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
Lukas Werling
0ae6383937
Fix German translation of Goal_Expansion ( #1967 )
...
Not sure why the US format string worked before, but not the DE one.
2017-12-19 21:15:09 +01:00
Maikel de Vries
956108b415
fix scoreboard kills, deaths, etc.
...
This is better done through the clonk death callback such that all deaths and not just last clonk deaths are registered.
2017-12-03 20:56:51 +01:00
Maikel de Vries
752f086a0c
fix dark mine relaunching for deathmatch mode ( #1962 )
2017-12-03 20:01:09 +01:00
Maikel de Vries
4abac1c6d6
interactions: do not show cycle message for interactions with a single object
2017-12-03 19:17:41 +01:00
Maikel de Vries
72093ffa7f
fix switch target in horrid highway goal ( #1960 )
2017-11-30 18:54:46 +01:00
Maikel de Vries
7f0743a7b9
remove vehicle rotation alignment library
...
This did not do anything and the functionality does not seem to be needed.
2017-11-29 21:49:36 +01:00
Maikel de Vries
477bde5c88
airplane and airship use destructible library
2017-11-28 22:09:52 +01:00
Maikel de Vries
4b4e4a5522
structure library: fix for invincible objects and make health bar symmetric
2017-11-28 19:34:56 +01:00
Maikel de Vries
332016e6cc
fix entry callback target for destructible library
2017-11-28 16:21:25 +01:00
Maikel de Vries
723a7767f6
add damage indication in interaction menu for destructible library
2017-11-28 15:20:39 +01:00
Mark
58b8a97734
For testing: Initial digging boost
...
The shovel initially has a little more speed, making the overhead dig less fiddly
2017-11-27 22:28:55 +01:00
Mark
c7bb0785b6
For testing: Dive Jump
2017-11-27 21:57:17 +01:00
Clonkonaut
799bf97304
Forget this in my cable lorries work safe.
2017-11-27 00:46:30 +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
f9cd3aa77e
SwitchTarget: Single callback
2017-11-25 23:31:05 +01:00
Mark
43636c4941
Replace windows line endings
2017-11-25 22:55:53 +01:00
Mark
41d45db9c2
Library: Switch, SwitchTarget
...
Standardized behavior for switches
2017-11-25 22:16:47 +01:00
Maikel de Vries
c50d3b84a2
fix missing construction site material info after loading game ( #1740 )
2017-11-25 16:52:15 +01:00
Lukas Werling
3d1caffcf6
Convert CRLF line endings to LF
...
Now all files are LF again.
2017-11-24 14:23:33 +01:00
Mark
06cd643d15
Clonk: Adjust mesh position while diving
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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
Maikel de Vries
e228d84670
make airship IsProjectileTarget failsafe as well
2017-11-22 17:18:41 +01:00
Maikel de Vries
5c11b703a9
Horrid Highway: add diamonds and remove debug log
2017-11-22 17:18:41 +01:00
Maikel de Vries
5bf83b7d3f
IsProjectileTarget: make failsafe if projectile is nil and clean up
2017-11-22 17:18:41 +01:00
Mark
3e5de9eea9
For testing: More fluid hangling motion
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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
Clonkonaut
8cb3c6f6b3
New property, set for all buildings: FireproofContainer.
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A fireproof container shields all contents from incendiary material (lava mainly). Structures can now be submerged in lava and the contents will not burn up.
2017-11-21 18:16:45 +01:00
Mark
5794e1bfb4
Removed ancient comments from the weapon code
2017-11-21 18:01:25 +01:00
Mark
877d5fc62a
For testing: Constant digging speed
...
As discussed on the forum.
2017-11-20 20:42:59 +01:00
Maikel de Vries
7ba158521f
fix invisible dynamite box igniter ( #1955 )
2017-11-17 11:24:26 +01:00
Maikel de Vries
7184109808
detach dynamite igniter only if fused
2017-11-17 09:58:55 +01:00
Maikel de Vries
f6b15a9051
cancel current use action if pilot is removed ( #1954 )
2017-11-17 09:22:48 +01:00
Maikel de Vries
bc3d0bb29d
make bats not attack prey in containers
2017-11-16 12:47:39 +01:00
Maikel de Vries
0e6f1599c6
fix airplane control use coordinate forwarding
2017-11-15 20:30:14 +01:00
Maikel de Vries
3a47802702
airplane: add afterburner mode
...
This reqruired some movement code clean up, replaced old effects with new effects.
2017-11-15 18:49:47 +01:00
Maikel de Vries
181cfdfd6b
fix flammable library now that ( #1950 ) is fixed
2017-11-11 09:57:22 +01:00
Maikel de Vries
963285eee5
NoBurnDecay is a boolean
2017-11-11 09:49:52 +01:00
Maikel de Vries
2429ee6722
fix switching dynamite igniter while switching inventory ( #1913 )
2017-11-10 17:10:31 +01:00
Maikel de Vries
ed41426ef8
fix line endings of some files in planet
2017-11-10 10:21:09 +01:00
Lukas Werling
c0047bdc53
Fix a desync during runtime join (GH-58)
...
This is a workaround for a more complex engine-side issue. See #1953
2017-11-05 13:56:21 +01:00
Lukas Werling
fb87db1579
Fix umlauts in engine strings
2017-11-05 13:56:21 +01:00
Mark
9cea6ed03c
Fix documentation comment.
2017-11-04 11:40:13 +01:00
Mark
ac0cf07e31
New assertion: Not empty
2017-11-04 11:31:12 +01:00
Mark
26e72eb489
AStar: Clarify the "todo" error
2017-11-02 17:36:31 +01:00
Mark
aaed0b4d54
Fix the typo again
2017-11-02 17:29:43 +01:00
Clonkonaut
b1902355f9
Cannon, Catapult, Lorry: use Library_Destructible (cannons and catapults are now destructible!).
2017-11-01 01:27:48 +01:00
Clonkonaut
5193f99d6c
Library_Destructible: for destructible objects, mainly vehicles.
...
Objects will be destroyed after local HitPoints has been reached in damage taken. Objects will explode into little burning bits, just like it is with lorries.
2017-11-01 01:20:41 +01:00
Clonkonaut
f6af52711a
Catapult texture: removed some dark pixels around the draw wheel which showed because of stretching.
2017-11-01 00:56:14 +01:00
Clonkonaut
6acea8930b
Various objects: include library flammable
...
Increased burn time (140 frames) for: axe, bucket, grapple bow, hammer, pickaxe, shovel, sickle. So useful items will burn a little bit longer.
Coal will burn for 245 frames and then just burst into ashes and not change into a Burned Object.
2017-11-01 00:54:24 +01:00
Clonkonaut
41676186a1
Library_Flammable: Logic for flammable objects / items.
...
When ignited, the object will burn for a fixed time (BurnTime property, default is 70 frames) with no detriment to its function.
After that time, the object will change to a 'Burned Object', no longer useful for anything.
2017-11-01 00:46:38 +01:00
Clonkonaut
5c45d7a08e
Fix a script comment that Luchs complained about.
2017-10-29 11:39:07 +01:00
Clonkonaut
3084edcab7
Boomshire: fix arg_count_mismatch warning.
2017-10-29 11:34:53 +01:00
Martin Strohmeier
4d1a000ed8
Fix #1906 : Rule_Relaunch is saved properly in Objects.c by using GetRelaunchRule() instead of CreateObject()
2017-10-27 18:51:14 +02:00
Clonkonaut
2c4aba74f0
Teleglove production: needs any one gem (diamond, ruby, amethyst) to produce (as discussed in #1505 ).
2017-10-27 13:25:34 +02:00
Clonkonaut
fceda32505
Loam production: substitute sand for earth ( #1148 ).
2017-10-27 13:22:37 +02:00
Clonkonaut
808e7fa866
Producer: allow construction material substitution for products via script.
...
All item can now define substitute components like this:
public func GetSubstituteComponent(id component)
{
if (component == Rock) // Rock is in the regular components
return Metal; // Rock can be replaced by Metal, amount is the same
if (component == Wood) // Wood is in the regular components
return [Cloth, Wipf]; // Wood can be replaced by either Cloth or Wipf, amount is the same
}
2017-10-27 13:19:59 +02:00
Clonkonaut
9d3e61e483
Nugget: more reddish colour, to fit the material ( #1588 ).
2017-10-26 16:36:12 +02:00
Clonkonaut
a3b387dc30
Treasure Hunt: fix goal description (Dagobert -> Scrooge) ( #1912 ).
2017-10-26 01:20:03 +02:00
Fulgen301
ab3b6cc682
Treasure Hunt: NPC fixes * Make all NPCs except the AI invincible * Modify Jane's dialogue (before, the player clonk was amused about Tarzan's death ;) * AI clonk have now got names
2017-10-26 01:15:50 +02:00
Clonkonaut
ea301d7289
Double elevator: transfer MoveTo calls to master case ( #1708 ).
2017-10-26 01:05:37 +02:00
Clonkonaut
df861d2654
Give visual feedback that loam is used ( #1889 ).
2017-10-26 00:44:25 +02:00
Fulgen301
05ad28c4f1
Hideout/PyreGem: Fix possible null pointer error The PyreGem calls thrower->GetOwner() in its Hit() function. However, if the gem hits something before setting a thrower (e.g. when falling), it throws a null pointer error. Note: This only concerns custom scenarios which include this gem.
2017-10-25 15:25:14 +02:00
Clonkonaut
232a7deb5b
Deep Sea Mining: added Diving Helmet ( #1939 ).
2017-10-25 15:21:30 +02:00
Clonkonaut
2ca557a09c
inherited(...); to inherited(); in Initialize since Initialize doesn't have any parameters.
2017-10-25 15:01:19 +02:00
Clonkonaut
cbe536711c
Boomshire: making sure the airplane will always be upright when reset.
2017-10-25 15:00:38 +02:00
Lukas Werling
afa348ab21
Add comment next to all documented functions in System.ocg
...
Many functions in System.ocg have proper documentation, but not next to
the code. When changing these functions, it is easy to forget updating
the docs. Nobody likes outdated documentation!
2017-10-21 00:10:42 +02:00
Martin Strohmeier
a0b131cefd
Fix scoreboard not updating relaunches #1947
2017-10-15 23:54:39 +02:00
Clonkonaut
3c87d0f135
Work save regarding cable cars/lorries.
...
Started to work on a few station configuration options and combining these with producers for requesting materials (which now kind of works).
2017-10-04 01:19:46 +02:00
Mark
77bb9c91a6
Fix yet another typo
2017-09-10 20:07:38 +02:00
Mark
380d6202c7
Fixed typo
2017-09-10 19:34:29 +02:00
Mark
7f5ca45097
PowerSystem: Streamlined behavior of neutral network
...
The check for several neutral networks is more strict now, however. Did
not report an error in the unit test, so it *should* be OK.
2017-09-10 19:33:56 +02:00
Mark
6149f7de8a
PowerSystem: Streamline method behaviour
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Linked flag changing now always updates all networks (which is not very
hard on the performance), special treatment for neutral network will be
removed with the next commit.
2017-09-10 19:18:52 +02:00
Mark
0c148530a6
PowerSystem: Network creation as a function
2017-09-10 18:11:05 +02:00
Mark
28b22c6c62
PowerSystem: Use getter and setter internally
2017-09-10 15:43:19 +02:00
Mark
cc21da2315
PowerSystem: Move network merging from flag to power library.
...
This is not totally finished yet, but this far it is mere refactoring
without changing the system itself.
2017-09-10 14:34:18 +02:00
Mark
4fab0cf47e
PowerSystem: Make system overloadable
...
Replaced hardcoded method calls with a wrapper function
2017-09-10 12:54:11 +02:00
Mark
366ba86abc
Fix #1940 All coconuts must be eaten!
2017-09-02 21:16:04 +02:00
Mark
4838093aaf
Seed: Extract function for planting manually
...
Makes it possible to plant manually if some object overloads ControlUse
2017-09-02 21:15:38 +02:00
Julius Michaelis
c4cd9dda63
Set VIS_Editor in Library_Goal to avoid forgetting it in future goals
...
Fixes #1932
2017-09-01 15:59:51 +02:00
Mark
2db1ae5de2
ConstructionSite: Fix compiler warning
2017-08-27 21:05:07 +02:00
Mark
3917964bf2
ConstructionSite: Fix possible nil access
...
Code that works with that function expects an array to be returned.
2017-08-27 12:19:38 +02:00
Mark
d1996e45df
Structure: Improved SetBasement
...
The access to editor actions poses a problem sometime when deleting
basements.
2017-08-27 10:40:44 +02:00
Mark
3e26d4258a
ConstructionSite: Overloadable function for construction site preview
2017-08-26 13:36:31 +02:00
Julius Michaelis
9c3c6d1079
Windmill: Syntax error fix
2017-08-26 12:16:32 +02:00
Mark
86154ddd40
ConstructionSite: Interface for custom implementation
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Status update should be callable as such separately.
2017-08-24 22:24:03 +02:00
Mark
d27223f960
ConstructionSite: Interface for custom implementation
...
Extracted some more functions to make overloading easier.
2017-08-24 21:49:40 +02:00
Mark
7067192c63
ConstructionSite: Interface for custom implementation
2017-08-24 21:08:27 +02:00
Mark
929b31c4a3
ConstructionSite: Cleaned script
...
I know that moving around functions is hell when merging, but I did it
anyway because the construction site is not being changed that often
anymore.
2017-08-24 20:58:29 +02:00
Mark
0a20608f60
ConstructionSite: Remove unused function
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It did not really disallow taking stuff out, so I removed it.
2017-08-24 20:45:55 +02:00
Mark
c25c63179f
Gold idol: New graphics and script
2017-08-24 20:27:45 +02:00
Maikel de Vries
fd42ddd823
add script option to block cutting of pipes
...
This allows scripters to place liquid containers with fixed pipes, so that players do not break scenarios.
2017-08-20 12:58:31 +02:00
Maikel de Vries
cb1482d5a4
fix spamming balloons ( #1709 )
2017-08-19 16:11:04 +02:00
Maikel de Vries
2fa7aabcac
prevent buildings from partially burning down ( #1880 )
2017-08-18 17:59:25 +02:00
Fulgen301
56d1c689d8
The Raid: Correct string table entry Clonko3
2017-08-14 14:49:45 +02:00
Fulgen301
f80e9dbd1a
Display carry heavy objects on the clonk's back while swimming ( #1764 )
2017-08-14 14:49:45 +02:00
Mark
eb1657c3e3
Wearable: Attachment flags
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Wearable items can have attachment flags, such as matching the target
skeleton
2017-08-13 23:41:04 +02:00
Maikel de Vries
bbdd38830e
show keys to cycle between interaction objects
2017-08-12 22:14:54 +02:00
Armin Burgmeier
02fa5abc66
Fix material/texture selection in landscape shader ( #1841 )
2017-08-12 17:01:52 +02:00
Mark
5eaa5703a0
Golden statue: Getters for editor actions
2017-08-12 10:58:08 +02:00
Mark
e4912b9fda
Fight for Gidl: Statue uses a custom pose
2017-08-11 21:37:21 +02:00