Clonkonaut
1b76c31452
5 title picture by ala and K-Pone.
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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
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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*!
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*: 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 ).
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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 ).
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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.
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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
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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.
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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"
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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)
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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
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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
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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
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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
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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
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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
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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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.
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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.
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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 ).
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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 ).
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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
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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
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..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
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Also fix goto.
2016-07-24 10:50:39 -04:00
Sven Eberhardt
534e4cc745
Merge branch 'master' into qteditor
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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.
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* 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.
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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
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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
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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
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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
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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.
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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
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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
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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.
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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]
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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
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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
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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.
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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
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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
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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.
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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.
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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
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* 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
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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
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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
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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
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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
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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.
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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 )
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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
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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
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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
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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
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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
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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
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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
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It's easier to compare runs this way.
2016-05-10 22:29:30 +02:00
Lukas Werling
9fa16c5e14
SDL: Enable multisampling
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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
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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