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
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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
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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
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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 )
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This makes digging away single pixels easier.
2017-12-26 19:37:09 +01:00
Lukas Werling
6fc5c76a2c
Rewrite Cloud positioning
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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
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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 )
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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