Maikel de Vries
9cf08594cf
fixed description of the chest interaction
2015-05-21 22:26:59 +02:00
Maikel de Vries
2dd4b50313
parkour: players respawn at best team checkpoint
2015-05-18 20:15:37 +02:00
Maikel de Vries
939888e9d2
fix grenade launcher blocking hands after shooting
2015-05-17 18:43:49 +02:00
Maikel de Vries
a73b432cac
remove logging message in Explode()
2015-05-17 14:16:14 +02:00
Maikel de Vries
95fe966cd1
kill tracing for incinerated dynamite (box) and iron bomb
2015-05-17 14:04:52 +02:00
Maikel de Vries
f86495da89
lorry: pass controller to objects which are casted on destruction
2015-05-17 14:04:44 +02:00
Maikel de Vries
bfa6e7fbac
correct kill tracing for ammo launched by grenade launcher
2015-05-17 14:04:34 +02:00
Maikel de Vries
097ddd9ae1
add cause_plr to OnShockWaveHit callback
...
This can be used to damage and kill tracing for objects which die, receive damage or are destroyed on shockwaves.
2015-05-17 14:04:21 +02:00
Maikel de Vries
b17d0bccb6
fix pump power consumption ( #1309 )
2015-05-14 12:35:17 +02:00
Maikel de Vries
71db4010da
make cabin invincible in Crash.ocs for goal checking
2015-05-14 12:35:07 +02:00
Maikel de Vries
de185e7937
remove obsolete BuildTurnTo defcore entry
2015-05-14 12:34:53 +02:00
Maikel de Vries
02252b31bd
option to choose goal in scorched gardens
2015-05-14 12:34:40 +02:00
Sven Eberhardt
d6697a1f74
Remove duplicate crashed plane skin from Treasure Hunt mission.
...
Already defined in decoration folder.
2015-05-14 12:33:19 +02:00
Sven Eberhardt
4da413b6ae
Light up target door on remote control by switch ( #1296 ).
2015-05-14 12:32:43 +02:00
Sven Eberhardt
afd1dcba7f
Remove dialogue when target NPC dies ( #1295 ).
2015-05-14 12:32:22 +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
b424838158
Add Find_InArray ( #1073 ).
2015-05-14 12:31:46 +02:00
Sven Eberhardt
b1b8fedb25
HotIce alternate map added.
...
Also converted old map to Map.c and fixed some spawning issues.
2015-05-14 12:30:43 +02:00
Maikel de Vries
e9b076f6d3
remove celestial environment object in favor of scenario callback
2015-05-14 12:30:21 +02:00
Maikel de Vries
1cf1e309ea
clean up moon and star objects
2015-05-14 12:30:08 +02:00
Maikel de Vries
871873b9bc
use ambient brightness for time of day
2015-05-14 12:29:53 +02:00
Maikel de Vries
e9e6fd9dba
improve moving objects out of basement on completion
2015-05-14 12:29:26 +02:00
Maikel de Vries
cc9e0ea9f2
construction site: sign in front and transparency for non-mesh structures
2015-05-14 12:29:16 +02:00
Maikel de Vries
ea2799fa28
fix attachment of basement to tall structures
2015-05-14 12:29:02 +02:00
Maikel de Vries
807ba20922
fix scenario saving of basements
2015-05-14 12:28:51 +02:00
Maikel de Vries
6772f2da86
no overpowered weapons on dark mine respawn
2015-05-14 12:27:32 +02:00
Maikel de Vries
24b164cd37
add missing descriptions for chest and gold idol
2015-05-14 12:27:20 +02:00
Maikel de Vries
c25d463a91
fix Dark Mine relaunch description
2015-05-14 12:27:05 +02:00
Maikel de Vries
f67f8d0d11
fine-tune windbag force on clonk and objects
2015-05-14 12:26:45 +02:00
Maikel de Vries
7ff5478142
make windbag burst more gradual and slightly depend on mass ( #1297 )
2015-05-14 12:26:32 +02:00
Maikel de Vries
6e129f0535
remove big conifers from skylands to prevent large forests
2015-04-03 14:49:41 +02:00
Maikel de Vries
89ccec58ae
prohibit creation of more plants than seed amount in seed area
2015-04-03 14:49:30 +02:00
Maikel de Vries
c5de5ab487
five new goal graphics thanks to Foaly
2015-04-03 14:49:20 +02:00
Maikel de Vries
8b34b89f24
increase wallkit thickness to make clonks not go stuck
2015-04-03 14:49:09 +02:00
Maikel de Vries
ba1aa81c6a
fix loam bridge construction y offset by one
2015-04-03 14:48:58 +02:00
Maikel de Vries
0843c29f42
fix vertex changing when swimming ( #1176 )
2015-03-28 08:36:18 +01:00
Maikel de Vries
ee3f3594db
fix mushroom bugs ( #1051 ) and ( #1291 )
2015-03-28 08:36:01 +01:00
Maikel de Vries
23accab0de
producer does not depend on partial fuel amounts
2015-03-28 08:35:47 +01:00
Maikel de Vries
d19f75a5b9
remove Flame graphics and clean up script
2015-03-28 08:35:35 +01:00
Martin Plicht
39d6cc2c2c
MoltenMonarch.ocs/System.ocg/King_Javelin.c: fAiming -> aiming
2015-03-28 08:35:22 +01:00
Martin Plicht
b357f7cd1e
Ambience_DeepSeaMining.ocs: Extraneous }
2015-03-28 08:35:12 +01:00
Maikel de Vries
f7ce5f7b2a
fix script error for the fire effect
2015-03-28 08:34:48 +01:00
David Dormagen
569e0d0cb3
added Armin's particle fire
...
http://forum.openclonk.org/topic_show.pl?tid=3070
Only some optimizations have been added.
2015-03-28 08:34:35 +01:00
Maikel de Vries
fca649707a
correct league parameter values for Acid Rift
2015-03-28 08:33:09 +01:00
Maikel de Vries
ad88923cbe
new icon for Acid Rift ( #1284 )
2015-03-28 08:32:52 +01:00
Maikel de Vries
b94893f17a
trees shake a little when hit by an axe
2015-03-28 08:32:27 +01:00
Maikel de Vries
e7d66139eb
don't place branch and trunk in liquids
2015-03-28 08:31:47 +01:00
Nicolas Hake
61ffb0fb28
gl: Use fewer uniform components to upload bones ( #1285 )
...
The last row of the bone transformation matrix always is 0,0,0,1 so
there's no point in uploading it. Also reducing the max bone count to 80
which means the uniform array will fit into the available space on 6000
and 7000 series Geforce GPUs.
If we're short on uniform components, don't transpose the transformation
matrix before sending it to the shader, and transpose it in the shader
itself instead, saving 4 components per bone.
2015-03-26 13:30:35 +01:00
Nicolas Hake
65cf1081ee
Add copyright header and descriptive comment to default object VS
2015-03-26 13:28:20 +01:00
Nicolas Hake
e87c486545
Fix bone transformation of normals
...
The binding pose had twice the influence on the final normal vectors
that it should have had. Change the shader calcs so the weights end up
correctly.
2015-03-26 13:26:28 +01:00