When taking damage, clonks will now search and attack enemies even if outside their dedicated guard range. This should help for clonks that fell down from their guarding post.
Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
Auto-detecting UPnP might fail when CMake was invoked multiple times.
This would result in a broken build because the compiler would not find
<natupnp.h>.
With this change, an additional rectangle is stored in C4FoWRegion that
represents the area covered by the viewport in fractional floating point
coordinates. This allows the light texture to be created for an arbitrary
portion of the landscape, and the coordinate transformations for the
shaders will still work.
Also, since the additional rectangle uses floating point precision, the
computed coordinate transformations do now give the exact same result as for
the landscape pixel-by-pixel, and there should not be any offsets left.
I also hope that this change improves or fixes the single-pixel-lines of sky
that are sometimes seen at the edges of the viewport.
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton
This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)
Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
Medium (default) size is a bit smaller than the previous default, because the map got a lot harder due to fog anyway.
Also removed superfluous Landscape.txt.