Armin
d03271ec6e
SetCommand Jump uses flight control and fix ObjectComJump()
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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
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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
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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
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* 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
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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
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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
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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
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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
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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
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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
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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 )
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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 )
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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 )
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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
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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
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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