Commit Graph

6976 Commits (lights3)
 

Author SHA1 Message Date
Armin d03271ec6e SetCommand Jump uses flight control and fix ObjectComJump()
Signed-off-by: Maikel de Vries <mdt.maikel@gmail.com>
2015-04-11 12:03:39 +02:00
Maikel de Vries 73ebce9f9a remove celestial environment object in favor of scenario callback 2015-04-08 20:18:24 +02:00
Maikel de Vries fdb007bfb4 clean up moon and star objects 2015-04-08 20:18:24 +02:00
Maikel de Vries f4324664e7 use ambient brightness for time of day 2015-04-08 20:18:24 +02:00
Maikel de Vries 6ae279d7ac improve moving objects out of basement on completion 2015-04-08 20:15:23 +02:00
Maikel de Vries f3de7d4b06 construction site: sign in front and transparency for non-mesh structures 2015-04-07 23:21:57 +02:00
Maikel de Vries 71df13b803 fix attachment of basement to tall structures 2015-04-07 19:04:21 +02:00
Maikel de Vries 58c1220a19 fix scenario saving of basements 2015-04-07 18:54:29 +02:00
Armin Burgmeier cd80784140 Save ambient brightness value in savegames 2015-04-06 20:48:59 -04:00
Maikel de Vries 518125fc32 no overpowered weapons on dark mine respawn 2015-04-05 18:11:44 +02:00
Maikel de Vries 7d2386b7f6 add missing descriptions for chest and gold idol 2015-04-05 17:53:12 +02:00
Maikel de Vries 9bfe95f88e fix Dark Mine relaunch description 2015-04-05 12:01:01 +02:00
Maikel de Vries 9394909cfb fine-tune windbag force on clonk and objects 2015-04-04 17:15:57 +02:00
Maikel de Vries 3c17ebdc02 make windbag burst more gradual and slightly depend on mass (#1297) 2015-04-03 12:21:28 +02:00
Maikel de Vries 70d75a7bca remove big conifers from skylands to prevent large forests 2015-04-02 21:39:19 +02:00
Maikel de Vries 9e2ccdb8b6 prohibit creation of more plants than seed amount in seed area 2015-04-02 19:46:33 +02:00
Maikel de Vries 3a4c3c1d26 five new goal graphics thanks to Foaly 2015-04-02 19:07:49 +02:00
Maikel de Vries 147624f9f5 increase wallkit thickness to make clonks not go stuck 2015-04-02 18:42:42 +02:00
Maikel de Vries 69963e104f fix loam bridge construction y offset by one 2015-04-01 18:45:24 +02:00
Nicolas Hake 7381ef7df0 gl: Enable shader logging if DebugOpenGL is active 2015-03-31 17:57:59 +02:00
Nicolas Hake 5f46161433 Remove unused clone of C4PathFinder
Why the hell is there a second implementation of C4PathFinder around? It
wasn't even used anywhere.
2015-03-31 17:57:58 +02:00
Nicolas Hake 2338bead11 Move C4PathFinderRay from header into implementation
C4PathFinder is the only consumer of C4PathFinderRay, so we don't need
to declare it in the public header.
2015-03-31 17:57:56 +02:00
Nicolas Hake 874a9f2632 Pathfinder: Use callback functors instead of raw function ptrs 2015-03-31 17:21:52 +02:00
Nicolas Hake 22a838a0f3 Don't use formatting log function for fixed string (#1293) 2015-03-28 15:10:35 +01:00
hasufell 5f29846b7d Fix USE_SYSTEM_TINYXML
* fix the if-conditional
* don't use pkgconfig (there is no .pc file upstream)

Signed-off-by: Julius Michaelis <caesar@hg.openclonk.org>
(Added license to FindTinyXML.cmake)
2015-03-28 22:58:53 +09:00
Maikel de Vries fce2bce58e clonks do not attempt to scale underwater (#1176) 2015-03-26 19:52:26 +01:00
Maikel de Vries 9c60cf0949 fix vertex changing when swimming (#1176) 2015-03-26 19:52:25 +01:00
Nicolas Hake d951827f17 Particles: Don't force vertex buffer workaround on Win32
Win32 now uses a single rendering context, so it's no longer necessary
to disable VBA use in the editor.
2015-03-26 15:51:03 +01:00
Nicolas Hake c58e474f76 win32/GL: Reuse the same rendering context for everything
Some resources can't be shared across different rendering contexts while
others can. Additionally, the standard GLEW library does not support
multiple rendering contexts (that's what GLEX MX is for), even though it
might work on some (or even most) cards. WGL supports reuse of a
rendering context across multiple windows as long as the pixel formats
are the same.
2015-03-26 15:51:01 +01:00
Nicolas Hake b2f742f997 gl: Check glew for GL_KHR_debug support
Debian wheezy's glew doesn't support GL_KHR_debug yet, so make sure
we're only using it if we can.
2015-03-25 23:15:45 +01:00
Nicolas Hake be1a148915 Aul: Remove C4AulAccess enum
We're not doing access controls anyway, so tracking information about it
isn't useful.
2015-03-25 22:32:19 +01:00
Nicolas Hake cd266d2352 gl: Attach debug labels to objects
Doing GL debugging is way easier if your logs talk about "Clonk/VBO"
instead of "buffer object 21".
2015-03-25 22:00:36 +01:00
Maikel de Vries 67cf7cd4fe fix mushroom bugs (#1051) and (#1291) 2015-03-25 20:04:52 +01:00
Nicolas Hake 5562b09dc4 Remove a lot of disabled legacy code, round 2
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
Maikel de Vries a24dd229c4 producer does not depend on partial fuel amounts 2015-03-24 22:39:18 +01:00
Maikel de Vries 61a5c88157 remove Flame graphics and clean up script 2015-03-24 21:37:51 +01:00
Martin Plicht e796fc48d1 MoltenMonarch.ocs/System.ocg/King_Javelin.c: fAiming -> aiming 2015-03-23 20:30:15 +01:00
Martin Plicht a0030526e3 Ambience_DeepSeaMining.ocs: Extraneous } 2015-03-23 20:21:22 +01:00
Maikel de Vries 85c2173404 fix script error for the fire effect 2015-03-23 19:50:29 +01:00
Maikel de Vries 302c3db0b3 correct league parameter values for Acid Rift 2015-03-23 18:12:35 +01:00
David Dormagen df56689946 added Armin's particle fire
http://forum.openclonk.org/topic_show.pl?tid=3070
Only some optimizations have been added.
2015-03-22 10:22:15 +01:00
David Dormagen d07893dadc fixed player names, clonk names and selector info being zoomed (#687) 2015-03-22 09:58:43 +01:00
David Dormagen f555ca15d0 fix particles only rendering in one editor viewport by always enabling VBA&VBO workaround in editor mode (#1195)
The problem was caused by every window using an own OpenGL context and certain objects not being shared between those.
The best solution would still be to make all windows use ONE OpenGL context. But this would probably need a more or less large rewrite?

This solution has to be considered a workaround with basically no negative side-effects, as the loss of speed is most likely irrelevant in editor mode.
2015-03-22 09:52:34 +01:00
Nicolas Hake d6f219a3df Use 3x4 bones on low MAX_VTX_UNIFORM_COMPS (#1285)
4x3 matrices use the same number of uniform components as 4x4 ones.
If we're short on uniform components, don't transpose the transformation
matrix before sending it to the shader, and transpose it in the shader
itself instead, saving 4 components per bone.
2015-03-18 23:38:20 +01:00
Nicolas Hake 59cad71797 Add copyright header and descriptive comment to default object VS 2015-03-18 20:50:27 +01:00
Nicolas Hake f0579f7f93 gl: Use fewer uniform components to upload bones (#1285)
The last row of the bone transformation matrix always is 0,0,0,1 so
there's no point in uploading it. Also reducing the max bone count to 80
which means the uniform array will fit into the available space on 6000
and 7000 series Geforce GPUs.
2015-03-17 22:55:12 +01:00
Maikel de Vries 2226575dce new icon for Acid Rift (#1284) 2015-03-17 19:54:49 +01:00
Maikel de Vries 97ee9b6fab trees shake a little when hit by an axe 2015-03-16 21:19:56 +01:00
Nicolas Hake 84b758541f C++14 §7
simple-declaration:
   decl-specifier-seq(opt) init-declarator-list ;

Notice something?

The semicolon at the end doesn't have (opt).
2015-03-16 19:28:11 +01:00
Nicolas Hake 77383de728 Fix bone transformation of normals
The binding pose had twice the influence on the final normal vectors
that it should have had. Change the shader calcs so the weights end up
correctly.
2015-03-16 18:15:31 +01:00