Commit Graph

6667 Commits (issue1247)
 

Author SHA1 Message Date
Sven Eberhardt 92ce539b69 DarkCastle: Add FireArrow, BombArrow, GrenadeLauncher and Torch to construction plans.
Also removed a bogus line from DarkCastle scenario script.
2015-01-13 00:07:57 +01:00
Armin Burgmeier 57878a0604 Fix crash when viewing record with more than 2 players (#1228) 2015-01-12 16:37:51 -05:00
Armin Burgmeier ae5f56594a Fix openclonk build with GTK3 2015-01-12 16:25:00 -05:00
Sven Eberhardt ebd55cabe8 Improve enemy AI behavior when dropping out of guard range.
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.
2015-01-11 23:10:04 +01:00
Mark d7a88eea62 Use CreateObject() in scripts (#1214)
Objects with id Rule_*, Goal_*, and Environment_* are created with CreateObject() now.
2015-01-11 19:04:42 +01:00
Mark 850bf1b9d4 CreateObject/CreateObjectAbove (#1214)
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
2015-01-11 19:02:03 +01:00
Sven Eberhardt 1c994ad3c7 Windows: Do not deselect GL context when losing focus (#1208).
Fixes engine intialization when tabbing out.
2015-01-11 17:01:27 +01:00
Maikel de Vries d977d913ce fixed interaction image for coconut tree 2015-01-11 09:17:14 +01:00
Maikel de Vries 79e2d8d822 add relaunches option to Dark Mine 2015-01-10 10:04:55 +01:00
Maikel de Vries e9513218bf add relaunch count to relaunch callback in last man standing goal 2015-01-10 10:04:26 +01:00
Maikel de Vries afed995e37 added missing Folder.txt documentation (#1187) 2015-01-10 08:44:02 +01:00
Maikel de Vries 3cc644f6fc reduced fire and explosive arrow strength 2015-01-09 23:37:04 +01:00
Maikel de Vries 9c0263faef add title image to Acid Rift 2015-01-09 20:00:41 +01:00
Maikel de Vries 14123b0325 Use fixed array manipulation in Dark Mine again 2015-01-09 19:49:36 +01:00
Julius Michaelis 8e7001ba0f Fix self-overwrite in C4ValueArray::SetSlice (#1212: Array manipulation goes wrong ) 2015-01-09 15:09:36 +09:00
Sven Eberhardt 1213a2eef5 Torch knowledge for Golden Mountain. 2015-01-09 00:03:28 +01:00
Mark 43c924d00e Restructuring of StdMeshSkeleton::MirrorAnimation
Mirroring the name happens in MirrorAnimation now, no double checks anymore, no double copying of buffers.
2015-01-07 22:48:04 +01:00
Maikel de Vries 85bbf5c595 improved Dark Mine vegetation and item locations 2015-01-07 21:55:15 +01:00
Maikel de Vries 872a64ff89 add Place() functionality to Trunk 2015-01-07 21:55:15 +01:00
Nicolas Hake 804bf41c92 Fix UPnP auto-detection
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>.
2015-01-07 21:15:53 +01:00
Maikel de Vries 0ecd30ad9e dynamite after fusing not collectible, but can be put into containers 2015-01-07 20:05:25 +01:00
Armin Burgmeier e1d1d540c7 Allow independent viewport and light regions in C4FoWRegion (#1211)
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.
2015-01-07 19:44:31 +01:00
Armin Burgmeier 31c8c14e73 Fix viewport window size in light coordinate calculations (#1211)
The light rect is made larger than the viewport is by one pixel in
C4Viewport::Draw(), so correct for this.
2015-01-07 14:10:26 +01:00
Armin Burgmeier b8fa1dd191 Fix the mape build 2015-01-07 12:28:10 +01:00
Armin Burgmeier 434eb1c77b Fix Y offset when transforming fragment to light texture coordinates (#1211) 2015-01-07 12:28:10 +01:00
Julius Michaelis 8ff7d7c520 Torches for settlement tutorial 2015-01-07 12:14:58 +09:00
Maikel de Vries 36b29fd32e adapt scenarios to rank->branch change 2015-01-07 00:04:44 +01:00
Maikel de Vries 6ae4e71e6e Rank -> Branch, rename and Place() functionality 2015-01-07 00:04:44 +01:00
Maikel de Vries 2d741dfb70 fixed mixed up variables in Loc_Wall() 2015-01-07 00:04:44 +01:00
Maikel de Vries 6f3518d733 fixed lights in Rock Bottom 2015-01-07 00:04:44 +01:00
Maikel de Vries a3bb831b33 add torch to basic knowledge for all worlds 2015-01-07 00:04:44 +01:00
Armin Burgmeier 9580c46056 Fix assertion failure when definition to append/include does not exist 2015-01-06 19:33:33 +01:00
Mark af3efead76 Fix reloading of skeletons (#1180) 2015-01-06 18:35:16 +01:00
Mark 10b343dba9 Append and include skeletons (#1180)
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)
2015-01-06 18:25:08 +01:00
Mark fc402c18ab Central skeleton loader (#1180)
C4DefList now creates one StdMeshSkeletonLoader and stores all skeletons in this loader. Before this change every definition created its own loader.
2015-01-06 18:24:30 +01:00
Armin Burgmeier dffed48b3d Fix crash on ambient map update outside landscape bounds (#1216) 2015-01-06 11:47:25 +01:00
Mark b5560dff25 Documentation for C4V_Def (#1215) 2015-01-06 00:19:51 +01:00
Maikel de Vries ab52803a4f Rock Bottom: add more weapons and clean up script 2015-01-05 20:31:46 +01:00
Maikel de Vries 8f6c8ae141 Cool Cavern: add torch 2015-01-05 19:55:39 +01:00
Maikel de Vries c92fb8b2fe Shiver Peak: add torch and fix chest placement 2015-01-05 19:54:19 +01:00
Martin Plicht b9c68f2208 mac: Fix build (C4Viewport ViewX/Y accessors) 2015-01-05 01:38:35 +01:00
Tobias Zwick 7e570c05b4 improve the smoke trail and fireworks with the new particle system a bit 2015-01-04 22:09:02 +01:00
Tobias Zwick 6cf5ba325a use true/false instead of 0/1 as return for a FnSetViewOffset 2015-01-04 22:09:01 +01:00
Tobias Zwick 53defbc6f9 document ShakeViewport and change remaining references to SetPlrViewRange to SetLightRange 2015-01-04 22:09:01 +01:00
Armin Burgmeier d4ac1d0694 Fix possible crash after a mesh has been reloaded 2015-01-04 18:29:44 +01:00
Armin Burgmeier 039e03824a Fix buffer underflow in GetExtension() 2015-01-04 18:29:36 +01:00
Sven Eberhardt 9092a42c65 Added missing Maze.ocs/ParameterDefs.txt file. 2015-01-04 15:56:28 +01:00
Sven Eberhardt 89c3f79398 Maze (Heart of the Mountain) parameters for map size and coop/race mode added.
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.
2015-01-04 15:55:23 +01:00
Sven Eberhardt c2d9e1b46e Change MouseAutoScroll default to off for now. 2015-01-04 15:49:11 +01:00
Sven Eberhardt cce2eaa389 Fix emergency mode of MapLayer->FindPosition() finding positions outside search rect. 2015-01-04 15:43:51 +01:00