Commit Graph

67 Commits (master)

Author SHA1 Message Date
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
David Dormagen 9214257424 fixed non-moving, high-velocity coconuts (#1627)
Coconuts were C4D_Object AND C4D_StaticBack. That meant that they would save speed (e.g. by explosions?) and could hit Clonks that passed by them.
2017-12-29 09:55:11 +01:00
Lukas Werling a4f25ecd4c Don't accidentally reattach coconuts (#1858)
I'm not sure how exactly that issue happens, but in the attached video
it looks like C4D_StaticBack was accidentally set again. As the XOR
operation can do that, I'm changing it to always set the C4D_StaticBack
bit to 0.
2017-12-26 20:00:32 +01:00
Maikel de Vries 963285eee5 NoBurnDecay is a boolean 2017-11-11 09:49:52 +01:00
Mark 366ba86abc Fix #1940 All coconuts must be eaten! 2017-09-02 21:16:04 +02:00
Mark e20d5e87ae Library: Edible items
All the functionality for food is bundled in one library now
2017-07-13 21:48:36 +02:00
Sven Eberhardt a2d6b65668 Add Title.txt for group folders in Objects.ocd and Decoration.ocd 2017-05-27 16:31:46 +09:00
Clonkonaut e4cfd39fdc Let plants grow less crowded, especially different kinds of plants (#1607).
This will need some testing whether all scenarios are still playable.
2017-01-04 03:33:28 +01:00
Lukas Werling 68ddeb3bed Convert all text files in planet to UTF-8 2016-12-11 21:19:13 +01:00
Maikel de Vries 3df960851c _inherited() for trees to access library functionality 2016-09-20 15:11:32 +02:00
Sven Eberhardt bdbce1c4c9 Fixes and EditorProps for plant reproduction 2016-09-01 23:54:27 -04:00
Clonkonaut 52fdcec172 Renamed coconut tree (#1752). 2016-08-10 00:08:01 +02:00
Clonkonaut 21ea0ff777 Shrunk down texture sizes to 512x512. 2016-07-21 18:23:10 +02:00
Clonkonaut c766078b50 Added a new variation of coniferous tree by Nachtfalter. 2016-06-21 19:16:40 +02:00
Clonkonaut fd98ed3246 Fixed dimensions of coniferous burned 3. 2016-06-21 19:14:54 +02:00
Maikel de Vries 2a731b2545 implement Components as a property lookup table 2016-05-21 13:34:34 +02:00
Maikel de Vries 1df322b7ff adapt objects and scenarios to new component implementation 2016-05-21 13:34:34 +02:00
Maikel de Vries 159dbf071f make ContactCalls a property instead of DefCore entry
This allows for useful runtime changes, like disabling contact calls when an animal dies.
2016-02-08 21:25:43 +01:00
Maikel de Vries 509bdac5bc remove unused Rebuy property from objects 2015-12-28 10:21:49 +01:00
Clonkonaut f0a3213a82 Fix possible nullpointer in DetachObjects. 2015-12-16 01:27:33 +01:00
Clonkonaut 461d147859 Fixing my own stupid crap (coconut). 2015-12-12 16:16:24 +01:00
Clonkonaut f9f7d17208 Coconuts grow in the treetops, fall down after some time. 2015-12-12 16:08:34 +01:00
David Dormagen 603dd5fda9 coconut: handle ControlUse correctly
Otherwise, more clicking-logic is executed after eating the coconut (i.e. collecting items).
2015-12-08 21:50:12 +01:00
Clonkonaut 0e191f2ed6 Fixed mesh rotation. 2015-10-25 14:21:30 +01:00
Clonkonaut 8b65e9f1e2 Fixed mesh material. 2015-10-25 14:21:19 +01:00
Clonkonaut a01d7572c1 Merged the three new trees and the correct normals for Coniferous2 and 3 from the milestone repository.
Tree_Deciduous into Objects
Deco_Tree_Deciduous2 into Decoration
Deco_Tree_Deciduous2 into Decoration
2015-10-25 13:43:54 +01:00
Clonkonaut 989e70ccf6 Nicer picture transformation for trees (related to #1152). 2015-10-09 14:52:08 +02:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Sven Eberhardt b746dcc1d4 Fix infinite coconut jump (#1388).
Hit is called after force redirection so resetting xdir to its pre-hit value is a bad idea.
2015-09-17 22:38:29 -04:00
Clonkonaut c925351b15 Correct Z-sorting for trees. 2015-09-14 17:09:13 +02:00
Clonkonaut bd5e127b22 Added GetTreetopPosition for placement in treetops.
TODO rework coconut to utilize this.
2015-08-24 00:10:29 +02:00
Sven Eberhardt 0d48105b46 Added shape library.
Also fixed some coconut tree reproduction issues.
2015-07-31 00:42:01 -04:00
Clonkonaut 5d3fc9683f Another tree by Nachtfalter: Tree_Coniferous3 2015-07-25 12:59:22 +02:00
Clonkonaut d8dcb6e73b Reverted Tree_Coniferous to old tree because backwards compability.
New tree is Tree_Coniferous2
2015-07-25 12:53:11 +02:00
Clonkonaut 5bb56010e2 Tree Library rework, new tree added.
Tree Library: Moved a lot of superfluous duplications from trees to the library.
Added a new coniferous tree, moved the old to Coniferous2.ocd.
2015-07-23 14:54:38 +02:00
Maikel de Vries 97ee9b6fab trees shake a little when hit by an axe 2015-03-16 21:19:56 +01:00
Sven Eberhardt 282b937a60 Fix null pointer when coniferous burns down. 2015-01-18 15:20:25 +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
Maikel de Vries d977d913ce fixed interaction image for coconut tree 2015-01-11 09:17:14 +01:00
Maikel de Vries c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
Maikel de Vries f761aab26d make coconut less lethal 2014-10-02 20:37:34 +02:00
Clonkonaut b16bb3a917 Coconut Tree stops dropping coconuts when chopped (#1046). 2014-03-24 23:57:49 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
Tobias Zwick 44f1887003 split up Plants library into crop (harvestable), tree (choppable) and plant (plant reproduction)
This should make the plants not overloaded with functionality so that odd stuff like #904 can happen. I think the plants need more cleanup still.
2013-12-05 11:23:22 +07:00
David Dormagen a4d27cd9a9 replaced Dust and Dust2 usages with new particle system 2013-11-26 21:24:56 +01:00
Martin Plicht 20404fefc4 Tree_Coniferous_Burned: Call KeepArea using ->~ since Tree_Coniferous_Burned does not actually have KeepArea (not including Library_Plant) 2013-10-14 07:12:38 +02:00
Tobias Zwick 8f752d1d9e clean up files, make non-transparent textures high-quality JPEGs 2013-05-26 16:48:12 +02:00
Armin Burgmeier f4ae57174c Disable depth_check for coniferous trees
As suggested by Andriel here:
http://forum.openclonk.org/topic_show.pl?pid=22853#pid22853

This should give a more correct rendering since the faces are ordered
already anyway for correct alpha blending. The problem otherwise is that
faces write to the depth buffer even if they are mostly transparent, and
nothing can go underneath.
2013-03-31 17:14:13 +02:00
Sven Eberhardt 4cdbd8641c Rebalanced wood usage so you need fewer trees to get a settlement started.
* Wind generator down to 3 wood, 1 metal
* Flagpole down to 3 wood, 1 metal
* Sawmill down to 1 wood, 4 rock
* Trees give 5 wood (that's still 2 wood with direct chopping) to make the sawmill even more efficient
* Reduce maximum number of trees by ~20%, because trees tend to cause so much lag
* Reduce amount of power needed by sawmill to make sure one wind generator is enough even with moderate wind conditions
2012-12-17 13:52:53 +01:00