Commit Graph

6256 Commits (master)

Author SHA1 Message Date
Maikel de Vries 81b060ffb3 fix king of the hill graphics in editor mode 2018-03-16 14:00:04 +01:00
Maikel de Vries ffbda90130 convert paths to backslashes for Scenario.txt Definition entries 2018-03-16 13:54:52 +01:00
Maikel de Vries 3da209462e moving brick: fix movement graph saving
Did not test all corner cases but this improves the situation for sure.
2018-03-14 17:54:25 +01:00
Maikel de Vries 6efb292fa7 flame: option to make eternal for editor mode 2018-03-14 16:50:57 +01:00
Maikel de Vries f81d41ba84 correctly update active fire effect when NoBurnDecay changes 2018-03-14 16:38:33 +01:00
Maikel de Vries 017960cbc2 do not show compensator burning battery in editor creation list 2018-03-14 16:35:11 +01:00
Maikel de Vries 9ffab151c6 remove duplicate cloud effect object
The particle had the same graphics as the real Cloud object and the script does not seem to have any uses. Also unused for more than 4 years.
2018-03-14 11:49:02 +01:00
Maikel de Vries 3808c22df4 make time object more editor friendly 2018-03-13 22:32:03 +01:00
Maikel de Vries e084947bcd fix meteor graphics 2018-03-13 20:40:33 +01:00
Maikel de Vries d01aaa20bd waterfall: implement editor interface 2018-03-13 20:37:46 +01:00
Maikel de Vries b534bbb5f9 hide some more objects in editor creation list
The burned object may be creatable, but must then be moved such that the libraries parent folder remains invisble in the editor.
2018-03-12 22:30:02 +01:00
Maikel de Vries e7b4ce7bf2 relaunch rule: fix scoreboard updating and scenario overloading 2018-03-11 17:06:02 +01:00
Maikel de Vries 9fc94509c4 remove playground scenario
Sandbox is the new playground.
2018-03-11 17:06:02 +01:00
Maikel de Vries 0e535f880e sandbox: more scenario options and better map generation 2018-03-11 17:06:02 +01:00
David Dormagen 29a1a21526 club respects Rule_NoFriendFire and IsProjectileTarget (#1993)
Not recommended for 8.1, because there are semantic changes: The club can now also hit targets (IsProjectileTarget) while before it could only hit OCF_Alive and C4D_Object. It's similar to the sword now.
Oh, and before it could also not hit livings that were stuck.
2018-03-11 15:04:59 +01:00
Maikel de Vries 1748797172 treasure hunt: fix wrong dialogue translation of Dagobert to Scrooge 2018-03-05 10:40:14 +01:00
Maikel de Vries 2d0221b8d0 add wooden sign object
Graphics made by Foaly.
2018-03-04 09:43:44 +01:00
Maikel de Vries 478a4e7f85 signpost and stone sign: clean up scripts and lessen code duplication 2018-03-04 09:37:20 +01:00
Maikel de Vries 03d0bb49dc c4script: some fixes for style guidelines and typos 2018-03-03 12:27:34 +01:00
Maikel de Vries e9f87ca028 add stone sign object
Graphics made by Foaly.
2018-03-03 12:22:19 +01:00
Maikel de Vries 65daa55156 fix guide post pictures and interaction icons 2018-03-03 12:19:03 +01:00
Maikel de Vries a2d7374302 prevent floor switch from making object stuck while moving 2018-02-28 10:35:17 +01:00
Maikel de Vries a023b63fda item spawn: prevent pickung up two carry heavy objects 2018-02-26 12:25:00 +01:00
Maikel de Vries f199169c8f item spawn: instantly pick carry heavy items 2018-02-25 21:32:27 +01:00
Maikel de Vries 0c12b02727 keypad: save code hashed, so that they can't be read off in editor mode 2018-02-25 11:31:39 +01:00
Nicolas Hake e3de9f1003 Add BLAKE2 library and expose its a CS hash algorithm to script
The crypto "library" only consists of a single function at the
moment because that's all that users have asked for so far. It is
also highly experimental. We will make an attempt to keep the public
interface (i.e. the interface provided by Library_Crypto.c) stable,
but it might still change if necessary. The internal interface
(provided via the global _Crypto proplist) is not for public
consumption and will probably change at some point.
2018-02-25 10:23:30 +01:00
Maikel de Vries 3224e2c5cd fix dialogue image size for use as icon 2018-02-21 17:15:41 +01:00
Maikel de Vries 1f1149861a add star icon 2018-02-21 15:30:48 +01:00
Mark b0a790c747 Volcano: Fix copy & paste error 2018-02-13 23:28:38 +01:00
Mark c792833d98 Volcano: Additional script possibilities
Added settings for minimal and maximal strength, reset to defaults if passing nil as a parameter, possibility to overload chunk effects on eruption
2018-02-13 23:23:00 +01:00
Mark f62050cf5b Docu: Volcano strength 2018-02-13 23:03:11 +01:00
Maikel de Vries 18dce041e1 floor switch: improve object detection and save switch mass 2018-02-09 11:30:58 +01:00
Maikel de Vries 3ad91ee02b add stalactites to hot ice as decoration (#1564) 2018-02-05 16:54:02 +01:00
Maikel de Vries 42310548d8 stalactite: fix raindrop, allow placing in sky, fix stalagmite, clean up 2018-02-05 16:53:07 +01:00
Maikel de Vries e94a0b3c36 molten monarch: fix fire particles and fade out gravestones (#1560) 2018-02-05 15:04:46 +01:00
Maikel de Vries 81abbce77a flammable library: burned object copies motion from inflamed object 2018-02-04 21:20:39 +01:00
Maikel de Vries 369e2d0b0c sandbox: remove god mode objects on departure
This ensures that their too large graphics do not appear for the player, the only departure is when the clonk dies or is removed.
2018-02-03 09:34:45 +01:00
Maikel de Vries 1113761679 sandbox: use spraycan and overload functionality 2018-02-01 21:38:24 +01:00
Maikel de Vries 3a866caa73 maze: fix warning for declaration of variables and move spray can to Decoration.ocd 2018-02-01 21:23:14 +01:00
Maikel de Vries 22ca0513cc remove strange pixel artefacts from signpost graphics 2018-02-01 20:58:13 +01:00
Maikel de Vries d65dd96851 sandbox: add english translations and clean up scripts 2018-02-01 20:55:24 +01:00
Maikel de Vries 9e01a861ce fix some more structure vertices, also for asymmetric ones when flipped (#1979) 2018-01-31 19:59:41 +01:00
Maikel de Vries 18bb8371d3 ... and remove log used to find the problem 2018-01-30 21:29:45 +01:00
Maikel de Vries 041597971f fix typo in ladder library that adds an infinite amount of effects to the clonk over time 2018-01-30 21:28:30 +01:00
Maikel de Vries 8889a68127 horrid highway: fade out trains if they are taking too long 2018-01-29 10:16:14 +01:00
Lukas Werling 53f29ccb96 Update remaining Version entries from 7 to 8,0
Maikel missed some in aa89217 ("update version to 8.0 in DefCore.txt,
Scenario.txt and Version.txt").
2018-01-28 23:09:06 +01:00
Arne Schauf 8ad13a4d51
Fix german description typo 2018-01-28 17:54:47 +01:00
Lukas Werling 0f78e63f02 Add warning for broken runtime join (#1109)
This also fixes the "no runtime join" error appearing for pre-lobby
games, where joining usually works anyways.
2018-01-28 17:34:45 +01:00
Lukas Werling 223ab6f77b Add warning about unfinished gamepad controls 2018-01-28 17:18:20 +01:00
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
Julius Michaelis f39ce4f25c Make arrows burn (#1983) 2018-01-28 12:51:14 +01:00
Julius Michaelis 1a5a60c39e Move warning about #1965 to a better place (see d175f776a) 2018-01-28 01:14:25 +01:00
Julius Michaelis d175f776ad Warning about #1965 so if we release 8.0 without fixing that bug, hopefully nobody will stumble over it. 2018-01-27 22:21:18 +01:00
Maikel de Vries 41cecc6a6f liquid tank: show to which object the pipe is connected in interaction menu 2018-01-25 13:44:57 +01:00
Maikel de Vries 0b42dc8e20 fix implicit_range_loop_var_decl in Ambience object script 2018-01-24 19:50:35 +01:00
Maikel de Vries ea72e2e542 clean up library vendor script
Also set up buy all available on shift + click for testing
2018-01-24 17:44:42 +01:00
Maikel de Vries a13b7c48ab AI: put on wearables if in inventory 2018-01-24 17:41:07 +01:00
Maikel de Vries 73dbc72f34 make friendly fire rule also work for lightning strikes and punches 2018-01-24 11:42:19 +01:00
Maikel de Vries 65c279233e improve enemy finding for defense AI
The path finder seems quite slow if a lot of AI enemies are around and can't find a path...
2018-01-23 11:35:47 +01:00
Maikel de Vries 26fe0d089a fix possible script error in destructible library 2018-01-23 11:34:13 +01:00
Maikel de Vries 29aedb36f2 fix scenario saving of hand items for golden statue 2018-01-22 21:00:13 +01:00
Sven Eberhardt bb7afe5850 Missions/Raid+TreasureHunt: Oil barrels are actually filled with oil and don't empty. 2018-01-21 21:53:01 -08:00
Sven Eberhardt ceab026780 Missions/Raid: Fix Pyrit hat and activity 2018-01-21 21:40:25 -08:00
Sven Eberhardt 88d1136215 Missions/Raids: Add signpost texts 2018-01-21 21:36:44 -08:00
Maikel de Vries d411f07fda carry heavy: add option for scripters to skip pick up animation
This is probably not the cleanest solution but I needed one and could not think of a better option.
2018-01-21 09:44:48 +01:00
Maikel de Vries 2b4e40e589 improve AI for defense rounds (boom attack path finding) 2018-01-21 09:44:48 +01:00
Julius Michaelis 735a29103f Suggestion for #1765/Acid Drilling: Add a statue that requests an acid bath. 2018-01-20 00:09:06 +01:00
David Dormagen fda3eecd84 made structures either flippable or prevent it completely (#1980)
Foundry is now flippable. SteamEngine is not yet flippable due to collection zone (could use similar solution as foundry).
Pump is not yet flippable, because I don't want to test the bazillion combinations of states of the pump now - maybe after a release.
2018-01-19 17:16:10 +01:00
Maikel de Vries e7354ac4b1 defense enemy: add bomber plane
This is a first attempt at an AI flying an airplane and is still very basic.
2018-01-19 14:37:21 +01:00
Maikel de Vries 0bac4579ef fix other script usages of SimFlight 2018-01-19 14:37:21 +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
Maikel de Vries 0086f236c1 defense goal: improve scoreboard, description and enemies 2018-01-19 14:37:21 +01:00
Maikel de Vries f3626469b2 ensure proper saving of pipe lines to prevent line breaks 2018-01-19 14:37:20 +01:00
Maikel de Vries f815892b19 fix and unify message showing for goals and rules in F menu 2018-01-19 14:37:20 +01:00
Julius Michaelis 914d3798a4 Addedum to the control fixes in b11564168 (#1693, #1982):
- Allow configuring keyboard keys with modifier keys
 - Allow using Alt as a key in game on linux
   (I'm still puzzled why only Ctrl and Shift where implemented in so many places)
 - Adjust the deserializer and PlayerControls.txt to match the serializer for mouse keys
 - Refactor C4PlayerControl::DoMouseInput a little bit
 - Try to fix the Mac build (attempt 1)
 - Fix a bug in C4KeyCodeEx::CompileFunc where it set an incorrect KeyComboItem::sKeyName
 - Fix(?) StdCompilerConfigRead not doing anything on NoSeparator
2018-01-19 11:23:51 +01:00
Clonkonaut 9eef4e2a9f Make various vertices more symmetrically laid out and more fitting to the shape (#1979). 2018-01-18 02:32:54 +01:00
Lukas Werling ad66ba3145 Krakatoa: Fix spawn position of rejoining players 2018-01-17 00:09:27 +01:00
Lukas Werling 04ee087e7d Krakatoa: Don't reduce flag radius (#1981)
The scenario doesn't have an expansion goal anymore, so I don't see why
we'd want to restrict the radius - especially when that doesn't work
properly.
2018-01-17 00:09:27 +01:00
Mark 4db6300789 Test #1974: Improved test
The test can now actually reproduce the bug before it was fixed, and proves that it does not appear anymore now that it is fixed.
2018-01-15 22:19:05 +01:00
Maikel de Vries 601ca111c9 AI: pass effect to ExecuteJump() to prevent script error 2018-01-15 18:42:31 +01:00
Maikel de Vries 4aa0801762 speed up ladder search by clonks using Find_Property 2018-01-15 17:32:48 +01:00
Lukas Werling 417d10ed97 HotIce: Fix EciToh lava with Sky background 2018-01-14 21:27:28 +01:00
Maikel de Vries 42dfc79359 ranged AI: aim at bottom of structures to trigger explosions on basements or solid ground 2018-01-14 15:27:11 +01:00
Maikel de Vries 3c9dc104b3 defense boom attack: fix destruction tracking 2018-01-14 15:26:27 +01:00
Clonkonaut 16adcfff73 Detach any visible objects upon Death (#1974). 2018-01-14 14:48:03 +01:00
Maikel de Vries 07ea7f2791 (#1969): improve situation for structures that want to accept vehicles to be entered 2018-01-14 14:45:48 +01:00
Maikel de Vries 705ab86078 defense: improve goal info and script, king of the hill scenario 2018-01-14 14:42:16 +01:00
Maikel de Vries b5152e1215 do not show trajectory for script players to prevent lag 2018-01-14 14:42:16 +01:00
Mark 7b13b3455c Fix #1969: Prevent pushing vehicles into buildings where they are irretrievable 2018-01-14 14:34:27 +01:00
Mark 88aac09064 Test for #1974
The test cannot reproduce the bug at the moment, so consider it a prototype.
2018-01-14 13:34:27 +01:00
Maikel de Vries d2a8f2503c GILD: replace dynamite box with lantern (#1808) 2018-01-13 18:35:15 +01:00
Maikel de Vries 05268d140b GIDL: do not make stone doors static back 2018-01-13 18:26:20 +01:00
Maikel de Vries 187b887cdf ensure license abidance for liquid tank placeholder image 2018-01-13 18:11:14 +01:00
David Dormagen 825ad64afd AimManager: fixed incorrect use of PauseUse leading to aiming without holding CON_Use (#1691)
PauseUse can be called between ControlUseStart and ControlUseStop/Cancel. In this case ControlUseStop set aim_stop=1 but didn't actually stop reloading (which is somewhat fine). However, this led to PauseUse being called when e.g. tumbling or climbing.
And this again would lead to CON_Use being reissued even though the mouse button was not held down, leading to the Clonk being in aim mode.

The functional change here is that you will not continue reloading after tumbling/climbing when you are not holding down CON_Use anymore, which is consistent with other stuff.
2018-01-13 16:05:46 +01:00
Maikel de Vries c3dfdc5894 fix connecting multiple pipes to the refinery drain 2018-01-13 15:28:41 +01:00
David Dormagen 6b797e300e inventory bar: stack count always falls back to contained object count
Related to #1970 and 5fc07df757
This replaces the very hacky implementation just for the dynamite with a more general solution (and e.g. also works with the grenade launcher).
2018-01-13 15:24:08 +01:00
David Dormagen 12da14d603 structures: made very low damage repairable
When the damage times the total component value was much lower compared to the total HitPoints (e.g. with basements), the damage could sometimes not be repaired.
This is fixed now.
2018-01-13 15:04:15 +01:00
Maikel de Vries 4a3173da36 move liquid tank to Experimental.ocd
This should not appear anywhere in the release (also not editor), unless explicitly included.
2018-01-13 12:14:41 +01:00
Maikel de Vries eb24079b2f pump: add interaction menu entries for air pipes 2018-01-13 12:09:59 +01:00
Maikel de Vries dc541620b5 add new liquid tank structure (graphics needed) 2018-01-13 11:06:35 +01:00
Maikel de Vries 3255b02728 pipes: fix attaching, cutting, swapping, messaging, and interface 2018-01-13 11:06:35 +01:00
Maikel de Vries 84ad52251f liquid library: fixes and typos 2018-01-13 11:06:35 +01:00
Mark 78060d59e2 Fix #1976: Prevent GIDL from moving
The GIDL is now C4D_Living and C4D_StaticBack, preventing it from moving. At first I thought that adding an underground vertex would be sufficient, but that still made the idol move/shake when hit.
2018-01-13 09:50:17 +01:00
Lukas Werling 09458901bb Improve Acid Drilling map a bit (#1766)
- Some gem material for the teleglove
 - Some mushrooms in the cave
 - Some animals
 - Chests!
2018-01-11 22:24:41 +01:00
Maikel de Vries cb8eb3a4d5 fulfill defense goal if last active player is removed 2018-01-11 20:24:16 +01:00
Sven Eberhardt b15a8234b1 TreasureHunt: Improve game end check and some map simplifications 2018-01-10 21:30:15 -08:00
Sven Eberhardt 5fc07df757 Fix dynamite stick display count within dynamite box in interaction menu. 2018-01-09 18:00:35 -08:00
Sven Eberhardt ebd2eeae4b Don't burn objects inside the Clonk when submerged in Lava 2018-01-09 18:00:35 -08:00
Julius Michaelis 2931886438 Limit the number of times Cloud->Place retries.
Initialization did not terminate in planet/System.ocg/Template.ocg/DefaultWorld.ocs/.
2018-01-08 23:12:52 +01:00
Lukas Werling 6e52963828 Fix tools attached to Clonks after their deaths (#1974) 2018-01-08 19:42:59 +01:00
Lukas Werling e200aa58b3 Add CrushedIceCocktail by K-Pone for Miami Ice 2018-01-08 17:04:29 +01:00
Lukas Werling 9cbf1947ad HotIce: Change default spawn type back to island spawn
The HotIce games in #openclonk pretty much never use balloon spawn.
2018-01-08 17:04:29 +01:00
Lukas Werling c01cae990e HotIce: Add Eci Toh and Miami Ice themes
Thanks to K-Pone and KKenny!
2018-01-08 17:04:29 +01:00
Maikel de Vries 5e69a753ad improve tutorial 08 end sequence checks and dialogue 2018-01-08 11:12:21 +01:00
David Dormagen 1d93216f33 powder keg: drop icon overlay in favor of custom menu overlay (#1972)
The old icon overlay was behind the numbers in the inventory menu anyway. Now the object uses a bar similar to loam. And it also updates its description.
When turning empty, the (new) barrel is also no longer play-colored inside.

The powder barrel could of course just use actual gunpowder and be an extra-slot item (like the bow / dynamite box / etc.).
2018-01-07 18:23:14 +01:00
David Dormagen 0f049800c5 Revert "Object Interation Menu: Request displayed amount from objects" (#1970)
This reverts commit 8698aa25cf.

Tackling #1970. The implementation in the reverted commit was incorrect (i.e. only one out of two "GetStackCount" were replaced with GetInteractionMenuAmount, leading to weird behaviour). If you want to replace it, please do it in a way that no call to IsInfiniteStack will be required. And this hack would probably require so much more bloat code that nothing would be gained (i.e. what happens when you put two infinite arrow stacks in one container?).
The bug report complains about the "display stopping at 999" *in some situations*, which was due to Stackable_Max_Display_Count. It's gone now. And that it was not limited to 999 in all situations (like the code would have suggested) is probably due to the things I described above.

# Conflicts:
#	planet/Objects.ocd/Libraries.ocd/LiquidControl.ocd/Liquid.ocd/Script.c
#	planet/Objects.ocd/Libraries.ocd/Stackable.ocd/Script.c
2018-01-07 17:42:27 +01:00
Mark 0d38a3fb33 Fix #1973: Gems do not grow on wooden bridges anymore
Gems should not be near material vehicle now. This does still not prevent them from growing on things that the player built with concrete.
2018-01-07 16:14:54 +01:00
Mark 8bf90871e1 Fix error when AI equips a shield and has a ranged weapon
The shield and bow both use fx.aim_weapon, but the ranged weapons AI thinks that a shield works the same way as a bow and tries to fire it - in order to prevent this, the AI now also checks whether the equipped item is a IsRangedWeapon. This _could_ have an impact on the vehicle AI, but the unit test worked fine.
2018-01-07 14:39:07 +01:00
Lukas Werling dd86c05b9f Fix some � U+FFFD REPLACEMENT CHARACTER instead of umlauts 2018-01-07 00:50:43 +01:00
Lukas Werling 058e9addb4 Skylands: Don't use half solid mask on vertical scaffold wall 2018-01-05 22:11:16 +01:00
Lukas Werling da63092ee1 Skylands: Fix "free wood" appearing in front of Sawmill 2018-01-05 22:11:16 +01:00
Mark 66adf0f72c Fix #1969: Lorry does not eject contents by default
Instead, the lorry asks a container whether it should eject its contents. This is done via the callback LorryEjectionOnEntrance(object lorry) in the object that is being entered.
The old callback NoLorryEjection(object lorry) is obsolete.
2017-12-31 16:14:04 +01:00
Mark ee0917d7e8 Fix #1951: Disabled putting water in airplane and lorry
Removing liquid collection from the lorry is a side effect, but it is not bad. The lorry behavior was weird anyway, because you could for example put lava and wood in it, without the wood burning etc.
2017-12-29 12:59:36 +01:00
Mark 5aea227504 Improved unit test
The unit test does not really pass for now (it never did before, because it is not finished yet and used for testing the different transfer function behavior only)
2017-12-29 12:34:00 +01:00
Mark 67ee58d4d7 Fix unit test: Forgot adding materials for TeleGlove 2017-12-29 12:09:01 +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 2b3863a12c Show warning when attempting to load an old savegame (#1941) 2017-12-28 21:45:20 +01:00
Mark c3122b4890 Fix unit test
The test was not broken, but I added ending conditions to tests 4 and 5
2017-12-27 21:56:56 +01:00
Mark fc6c48078f Fix unit test: Liquid container
Adjusted some return values - it turned out that the test was actually wrong in these cases
2017-12-27 20:32:45 +01:00
David Dormagen ca16ffdd20 LaunchLightning: fixed GetType check
The comparison with C4D_Object was taken from the original PR (github #61). C4D_Object is the category, though.
2017-12-27 16:10:56 +01:00
David Dormagen d108cdd6aa inventory menu: be more lenient when it comes to finding matches between updates (#1964)
The matching had a few issues:
Items with the same symbol were supposed to be stacked, but the "symbol" changed from ID to object at some point. So same-type objects were no longer correctly matched.
Items with different text (e.g. amount) but everything else the same should be stacked. But simple proplist equality is obviously not sufficient to determine whether the contents of the proplist changed.

The order of the items is generally more stable now. I hope this doesn't introduce other issues.
2017-12-27 15:42:38 +01:00
David Dormagen 11ec98a195 removed "RaindropSmall" particle
It was no longer used. It's also just a stretched dot. Consider using an actual stretched dot instead (i.e. round GFX and Stretch = XYZ).
The sprite was also a little unclean.
2017-12-27 14:51:07 +01:00
David Dormagen f10b0854e8 fixed slow-mo rain (#1958)
Yes, someone just had the "slow-mo" switch on. I also replaced the usage of the "RaindropSmall" particle (which was a stretched dot) with an actual stretched dot.
2017-12-27 14:41:38 +01:00
David Dormagen de2b44c126 LaunchLightning: don't set launcher when called from effect/proplist to prevent syntax error (related to PR #61)
Setting the launcher to a non-object would throw an error later when being passed to Find_Exclude.
2017-12-27 14:00:43 +01:00
Mark 993d8c4565 #1249 Fix barrel fuse effect
Improved the barrel fuse effect in two ways:
1) The fuse is not at the center of the poweder keg anymore, making it more prominent
2) When carried by a clonk the effect is at the keg instead of the clonk center
2017-12-27 13:51:33 +01:00
Lukas Werling ea009cad76 Skylands: Enable half solid masks for scaffolds
We found these scaffolds to be rather infuriating to use, maybe this
will make it a bit better.
2017-12-27 13:17:24 +01:00
Lukas Werling 4b0ab0b8b1 Skylands: Fix script error
OnPlaneFinished deletes the calling object.

ERROR: can't access local variables without this
 by: SetProgress(5) (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:37)
 by: AddPart() (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:57)
 by: Timer() (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:47)
 by: FxIntScheduleCallTimer(0,effect {Function = "Timer", Name = "IntScheduleCall", NoStop = true, Pars = [], Repeats = -10794}) (System.ocg/Schedule.c:95)
2017-12-27 12:59:11 +01:00
Lukas Werling 3583bfcbb6 Prevent script error in buy menu
ERROR: '->': invalid target type nil, expected proplist
 by: Object(9419)->GetBuyValue() (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:23)
 by: Object(9419)->DoBuy(0,0,0,Object(270),0,true) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:77)
 by: Object(9419)->OnBuyMenuSelection(0,0,Object(270)) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:269)
 by: Object(60927)->OnMenuEntrySelected({index = 2, slot = 1},10) (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:880)
 by: Object(60940)->DoCall(10,0,Object(60927)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:166)
 by: Object(60940)->OnClick(0,0,6090,10,Object(60940)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:175)
2017-12-27 12:54:50 +01:00
Lukas Werling d43051b180 Prevent script error in ObjectInteractionMenu
ERROR: proplist access: proplist expected, got nil
 by: Object(18501)->OnContentsSelection() (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:887)
 by: Object(18501)->OnMenuEntrySelected({index = 0, slot = 0},2,1) (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:880)
 by: Object(18911)->DoCall(2,0,Object(18501),0,1) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:166)
 by: Object(18911)->OnClick(0,1,948,2,Object(18911)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:175)
2017-12-27 12:50:56 +01:00
Lukas Werling 0c848be4df Prevent script error in ladder
ERROR: '->': invalid target type nil, expected proplist
 by: Object(11586)->IsBlockedLadder(Object(13439)) (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:123)
 by: Object(11586)->FxIntSearchLadderTimer() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:90)
 by: Object(11586)->AddSearchLadderEffect() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:67)
 by: Object(11586)->FxIntScheduleCallTimer(Object(11586),effect {Function = Clonk.AddSearchLadderEffect, Name = "IntScheduleCall", Pars = [nil, nil, nil, nil, nil], Repeats = 0}) (System.ocg/Schedule.c:95)
2017-12-27 12:47:08 +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
Lukas Werling 31fee7a46d Pickaxe: Check material in a cone (#1606)
This makes digging away single pixels easier.
2017-12-26 19:37:09 +01:00
Lukas Werling 6fc5c76a2c Rewrite Cloud positioning
The old code did some obviously wrong things like calling functions
expecting relative coordinates with GetX()/GetY(). It also sometimes ran
into an infinite loop in Cloud->Place(). I fixed those issues and
cleaned up the rest to be nicer, hopefully without changing
functionality.
2017-12-26 14:14:17 +01:00
Lukas Werling 2ab1408e41 Fix Boomshire spawn position (#1943) 2017-12-26 14:14:17 +01:00
Lukas Werling c964fa1c84 /screenshot: Add error message when in editor (#1137) 2017-12-23 12:11:28 +01:00
Lukas Werling ec77fe8744 Rock Bottom: Always start with a sword (#1556) 2017-12-23 11:46:08 +01:00
Lukas Werling 2c4f1a0b6d DeepSeaMining: Fix grammar in goal 2017-12-22 21:59:41 +01:00
Lukas Werling 8e2327326b FloodedVeins: Use AutoScanSideOpen
It does exactly what's needed here now!
2017-12-22 20:53:11 +01:00
Lukas Werling 8838d8c6ce AcidGoldMine: Draw acid lake with tunnel background (#1652)
The new AutoScanSideOpen won't close the border otherwise.
Additionally, this makes clear where to pump acid.
2017-12-22 20:50:28 +01:00
Lukas Werling e83ca471c0 Render (updated) credits with C4GUI 2017-12-21 22:57:37 +01:00