Commit Graph

413 Commits (stable-6.1)

Author SHA1 Message Date
Maikel de Vries de185e7937 remove obsolete BuildTurnTo defcore entry 2015-05-14 12:34:53 +02:00
Sven Eberhardt 9349498f3f Fix pump to clear the last row of pixels (#1057) and allow pumping from pump without source pipe.
ExtractMaterial has been changed to be able to slurp in from the most distant horizontal position rather than the closest to the extraction top center.

Also speed up ExtractMaterial for the common case of no required horizontal shifts.
2015-05-14 12:32:11 +02:00
Sven Eberhardt 05dba4cadc Add Find_InArray to docs for FindObject(s) and ObjectCount. 2015-05-14 12:31:57 +02:00
Sven Eberhardt b424838158 Add Find_InArray (#1073). 2015-05-14 12:31:46 +02:00
Maikel de Vries ee0bc7b7ff introduce a constant for no category 2015-03-02 20:42:34 +01:00
Sven Eberhardt 12d4fbb51b Fix documentation on new_color parameter in Layer.SetPixel to include option to set it as string.
e.g. SetPixel(x, y, "Granite") is possible.
2015-03-01 21:06:18 +01:00
Sven Eberhardt 86b2dbb2ca Document light material property. 2015-01-28 22:37:59 +01:00
Maikel de Vries 237a88ce41 fix typo which makes docs compile again 2015-01-19 16:02:00 +01:00
Sven Eberhardt cf9aca70fe Add callback EditCursorMoved. 2015-01-17 20:53:45 +01:00
Sven Eberhardt c00d8c7a4d Add next_selection parameter to EditCursorDeselection.
If an object is deselected due to a new object selection, that newly selected object is passed as next_selection.
2015-01-17 20:37:54 +01:00
Sven Eberhardt f0cbe45afb Remove mention of "fire monsters" from docs.
Since, sadly, we don't have those :(
2015-01-17 18:10:56 +01:00
Maikel de Vries 4ea0cb0ca6 make ContainBlast a property instead of DefCore entry 2015-01-15 17:46:53 +01:00
Sven Eberhardt b2501ed0e5 SetPlrKnowledge(nil, ...) sets/removes knowledge for all players (#1236)
Useful e.g. for ingame scripting when you want to grant extra construction plans. Additionally, this kind of behavior is known from some other functions with per-player parameters like e.g. Sound().
2015-01-14 00:36:44 +01:00
Mark f9369f9eb4 Different implementation of CreateObject() (#1214)
CreateObject() now does not reposition an object after it has been created, but rather grows it around the center of said object.
To that end a new parameter has been added to DoCon() and SetCon() and the documentation has been updated.
2015-01-13 21:03:27 +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 afed995e37 added missing Folder.txt documentation (#1187) 2015-01-10 08:44:02 +01:00
Mark 10b343dba9 Append and include skeletons (#1180)
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton

This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)

Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
2015-01-06 18:25:08 +01:00
Mark b5560dff25 Documentation for C4V_Def (#1215) 2015-01-06 00:19:51 +01:00
Tobias Zwick 53defbc6f9 document ShakeViewport and change remaining references to SetPlrViewRange to SetLightRange 2015-01-04 22:09:01 +01:00
Sven Eberhardt 42b9ca4577 Add custom EditCursorCommands available in editor context menu.
Example: this.EditCursorCommands = ["Explode(20)"] on an item will offer a menu entry to explode the object. Commands may be either strings or function pointers, but function pointers will always be called by name.
2015-01-03 23:21:36 +01:00
Tobias Zwick f5ecd4776d new function SetLightRange (replaces SetPlrViewRange) 2015-01-02 01:06:00 +01:00
Armin Burgmeier 2f08918393 Add FoWEnabled entry in Scenario.txt [Game] section (#1178) 2014-12-29 12:29:43 +01:00
Armin Burgmeier 5bb8b48e5d Update documentation for custom shaders 2014-12-22 22:58:09 +01:00
Tobias Zwick 4981182cf8 Merge remote-tracking branch '_origin/master' into lights
Conflicts:
	src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Sven Eberhardt 4bdd470d13 Added GetPXSCount to docs. 2014-12-09 23:37:38 +01:00
Mark 3971d60614 Match partial skeletons (#1177)
When using AttachMesh() with the flag AM_MatchSkeleton the behaviour was changed. The child mesh no longer uses the transformation of the bone in the parent skeleton by order, but by name.
2014-12-07 01:11:04 +01:00
Sven Eberhardt baf05264d1 Implement music fading.
Moved music system execution from game tick execution into main application execution so music fading works when the game is paused or lagging.
2014-12-06 18:04:55 +01:00
Sven Eberhardt 62e6da2f23 Add categories for .ogg music files that can be referenced in SetPlayList. 2014-12-06 00:06:08 +01:00
Mark 0e9c0e9be4 AttachMesh with added functionality (#1177)
Simple implementation of matching skeletons/animations. Short description added to the documentation. More functionality to follow.
2014-12-03 20:05:36 +01:00
Armin Burgmeier a206531534 Add documentation for the Normal.png file 2014-11-25 12:47:57 -05:00
Armin Burgmeier db6df15377 Add SetAmbientBrightness and GetAmbientBrightness script functions 2014-11-20 17:07:31 -05:00
Armin Burgmeier 88f8f75441 Add ambient lighting
This introduces a new texture, an ambient light map, that is generated
automatically at the beginning of the round by the sky portion of the
landscape. This basically makes everything that is close to sky visible
by default.

The shaders have been adapted so that they deploy direction-independent
lighting for the ambient component, and the current (diffuse) behaviour
for the diffuse component. This makes the shaders use an additional
texture unit that represents the ambient light. We can think about merging
this information into the light texture, but the coordinate systems are
different at the moment, so this could be performed at the stage of light
texture generation.

For meshes, the ambient material is not actually used, but instead a
diffuse light from the front is used. This makes many meshes look more
interesting, maybe also because the ambient material setting of most
meshes are not set correctly at the moment.
2014-11-17 09:35:50 -05:00
Armin Burgmeier 219fa8597c Implement light calculations for meshes 2014-11-06 15:56:19 -05:00
Armin Burgmeier ecc6251f97 Documentation for custom shaders 2014-10-21 17:19:05 -04:00
Maikel de Vries 237eb98ed9 docs: fix link to GetPlayerColor 2014-10-20 22:34:55 +02:00
Armin Burgmeier cbdc6040e7 Add the Anim_Dist AVP 2014-10-09 17:00:26 -04:00
Maikel de Vries 8d5d4715fe remove physical documentation 2014-10-04 09:22:10 +02:00
Sven Eberhardt 91800fcfec Implement setting for forced values of parameters in league games. 2014-10-03 14:02:28 +02:00
Sven Eberhardt 3fc1f02c6d Implement custom scenario parameter selection in startup scenario selection dialogue and by command line. 2014-09-27 16:05:32 +02:00
Sven Eberhardt abab7be591 Added scenario achievements displayed as small symbols beside the scenario name in the startup selection screen.
They can be used e.g. to show that you have finished a scenario on different difficulty levels.
2014-09-24 23:08:40 +02:00
Sven Eberhardt 378bda5546 Added custom scenario parameters (SCENPAR_*).
Can currently only be set in network games in the lobby. In the future, maybe we can find a place somewhere in the scenario selection dialogue.
2014-09-23 23:02:52 +02:00
Sven Eberhardt 37bf5d3bb8 Fix parameter documentation of PV_Sin. 2014-09-12 01:02:10 +02:00
Sven Eberhardt 9dd600c26b Add player parameter to SetPlayList (#1084) 2014-08-07 17:33:36 +02:00
Sven Eberhardt 5cd9b915b0 Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
I would prefer to render the models for speaker portraits directly. However, it seems like it's not currently possible to clip or render models to offscreen surfaces.
2014-07-05 15:25:30 +02:00
Sven Eberhardt 4556cb4890 Add particle value provider function PV_Sin 2014-06-30 01:00:15 +02:00
Sven Eberhardt 6744ed942a Fix PlaceObjects material parameter description and example. (#1083) 2014-06-14 11:01:01 +02:00
Sven Eberhardt 488044f266 Added script function GetPlayerZoomLimits (#1071). 2014-05-11 11:10:13 +02:00
Sven Eberhardt 893d5e87da Implement PLRZOOM_Set flag to allow setting current zoom and limits in the same call. 2014-05-11 10:30:41 +02:00
Sven Eberhardt 91db5d33c2 Added SolidMaskPlane property.
If an object moves and other objects are attached to its SolidMask, only objects in front of this plane are moved along with it. Defaults to Plane if zero.
2014-05-04 14:16:46 +02:00
Clonkonaut 3d224c1207 Added new callback: DugOut(object object_by).
Called in a new object that is created from digging out material.
2014-05-01 01:04:41 +02:00