt 30f62f6a43 Add user action evaluator: Type of object 2016-07-30 18:00:04 -04:00
Sven Eberhardt 8bc310c52a Add user action evaluator: Object exists 2016-07-30 17:47:45 -04:00
Sven Eberhardt a01c6d4db9 Add user action comparison evaluators 2016-07-30 17:39:15 -04:00
Sven Eberhardt ea3603b991 Add user action: Cast objects 2016-07-30 16:51:57 -04:00
Sven Eberhardt 95c556bb9a Shorten some user action display names 2016-07-30 14:50:22 -04:00
Sven Eberhardt 6f204d89f5 User action sound: User "Global" as name for nil sound source 2016-07-30 14:14:09 -04:00
Sven Eberhardt 323691eeca Add user actions: Open and close doors 2016-07-30 13:21:38 -04:00
Sven Eberhardt 9522fb7e42 Add user action evaluators: Random positions and offsets in rectangle or circle 2016-07-30 12:29:35 -04:00
Sven Eberhardt b1096786d8 Add user action evaluator: Difference between two positions 2016-07-30 11:26:34 -04:00
Sven Eberhardt 95e27e6a22 Add user action evaluator: Position of object 2016-07-30 11:14:12 -04:00
Sven Eberhardt 7eee5c4832 Add user action evaluator: Random integer 2016-07-30 11:03:26 -04:00
Sven Eberhardt 898aff0cc8 Add user action evaluators: Offsets and coordinate positions 2016-07-30 02:06:54 -04:00
Sven Eberhardt 7c094c3bf1 Add user action evaluator: Position (absolute and relative) 2016-07-30 01:06:21 -04:00
Sven Eberhardt bdea3876d6 Add user action: Remove object 2016-07-29 02:06:20 -04:00
Sven Eberhardt e19e5ce7ea Add user action: Create object 2016-07-29 01:43:35 -04:00
Sven Eberhardt 77a4916383 UserAction: Add Sound 2016-07-28 23:44:10 -04:00
Sven Eberhardt c70ee82068 Define localized help text strings for UserActions 2016-07-25 22:44:09 -04:00
Sven Eberhardt 11b317808f Qt Editor: Add toggle help button to "?" menu 2016-07-25 21:39:35 -04:00
Clonkonaut 042ee8b2e5 Changed the colours of the drain and source pipes to accommodate for people with red-green color blindness (#1757).
The colours have been suggested by K-Pone.
2016-07-25 18:03:44 +02:00
Clonkonaut 56f8372a68 Skylands: fix GetComponent when called in definition context on 'small
trees' (#1781).

At some point someone might test if this breaks anything but I think it does not.
2016-07-25 17:55:53 +02:00
Clonkonaut 786b248cdf Chine: Unstuck starting clonks if necessary (#1786). 2016-07-25 17:50:38 +02:00
Clonkonaut 48b5f27f14 Fix effect removal of 'IntUpgradeProductProgressBar' when closing the interaction menu of a producer (#1796). 2016-07-25 17:42:15 +02:00
Clonkonaut b3b8e01f60 Another decorative deciduous tree by Foaly. 2016-07-25 17:26:33 +02:00
Sven Eberhardt 5f9259c27f UserAction EditorHelp props 2016-07-25 01:42:23 -04:00
Sven Eberhardt aa68c7ee16 Add description and EditorHelp for dialogue properties and actions 2016-07-25 01:24:12 -04:00
Sven Eberhardt 35a5df6c9b Revert accidental commit from master merge 2016-07-25 01:08:49 -04:00
David Dormagen 2fc3dba47e zap: added guard to prevent accessing removed object 2016-07-24 18:25:18 +02:00
David Dormagen 66263b5bc8 Chippie: removed superfluous phase call
..which led to an error ingame, because the function is not defined.
2016-07-24 18:24:45 +02:00
Sven Eberhardt f47c31749a UserActions: Split triggering clonk and object
Also fix goto.
2016-07-24 10:50:39 -04:00
Sven Eberhardt 534e4cc745 Merge branch 'master' into qteditor
Conflicts:
	src/script/C4AulParse.cpp
2016-07-24 10:23:57 -04:00
Sven Eberhardt 4245f60e83 Qt Editor: Add help/description label for current selection 2016-07-24 10:12:38 -04:00
Sven Eberhardt 91873ca0ac Add graphics for sequence 2016-07-23 01:44:32 -04:00
Sven Eberhardt 58faf41068 Sequence: Add more triggers.
* Player enters circular region
* Game starts (after player joins)
* Player joins
* Player removed
* All goals fulfilled
* Clonk death
* Construction of structure
* Production of item
2016-07-22 01:51:29 -04:00
Clonkonaut 21ea0ff777 Shrunk down texture sizes to 512x512. 2016-07-21 18:23:10 +02:00
Sven Eberhardt 319392a779 UserAction: Rename OptionKey from Option to Function 2016-07-21 00:47:43 -04:00
Sven Eberhardt 626719194a Add trigger+action to sequence object.
Sequences can be used to create triggered cutscenes, intros, outros, etc. in the future.
2016-07-21 00:24:55 -04:00
Sven Eberhardt 5855140cd4 UserAction: Conditions and more triggering player/object options 2016-07-21 00:24:54 -04:00
Sven Eberhardt b915ecc32a Clonk AI EditorProp using SetGlobal 2016-07-21 00:24:53 -04:00
Lukas Werling e06d3a89eb HotIce: Open sides at lava level (#1792) 2016-07-20 21:24:34 +02:00
Sven Eberhardt 1151016b56 Add dialogue target editor prop 2016-07-14 00:45:00 -04:00
Sven Eberhardt d605bab0be Qt Editor: Move EditorActions from EditorAction_* to a proplist EditorAction.* 2016-07-14 00:17:53 -04:00
Sven Eberhardt 656aa303f9 Ignore SetAI(..., true) if an AI already exists
Can happen e.g. in multiplayer editing
2016-07-13 22:15:55 -04:00
Sven Eberhardt 8d6a7058c6 Fix possible user action sequence id conflict when saving scenario after testing a sequence 2016-07-13 17:39:36 -04:00
Sven Eberhardt 28d2172b78 Qt Editor: Move editor props from EditorProp_* to an EditorProp proplist 2016-07-13 17:18:08 -04:00
Sven Eberhardt f780a55e0f Add dialogue UserActions to enable/disable dialogue and attention marker 2016-07-13 02:17:56 -04:00
Sven Eberhardt 7a6ced04c5 UserAction: Add const object and bool evaluators 2016-07-13 02:17:12 -04:00
Sven Eberhardt 22328365fa Escape \ and " characters when scenario saving names and strings within proplists 2016-07-13 02:13:23 -04:00
Sven Eberhardt 279d89393c SaveScenario: Correctly save object pointers within proplist 2016-07-13 01:45:29 -04:00
Sven Eberhardt 097ff2c9fb Moved ConstructionSite from libraries to structures
This makes it more accessible in the editor. Otherwise, there would be "libraries/constructor" folders in the object creator with the construction site as the only contained definition.
2016-07-10 22:10:49 -04:00
Sven Eberhardt 36685a3119 Add HideInCreator=true to internal/helper/library definitions 2016-07-10 22:06:48 -04:00
Mark 3bb4e7b45f Ladder: CanNotBeClimbed callback provides the clonk
Certain ladders (in an expansion pack) should not be climbable, but this depends on the clonk that wants to climb on the ladder. Added the clonk as a second parameter to the callback, in order to not mess up the callback structure of other external packs.
2016-07-10 22:11:35 +02:00
Sven Eberhardt d3ede324be EditorBase: Publish some properties 2016-07-10 16:09:37 -04:00
Sven Eberhardt d2fd1d740e Add EditorProps to create NPC dialogues in the editor 2016-07-10 14:11:23 -04:00
Sven Eberhardt d717e41902 Add user actions to SpinWheel up and down events 2016-07-06 01:04:45 -04:00
Sven Eberhardt d3be591d8d Add "Message" UserAction 2016-07-06 01:03:46 -04:00
Sven Eberhardt 5c6da07c51 Add UserAction scripted editor property delegates
UserActions will be used to click small dialogues and scripts directly in the editor.
2016-07-06 01:03:02 -04:00
Sven Eberhardt 63c9bd78e7 Qt Editor: Fix crash and prop list/array display problems when switching prop lists.
Storing the pointer in QModelIndex could sometimes keep invalid memory on the persistent model indices. Because re-organizing these memory locations would be a nightmare and we only go two levels deep anyway, just store the parent index in the internal pointer and look up the actual property on the fly.
2016-07-05 22:53:41 -04:00
Sven Eberhardt 62d3817d6a Merge branch 'master' into qteditor 2016-06-24 18:23:34 -04:00
David Dormagen 6524136c9d inventory: collect directly into pushed lorry when using Shift
As suggested by Dmyst: http://forum.openclonk.org/topic_show.pl?pid=32169#pid32169
2016-06-22 09:53:52 +02:00
Clonkonaut c766078b50 Added a new variation of coniferous tree by Nachtfalter. 2016-06-21 19:16:40 +02:00
Clonkonaut c77ab10b55 Added an additional guidepost, a decorative object by Nachtfalter. 2016-06-21 19:15:57 +02:00
Clonkonaut fd98ed3246 Fixed dimensions of coniferous burned 3. 2016-06-21 19:14:54 +02:00
Clonkonaut 72c4a55d78 Added texture to Sproutberry Bush, by Pyrit. 2016-06-21 19:14:23 +02:00
Sven Eberhardt a7aa89f168 Merge branch 'master' into qteditor
Conflicts:
	planet/Objects.ocd/Structures.ocd/StoneDoor.ocd/SpinWheel.ocd/Script.c
	src/platform/C4WindowSDL.cpp
	src/script/C4AulParse.cpp
	src/script/C4Effect.cpp
2016-06-20 22:27:03 -04:00
Sven Eberhardt 44d94d5043 Improve editor duplicate function to duplicate properties and object connections.
It serializes objects using a selective SaveScenarioObjects script callback and then just executes the generated script. This automatically saves important properties, connects switches and doors, etc.

This change also solves the problem that duplicating an elevator plus case would create two elevator cases.

If execution fails (e.g. because of script errors or because a non-saveable object was duplicated), the method falls back to the legacy duplication method of creating objects with the same prototypes at the same position.
2016-06-20 01:45:26 -04:00
Sven Eberhardt e7be7d6acd Qt Editor: Add viewport context menu 2016-06-19 22:45:12 -04:00
David Dormagen 890c430a17 controls: allow to put items into pushed containers via [throw]
as requested by Dmyst here http://forum.openclonk.org/topic_show.pl?pid=32082#pid32082
2016-06-19 20:23:29 +02:00
Nicolas Hake e9c5facf91 GL: Disable hardware-based skinning on old Intel devices
Our hardware-based skinning doesn't work on certain Intel graphics
devices. Fall back to software skinning on GPUs that return an OpenGL
3.1 context even though we explicitly request a 3.2 one.

Might fix #1459, #1689.
2016-06-19 13:45:12 +02:00
Sven Eberhardt 7d43d364d0 Add StoneDoor EditorActions to open/close door
Replacing the old EditCursorCommands.
2016-06-19 00:09:37 -04:00
Clonkonaut ecc386e6e7 Fix Dark Castle goal description (#1667). 2016-06-19 00:18:58 +02:00
Clonkonaut ff92f958ac A different brick texture by Matthi. 2016-06-19 00:10:27 +02:00
Clonkonaut 3637e1f072 Fix the clonk sometimes stuck in infinite jump animation when actually scaling with one vertex. 2016-06-18 19:47:39 +02:00
Clonkonaut 5d2ae6a251 Fixed normal map for brick and brickback textures, by Tarte. 2016-06-18 19:47:04 +02:00
Clonkonaut b6ca10d11a Constructor library: Changed to search through all available knowledge and filter using an overloadable function.
The hammer will now only construct definitions that have the callback "IsHammerBuidable". This will exclude all C4D_Structure objects that are not buildings and can't be build in a meaningful way.
Also, with the carry heavy branch I want to test adhoc built lorries (lorries as construction sites). Sven suggested this.
2016-06-18 19:45:45 +02:00
Lukas Werling 19395b23ae Fix SetMatAdjust() (for kenny) 2016-06-18 17:17:43 +02:00
Sven Eberhardt 6aa926bffa Add Clonk EditorProp to set skin 2016-06-18 10:46:19 -04:00
Sven Eberhardt af3e3bb6c8 Add EditorProps for EnemyAI effect
Also remove old object-based editor controls.
2016-06-18 10:45:06 -04:00
Sven Eberhardt 25fa57cabf Qt Editor: Add "Static Flat" landscape mode 2016-06-17 18:44:59 -04:00
Sven Eberhardt b70882d7fa Editor: Object scaling+rotation 2016-06-17 00:07:49 -04:00
Sven Eberhardt bd516dfc44 Add ItemSpawn EditorProps 2016-06-16 16:57:34 -04:00
Sven Eberhardt f6acefa882 Add SpinWheel EditorProps 2016-06-16 16:57:13 -04:00
Sven Eberhardt 4e603e2ef8 Add "Name" EditorProp for all objects 2016-06-16 16:15:42 -04:00
Sven Eberhardt 2f22a3a8fe Qt Editor: Add property delegate type "object" 2016-06-16 14:59:04 -04:00
Maikel de Vries 3620e22061 fix launching of javelins
Bug was introduced when TakeObject changed.
2016-06-12 11:39:11 +02:00
Maikel de Vries c538a0d617 add missing neutral pipe interaction menu tooltips for liquid tank 2016-06-11 20:57:06 +02:00
Sven Eberhardt 923789ec49 Add PlayerStart object.
This is an easy-to-use object for the editor which replaces Scenario.txt [PlayerX] settings.
2016-06-08 22:15:56 -04:00
Sven Eberhardt 96068b9a17 Initialize EditorBase definition with higher priority.
Many other definitions may depend on it being initialized and it would be verbose and error-prone to add a check to every single dependent definition.
2016-06-07 18:23:53 -04:00
Sven Eberhardt c4dfd5e276 Add EditorProp for construction goal 2016-06-07 00:13:35 -04:00
Sven Eberhardt 3797b07f29 Add IDList EditorProp. 2016-06-07 00:13:01 -04:00
Sven Eberhardt 16e31098b4 Qt Editor: Improve proplist and array display/editing
* Add/Remove element buttons
* Display customization of user delegates
2016-06-06 01:54:05 -04:00
Mark d51a8cfa6d Liquds: Liquids can be passed either as a string or as a definition 2016-06-05 12:05:48 +02:00
Mark 923ee485ec Liquid container: PutLiquid(*, nil, *) inserts maximum amount of liquid
Added unit test.
2016-06-05 12:05:42 +02:00
Maikel de Vries 695680cb6c objects on fire inflame inflammable materials 2016-06-03 22:08:14 +02:00
Maikel de Vries 548215d448 make flames consume oil when burning 2016-06-03 22:08:14 +02:00
Sven Eberhardt b10da0629d Qt Editor: More EditorProps types (string, array) and attributes (EditOnSelection, DefaultEditorProp) 2016-06-03 01:20:43 -04:00
Maikel de Vries bb33abee2f foundry accepts water for loam production and has max liquid amount 2016-06-02 13:04:02 +02:00
Maikel de Vries e004006fdc add descriptions to liquid objects 2016-06-02 13:02:25 +02:00
Mark e1413a941d Producer: Commented out log output
This was there for debugging purposes only.
2016-06-01 20:42:03 +02:00
Mark 98dc6fa252 Fix Bug #1742
Fixed and tested other problems in tutorial 3 and 4, too
2016-06-01 20:40:26 +02:00
Mark 46ac671ef4 Fixed producers unit test #6
The problems here were:
- the syntax for GetComponent() was wrong.
2016-06-01 20:14:11 +02:00
Mark 10c918d4a2 Fixed producers unit test #5
The problems here were:
- the pickaxe component list returned [[Metal, 1], [Wood, 1]] instead of [[Wood, 1], [Metal, 1]]. This may be a result of the new component system with proplists; probably the components are sorted alphabetically now
2016-06-01 20:08:55 +02:00
Mark ffcbdc7fd0 Fixed producers unit test #7
The problems here were:
- the foundry cannot take 400 water from ice if it has a fill limit
- the pump cannot pump anything into the object if it has no fill limit
2016-06-01 19:10:46 +02:00
Mark ad74d44943 Foundry can be fueled by pipe.
A pipe from a pump can be connected to a foundry now, so that oil can be pumped into the foundry.
2016-06-01 19:10:42 +02:00
David Dormagen 092b012430 chest: stay open when empty (#1699)
This is debatable. Let's see how this feels ingame and revert it in case we don't like it.
I like it because I think it gives valuable feedback to the players (and thus can reduce frustration coming from unnecessary actions). But it might also feel like a bug to players.
2016-05-30 10:19:49 +02:00
David Dormagen 6696ee679c carry heavy: do not prevent scrolling through inventory (#1738) 2016-05-30 09:57:39 +02:00
David Dormagen 58bb6af75a barrel: prevent entrance of arbitrary objects
You could put e.g. tools into the barrel using the interaction menu. This would lead to a script error later, when the barrel did Contents()->GetLiquidType().
PS: And the RejectStack function is part of a private internal interface. I made that clear so the next one does not have to look it up again.
2016-05-30 09:56:39 +02:00
Sven Eberhardt af2a74b6ec Qt Editor: Array editing 2016-05-28 09:30:54 -04:00
David Dormagen 2df2946016 OnInIncendiaryMaterial: check for object removal after energy loss 2016-05-27 22:19:41 +02:00
Sven Eberhardt d304b17028 Qt Editor: Editing of child proplists 2016-05-24 23:06:00 -04:00
Maikel de Vries fb60bf41b8 remove spurious comment in flagpole script 2016-05-21 13:34:35 +02:00
Maikel de Vries 3455fa24f9 add some variation to the maximum size of trees 2016-05-21 13:34:34 +02:00
Maikel de Vries 18f2b4831a add max size option to StartGrowth 2016-05-21 13:34:34 +02:00
Maikel de Vries e92e7a2e2c fix producer components call after liquid_container branch merge 2016-05-21 13:34:34 +02:00
Maikel de Vries 6c8c4c9c19 allow more components than def for Oversize objects 2016-05-21 13:34:34 +02:00
Maikel de Vries 2a731b2545 implement Components as a property lookup table 2016-05-21 13:34:34 +02:00
Maikel de Vries 62ad9eb53b reimplement components scaling with object completion 2016-05-21 13:34:34 +02:00
Maikel de Vries a81ccaab22 add function to make properties writable
Thanks to Guenther for the implementation details, documentation will follow when it is considered a stable solution.
2016-05-21 13:34:34 +02:00
Maikel de Vries 1df322b7ff adapt objects and scenarios to new component implementation 2016-05-21 13:34:34 +02:00
Maikel de Vries 4833f839d2 script implementation of GetComponent and SetComponent
This allows to remove the engine functionality and is based on the property Components = [[def1, amount1], [def2, amount2], ...]. Follow up commits will remove the engine functionality.
2016-05-21 13:34:33 +02:00
Maikel de Vries c40edd3fbd remove duplicate moss object in Experimental.ocd 2016-05-21 13:34:33 +02:00
Maikel de Vries accd897b91 rename NoComponentMass to NoMassFromContents
This had nothing to with components, and risk of backwards compatibility is minor.
2016-05-21 13:34:33 +02:00
Maikel de Vries 183ab4c4a0 remove unused function ComposeContents 2016-05-21 13:34:33 +02:00
Maikel de Vries 5841b55f7e remove unused function GetNeededMatStr 2016-05-21 13:34:33 +02:00
David Dormagen c820dac7c3 classic menu style: only show count if applicable
Otherwise, it would show "0x" for stuff where the count did not matter.
2016-05-21 13:19:49 +02:00
Günther Brammer d23ffde361 Merge script branch 2016-05-15 19:21:26 +02:00
Günther Brammer ef515cc3c7 Script: Prototypes for CreateEffect should inherit from Effect
This makes the special effect properties useable without the "this." prefix,
makes the various useful global functions available as well as
effect-specific functions.
2016-05-15 15:22:42 +02:00
Nicolas Hake 8e18a3fc96 Change (int)0 to nil where deprecated 2016-05-13 17:13:34 +02:00
David Dormagen a20b7834c0 OneMillionParticles.ocs: removed some randomness in the amount of particles in the final test
It's easier to compare runs this way.
2016-05-10 22:29:30 +02:00
Lukas Werling 9fa16c5e14 SDL: Enable multisampling
Unfortunately, there doesn't seem to be an easy way to apply
multisampling changes in SDL. As a workaround, a message requesting the
player to restart the game is shown.
2016-05-07 12:25:11 +02:00
kpone33 77e5fb7acf Added Offshore to Music.ocg 2016-05-01 20:06:07 +02:00
Lukas Werling c9aa07ee60 Add more documentation for Mod() (#1735) 2016-05-01 19:52:22 +02:00
Mark 7d5d97b0d6 Merge remote-tracking branch 'origin/master' into liquid_container 2016-05-01 19:43:10 +02:00
Lukas Werling dd48a759d7 Add mathematical modulo helper function Mod(a, b) 2016-05-01 19:25:12 +02:00
Mark b96b183007 Merge 'master' into liquid_container 2016-05-01 18:54:38 +02:00
Maikel de Vries 3907281933 fix script error when striking sword (#1731) 2016-05-01 16:54:05 +02:00
Mark 853af2c155 Merge 'master' into liquid_container 2016-05-01 08:43:05 +02:00
Maikel de Vries f4ae76454b rename player control callback for specified id's to silence warning
It is better to have different names for different callbacks.
2016-04-29 21:51:58 +02:00
Günther Brammer b00b8554ab Merge branch script 2016-04-28 03:25:44 +02:00
Maikel de Vries 08668ef988 do not reset last item for quick switch when selecting same slot twice 2016-04-27 21:15:37 +02:00