Commit Graph

244 Commits (master)

Author SHA1 Message Date
Mark ed514b7716 Added option for ignoring contents in the interaction menu
Also ignore Clonks as "inventory items" if they are contained.
2018-12-21 09:01:20 +01:00
Nicolas Hake 4c5dfac952 Remove or use unused variables in Objects, System 2018-07-24 14:19:26 +02:00
Maikel de Vries c00a8cf3c3 fix a bunch of suspicious assignment warnings 2018-04-09 11:53:55 +02:00
Maikel de Vries aa892171fb update version to 8.0 in DefCore.txt, Scenario.txt and Version.txt 2018-01-28 13:18:46 +01:00
Maikel de Vries 92aba45914 fix diving animation prediction for clonk
And no! randomly multiplying by 2 is not a solution...
2018-01-19 14:37:21 +01:00
Clonkonaut 16adcfff73 Detach any visible objects upon Death (#1974). 2018-01-14 14:48:03 +01:00
Sven Eberhardt ebd2eeae4b Don't burn objects inside the Clonk when submerged in Lava 2018-01-09 18:00:35 -08:00
Lukas Werling 6e52963828 Fix tools attached to Clonks after their deaths (#1974) 2018-01-08 19:42:59 +01:00
Mark c7bb0785b6 For testing: Dive Jump 2017-11-27 21:57:17 +01:00
Clonkonaut e144bfd91f Clonk walk animations: smoother blending.
This was a very old script todo. I don't really know if I made it better (but I think so).
2017-11-26 14:28:04 +01:00
Mark 06cd643d15 Clonk: Adjust mesh position while diving
This matches the vertex position better
2017-11-23 21:16:12 +01:00
Mark f8f9a38ee3 Clonk: Constants for SetMeshTransformation layers 2017-11-23 20:38:11 +01:00
Mark 3e5de9eea9 For testing: More fluid hangling motion
Removed the dead stop between hangling strokes/swings. Instead, the
Clonk keeps moving with half speed.
2017-11-21 20:56:35 +01:00
Mark fd7eeecf2c For testing: Hangling with immediate stop
Instead of continuing to swing forward the Clonk stops immediately while
hangling. Additionally the hangle animation keeps on playing with a
short delay before it changes to the hanging animation, so that the
motion looks nice if you move a short distance only.
2017-11-21 20:49:41 +01:00
Maikel de Vries 963285eee5 NoBurnDecay is a boolean 2017-11-11 09:49:52 +01:00
Mark f8e30e3a00 Animations: Parameter for rolling
Certain packs/objects may want to restrict your ability to roll. The
parameter that distinguishes between rolling from a fall and rolling
while running is helpful here.
2017-07-28 22:08:19 +02:00
Mark 3fcee70f60 Fix breathing sound 2017-07-27 21:51:07 +02:00
Mark 2da7768a8e Remove if-block in Eat()
The check should be made in the object that call Eat()
2017-07-13 21:49:07 +02:00
Mark b7297c1358 Eat: Use existing function call instead of hardcoded comparison
Should the criteria for walking change then eating will still work
2017-06-28 19:36:39 +02:00
Mark 16c2fd80d5 Animations: Rolling when hitting the landscape as a separate function
The logic for rolling can now be overloaded. Runtime overload is not intended yet.
2017-06-09 21:43:35 +02:00
Sven Eberhardt 1ee26ae0a6 Fix variable shadowing in Clonk::SetScaleRotation 2017-02-20 22:25:27 -05:00
Lukas Werling 68ddeb3bed Convert all text files in planet to UTF-8 2016-12-11 21:19:13 +01:00
Mark 94ec4e336b Fix inherited(...) calls
The named parameters have to be handed down, because the ... operator only passes all the unnamed parameters.
2016-11-26 17:56:41 +01:00
Sven Eberhardt 4b508134f8 Add clonk EditorAction: Turn around 2016-11-20 13:15:03 -05:00
Sven Eberhardt 342916a1ed Fix some implicit for loop declaration errors 2016-10-24 21:02:02 -04:00
Sven Eberhardt 61b75f002f Add extra clonk skins to skin selection menu in editor props 2016-08-27 19:04:50 -04:00
Maikel de Vries e18cee3a46 turn musket into blunderbuss
The musket was not a very popular and useful weapon, being inferior to the bow. It now shoots 5 weaker bullets in one shot with less damage per bullet, this might require some further testing and fine-tuning. Also the weaker bullets mean that they can be used in a gatling-gun (WIP) and in the airplane as well.
2016-08-22 16:32:48 +02:00
Maikel de Vries 192ccc0203 prevent hitting self with reverse throw (#1759) 2016-08-15 19:20:08 +02:00
Sven Eberhardt bce903ee04 Merge branch 'master' into qteditor
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
Clonkonaut 825c0653e5 Added a slight helper for corner scaling when just pressing up (#1770, #1630).
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
Lukas Werling f3b2ff1295 Merge branch 'gamepad-controls' 2016-08-07 18:10:24 +02:00
Sven Eberhardt 5db45c0f47 Merge branch 'master' into qteditor 2016-08-06 21:45:19 -04:00
Clonkonaut cb8086cff7 Try to space out two items on the back better.
Mainly concerns scaling / hangling and it isn't perfect but better than before.
2016-08-07 03:04:04 +02:00
Sven Eberhardt 3eb106dd85 Add SetMaxEnergy function to clonk 2016-08-04 19:14:39 -04:00
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
Clonkonaut 4bd48242cf Fixed CarrySpear animation.
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 28d2172b78 Qt Editor: Move editor props from EditorProp_* to an EditorProp proplist 2016-07-13 17:18:08 -04:00
Sven Eberhardt 36685a3119 Add HideInCreator=true to internal/helper/library definitions 2016-07-10 22:06:48 -04:00
Sven Eberhardt a7aa89f168 Merge branch 'master' into qteditor
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
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
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
Also remove old object-based editor controls.
2016-06-18 10:45:06 -04:00
Nicolas Hake 8e18a3fc96 Change (int)0 to nil where deprecated 2016-05-13 17:13:34 +02:00
Mark 733d5ccca8 Surrounding: ContentsCount() works with ID now 2016-04-07 17:32:34 +02:00
Mark dd7bf3e89e Merge remote-tracking branch 'origin/master' into liquid_container
Conflicts will be merged in the next commit:
	planet/Objects.ocd/Items.ocd/Tools.ocd/Pipe.ocd/PipeLine.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Tools.ocd/Pipe.ocd/Script.c
2016-03-25 17:15:39 +01:00
Lukas Werling a52da814fa Play short rumble when a Clonk gets hurt 2016-03-22 20:19:08 +01:00
Mark ac8d40418c Refactoring: Stackable: Renamed TryPutInto() to MergeWithStacksIn()
The previous name suggested that the object actually gets put into another object. In fact it merges the stack count with other stacks, and it does not only try to (and reverts the state if it fails), but it actually changes other objects even if the function returns false.
2016-03-16 18:19:55 +01:00
David Dormagen c6dd261d05 Surrounding helper: added ContentsCount overload
..which is a pre-requisite to showing the current / max. contents count in the interaction menu.
2016-03-03 10:46:11 +01:00