Commit Graph

6800 Commits (stable-6.1)
 

Author SHA1 Message Date
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
Nicolas Hake a03283d9e1 C++14 §7
simple-declaration:
   decl-specifier-seq(opt) init-declarator-list ;

Notice something?

The semicolon at the end doesn't have (opt).
2015-03-29 11:19:45 +02:00
Peter Wortmann ccc7382ab9 Another eta, this time for the fade cross check
This was behind the rare "white dots" issues. Boy, floating point numbers
are fiddly to work with - corner cases everywhere.
2015-03-29 11:19:34 +02:00
Peter Wortmann 5d505a5751 Remove self-shadowing debug code
I believe this isn't needed any more?
2015-03-29 11:19:21 +02:00
Nicolas Hake 80b1cb397d Don't use formatting log function for fixed string (#1293) 2015-03-28 15:38:50 +01:00
hasufell 955f22b26d Fix USE_SYSTEM_TINYXML
* fix the if-conditional
* don't use pkgconfig (there is no .pc file upstream)

Signed-off-by: Julius Michaelis <caesar@hg.openclonk.org>
(Added license to FindTinyXML.cmake)
2015-03-28 23:01:18 +09:00
Maikel de Vries 6d9cb0c411 clonks do not attempt to scale underwater (#1176) 2015-03-28 08:36:37 +01:00
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
David Dormagen 2a112b1d00 fixed player names, clonk names and selector info being zoomed (#687) 2015-03-28 08:34:22 +01:00
David Dormagen a9f4ee88d3 fix particles only rendering in one editor viewport by always enabling VBA&VBO workaround in editor mode (#1195)
The problem was caused by every window using an own OpenGL context and certain objects not being shared between those.
The best solution would still be to make all windows use ONE OpenGL context. But this would probably need a more or less large rewrite?

This solution has to be considered a workaround with basically no negative side-effects, as the loss of speed is most likely irrelevant in editor mode.
2015-03-28 08:34:12 +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
Nicolas Hake 7c7aaece30 Point out that the source code license is the ISC license
Most of the permissive free software licenses look similar enough that
pointing out which one it is may be useful for people giving the file a
quick glance.
2015-03-26 13:26:08 +01:00
Kevin Zheng 4674c82cdf Fix linking with SDL 2015-03-26 13:25:59 +01:00
Nicolas Hake 98cd37f3d6 OS X: Make app bundle renamable
XCode automatically sets EXECUTABLE_NAME correctly. We have to do it by
hand if we're not using XCode.
2015-03-26 13:25:41 +01:00
Maikel de Vries f9e4b0568b improve dynamite box explosion in lava (delay) and igniter handling 2015-03-12 22:21:51 +01:00
Maikel de Vries 5b12d6c240 deactivate power producers correctly on over production 2015-03-09 21:50:19 +01:00
Maikel de Vries ca04f00a58 add test for underproduction of power 2015-03-09 18:55:18 +01:00
Maikel de Vries 7c08270ff4 make power need call susceptible to proplist function change 2015-03-09 18:40:45 +01:00
Maikel de Vries 33011b91f5 generator wheel has Plane = 1 to not trigger warning 2015-03-06 22:39:52 +01:00
Maikel de Vries 4841fb944b make hud bars staticbacks 2015-03-06 22:39:52 +01:00
Maikel de Vries 0ed8c2faa5 fix pumping downwards after source emptyness 2015-03-05 20:40:10 +01:00
Sven Eberhardt 922a87527c Use magic STL instead of magic numbers for TODO file location count. 2015-03-05 16:19:50 +01:00
Sven Eberhardt 90cca08d63 Add /todo message board command.
Adds text to local TODO.txt file. Useful for taking notes quickly e.g. when testing new scenarios in a network game.

TODO filenames are configurable. Default file is TODO.txt in the scenario file (if it's unpacked) and TODO.txt on the current path if access to the first location failed.
2015-03-05 16:04:07 +01:00
Nicolas Hake 179498984d Upload dummy bone for boneless meshes (#1278)
As long as we're not actually using a different shader for meshes
without bones, we need to upload an identity matrix so there's defined
data in the bone slot.
2015-03-05 13:09:40 +01:00
Nicolas Hake 4639ce1675 Merge GPU skinning
Doing skinning on the GPU shows a noticeable performance improvement in
pretty much any situation, but especially so in scenes with lots of
animated objects with high polygon counts.
2015-03-04 12:26:51 +01:00
Maikel de Vries 650447ff19 Fix category of wind generator wheel helper object 2015-03-02 22:35:10 +01:00
Maikel de Vries 599d57c33a in c4script: SetCategory(0) -> SetCategory(C4D_None) 2015-03-02 22:24:25 +01:00
Maikel de Vries 5e456cda8a flag marker category none
This ensures no interactions with other objects, also note a Plane needs to be set for a C4D_None object.
2015-03-02 20:46:48 +01:00
Maikel de Vries ee0bc7b7ff introduce a constant for no category 2015-03-02 20:42:34 +01:00
Nicolas Hake 2db2992f85 Don't check for errors in C4ShaderCall::Finish
Calling CStdGL::CheckGLError calls glGetError, which is really, really
slow because it has to flush the pipeline to check whether there's an
error or not. Plus it's not like we can do anything about it anyway. If
you want to be notified when an error happens, pass --debug-opengl to
the executable.
2015-03-01 22:42:23 +01:00
Maikel de Vries 46d9dfbf88 option for Branch/Trunk for underground-only placement 2015-03-01 21:33:52 +01:00
Maikel de Vries c303b745f5 remove unused pInventory variable in clonk script 2015-03-01 21:22:40 +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
Maikel de Vries 6af6348a32 clean up dummy object 2015-03-01 14:02:16 +01:00