Sven Eberhardt
8fde966ee5
LibraryStackable supports infinite stack counts for tutorials, AI enemies, etc.
...
Also renamed internal Update() function to avoid name collisions with other scripts/libraries.
2013-02-09 13:35:17 +01:00
David Dormagen
6f9a11b817
further improved the right-click info message for structures
2013-02-02 21:41:20 +01:00
David Dormagen
34fc771911
merged master into Controls
...
Conflicts:
planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
2013-01-30 21:37:31 +01:00
David Dormagen
e6487533c2
added first version of object information dialogue on right-click
2013-01-30 21:27:09 +01:00
David Dormagen
50fd0ebc39
added Rule_EnergyBarsAboveStructures and adjusted Krakatoa to use that
2013-01-22 18:44:29 +01:00
Tobias Zwick
b85b08687f
fix #907 : name of the construction site is not localized
2013-01-13 14:16:43 +01:00
David Dormagen
299cc7e478
when not able to execute an Use-command (f.e. shield when not walking), the command is remembered and executed when possible
2012-12-29 18:42:19 +01:00
David Dormagen
80ac9a9503
more one-hand cleanups
2012-12-29 14:08:53 +01:00
David Dormagen
d7eb93be1b
split ClonkControl.ocd into five libraries
...
Library_Inventory: handles slots and an arbitrary amount of hands, generic and not only Clonk-related
Library_InventoryControl: interactions between the user and the inventory
Library_CarryHeavyControl: interaction with carry-heavy-objects
Library_ClonkGamepadControl: gamepad-related stuff
Library_ClonkControl: general Clonk control library
2012-12-25 12:19:23 +01:00
David Dormagen
bc4fd5f9ed
merged master into Controls
2012-12-23 15:17:23 +01:00
Sven Eberhardt
829e83dcdb
Production menu shows missing components/liquids/materials/fuel in red
2012-12-17 14:32:48 +01:00
Nicolas Hake
2e71694710
Producers: consume required material ( #885 )
...
Instead of just checking whether the material is available, also
consume it.
I'm not quite certain whether we should return the removed material
along with the amount removed (to match the return value of the barrel's
GetLiquid), but since the bucket is not currently accepting wildcards
I don't think it's necessary.
2012-12-17 02:11:15 +01:00
Sven Eberhardt
c3ad022a25
Skylands made a bit easier
2012-12-02 21:33:17 +01:00
David Dormagen
4cdb4a6f3d
fixed possible zero pointer error
2012-11-12 18:58:39 +01:00
Charles Spurrill
162e125085
#374 Missing graphics: Scoreboard of Parkour and LastManStanding - Finished
2012-11-11 16:08:48 -08:00
David Dormagen
0b0058da0f
removing and adding Rule_NoPowerNeed while consumers are active has now the expected behavior ( #828 )
2012-11-10 14:19:59 +01:00
Maikel de Vries
2de6c35658
Remove debug log from airship
2012-11-04 15:14:03 +01:00
David Dormagen
df3caac0ac
rewritten elevator case to be less hacky and adjusted its power-consumption-behavior
2012-11-03 16:17:30 +01:00
Bernhard Bonigl
1011c858cc
Introduce QuickSwitch on Q (or Apostrophe for Dvorak)
...
QuickSwitch changes the current selection of the Inventory to the last selected one.
2012-10-07 15:44:01 +02:00
Bernhard Bonigl
89b035d35e
Reduce the Clonks hand-slots to 1.
...
That means the clonk can only have 1 active item now. The old 2-hand-stuff still
exists and can easily be activated through an appendto for scenarios etc.
2012-10-07 15:12:36 +02:00
Maikel de Vries
d2a327fef6
Fixed production menus: show knowledge of accessor ( #850 )
2012-10-30 21:15:51 +01:00
Charles Spurrill
c838ccae94
Fixed flag markers not fading out
2012-10-27 22:05:23 -07:00
David Dormagen
96ac1c6f0d
Clonks do not collect stuff when inside a container (f.e. a respawn-helper-object)
2012-10-27 16:34:19 +02:00
Tobias Zwick
a2d55ceecc
fix #436 : throw objects into walls
2012-10-22 00:11:24 +02:00
David Dormagen
9753652821
power system's light bulbs are now in front of game-objects (f.e. trees)
2012-10-24 22:21:24 +02:00
Tobias Zwick
5ad59e3a59
fix #821 : Can't release lorry
2012-10-21 21:49:37 +02:00
Maikel de Vries
95a8592b22
Removed debug log in construction site
2012-10-21 12:54:19 +02:00
Tobias Zwick
7498d0bb51
clonk can drop items in the water, similarly to how it worked in CR
2012-10-20 19:32:16 +02:00
Tobias Zwick
c6641c9850
nicer lightbulb graphics
2012-10-14 21:51:16 +02:00
David Dormagen
2631e05daa
added burned graphics for the Coniferous
2012-10-14 21:51:21 +02:00
David Dormagen
7ac3c30124
ignore successive calls to Library_PowerConsumer which do not change states
2012-10-14 20:30:15 +02:00
Tobias Zwick
d7da19b031
fix needed material in construction sites only displayed for first player
2012-10-14 20:00:43 +02:00
Felix Wagner
4235b9f42e
Added sickle for harvesting
...
New callback in the plants library: SickleHarvesting
Set to false to allow harvesting via interact (e.g. Mushroom, Lichen)
2012-10-14 15:43:00 +02:00
David Dormagen
efa9aea411
power system indicators fade out a lot slower and display quick changes more consistently
2012-10-14 14:32:52 +02:00
David Dormagen
163ccd8e75
fixed Scoreboard_Relaunch's use of the conditional function of Scoreboard_Death.
...
This might fix the relaunch elimination bug.
2012-10-14 14:07:46 +02:00
Sven Eberhardt
8b6e697339
PowerConsumer: NoPowerNeed-effect can be used to exclude some buildings from energy need
2012-10-14 13:32:25 +02:00
David Dormagen
e0d9a682e6
flag is now static-back on construction; no falling down anymore
2012-10-13 22:42:41 +02:00
David Dormagen
b96cec3f26
power system uses small light bulbs as progress bar
2012-10-13 22:42:08 +02:00
Sven Eberhardt
8bd2beb164
Increase Clonk collection radius downwards ( #810 )
2012-10-13 18:47:31 +02:00
David Dormagen
068f08f34f
fixed the sell-message at the flag
2012-10-13 13:45:52 +02:00
Bernhard Bonigl
51e61a485d
Move free Objects at the bottom of a construction side up to the surface.
2012-10-10 19:33:51 +02:00
Charles Spurrill
1e85978c40
Fixed carry-heavy library from inserting items into ground on drop
2012-08-07 12:30:35 -07:00
Charles Spurrill
a8ea9a0d38
Some fixes to AlignVehicleRotation script
2012-08-07 12:17:52 -07:00
Charles Spurrill
e54673962a
Added library allowing solidmasked vehicles to 'rotate' parented objects along the z-axis with their rotation. See airship
2012-08-03 14:22:06 -07:00
Günther Brammer
35a0d7b6cd
Script: Get/SetGravity use 1/100 px/tick^2 instead of 1/500
...
The old factor was chosen because the default gravity * 500 was exactly
100. But a lot of other engine interfaces use 1/100 px/tick or px/tick^2,
and that is a common scale for scripts to work in, too.
2012-07-15 22:42:17 +02:00
Charles Spurrill
41f5f59ebf
#765 : Clonk stops moving when setting down heavy-objects
2012-07-22 17:35:27 -07:00
Koronis
c57f05a44f
improved tree falling animation and sound
2012-07-22 21:15:49 +02:00
Charles Spurrill
6a13a63ef0
#791 : Chopped trees are displayed behind buildings
2012-07-21 09:15:47 -07:00
David Dormagen
8fb926bc0a
flag can reset marker's color correctly
2012-07-13 22:32:09 +02:00
David Dormagen
5b4e8c887c
when loading (f.e. bow and musket) the inventory slot displays a small loading bar
2012-07-05 20:09:32 +02:00
David Dormagen
fdd4aa5553
power system: changed the floating messages on power change into progress bars (also only on power change)
2012-07-03 10:34:33 +02:00
David Dormagen
da976b4770
added new scoreboard abstraction layer on top of the engine functions - it scales!
...
for a complete description see the forum post
2012-06-28 00:17:15 +02:00
David Dormagen
45eb8e16e5
added some zero-pointer safeties after calls to OnSlotFull
2012-06-21 23:40:27 +02:00
David Dormagen
a697016c58
reset some more internal variables to nil when cancelling aiming
...
they could get in the way when re-aiming quickly after a shot
2012-06-19 21:30:14 +02:00
David Dormagen
a28cf7008b
allow successive calls of CancelAiming (which do not do anything)
2012-06-19 19:55:51 +02:00
Bernhard Bonigl
b46e40d78e
Experimental: Create Construction-Menu at cursor-position
2012-06-18 19:03:50 +02:00
David Dormagen
79928b4692
flag library: SetFlagRadius now behaves correctly in regards to area markers
2012-06-17 21:37:41 +02:00
David Dormagen
a7a16e1f5b
clonk control: zero pointer safety, check whether menu exist after trying to create it
2012-06-17 21:37:13 +02:00
Felix Wagner
d4fa3e10f3
Added settings parameter to plants' default Place()
2012-06-07 18:29:00 +01:00
Felix Wagner
a10ba81b3e
Added Place() to plants library
2012-06-07 01:45:38 +01:00
Felix Wagner
f77b4134b4
Removed GetConstructionDirection()
2012-05-13 20:54:24 +01:00
Bernhard Bonigl
0729c4577f
Fixed Non-Inventory-Contents(CarryHeavy) using up Space in the ContentsMenu ( #778 )
2012-05-13 20:37:44 +02:00
Maikel de Vries
2710585eed
String table for the producer library
2012-05-13 15:18:21 +02:00
Maikel de Vries
eff20344d8
Moved construction direction to stucture library
2012-05-12 10:16:33 +02:00
Maikel de Vries
80e1abc808
Implemented a simple Damage>HitPoints -> Destruction mechanism for structures
2012-05-10 21:20:06 +02:00
Felix Wagner
2b83fc9ec9
Produce loam by using the bucket. Use 25 pixels of earth.
2012-05-11 15:07:03 +01:00
Bernhard Bonigl
8bd16da9c4
Added Stringtables to constructing and removed old unused stuff
2012-05-08 20:43:30 +02:00
Bernhard Bonigl
c601231960
Added Interaction for flipping construction sites during placement
2012-05-08 20:27:24 +02:00
Bernhard Bonigl
43deb1fc37
Extra-Interactions can now be placed at every position in the actionbar
2012-05-08 20:26:50 +02:00
Bernhard Bonigl
c5f4952f76
Carryheavy objects entered via script aren't dropped when lifting is cancelled anymore.
2012-05-07 23:06:19 +02:00
Bernhard Bonigl
90fdc232fa
InteractionBar now can display additional interactions from the Clonk via GetExtraInteractions callback.
...
Also moved carryheavy-dropping from hardcoded to that callback.
2012-05-07 22:57:52 +02:00
Bernhard Bonigl
65c5dfd632
Moved setting of the Tooltip into the GUI-Elements instead the controllers.
2012-05-06 19:20:40 +02:00
Bernhard Bonigl
6a885d33aa
Fixed incorrect Selection call to selected item when switching left and right hand.
...
Sometimes also caused errors.
2012-05-06 18:24:56 +02:00
Maikel de Vries
5c351a0eae
Made plant reproduction is more realistic
...
Plants don't grow as n! and prefer not to grow at the same location.
2012-05-06 13:33:39 +02:00
Maikel de Vries
6fcc0f6d2e
Removed TimerCall in favour of AddTimer script implementation
2012-05-05 12:09:44 +02:00
Bernhard Bonigl
c576a7bd3f
Allow turning while jumping during aiming
2012-04-29 18:09:37 +02:00
Maikel de Vries
5da0847a9a
Materials inside the construction site don't burn due to incendiary materials
2012-04-29 16:57:38 +02:00
Bernhard Bonigl
5ae4496d7f
Clonk now aborts usage if a related inventory-slot is changed. (e.g. when aiming the bow)
2012-04-29 16:26:32 +02:00
Bernhard Bonigl
38235f762a
CarryHeavy doesn't play animation if clonk is inside
2012-04-29 15:05:41 +02:00
Bernhard Bonigl
56809d9e43
Fixed a carryheavy-bug with Collect(x,x, pos)
2012-04-29 15:05:29 +02:00
Bernhard Bonigl
981ce396ec
Made ConstructionSite less filled.
2012-04-23 23:19:52 +02:00
Bernhard Bonigl
83ad05b3c0
GUI now takes inventory-size directly from the clonk.
...
Renamed backpack-stuff to inventory in Controller.
2012-04-23 21:07:11 +02:00
Bernhard Bonigl
12ffe6ab9c
Removed overlooked Tube-Updates
2012-04-22 18:48:38 +02:00
Bernhard Bonigl
b52dafc7b2
Cleaned up ClonkControls a bit and added more Comments.
...
Removed unused function HUDShowItems
2012-04-22 18:44:28 +02:00
Felix Wagner
e9010b81e9
Construction preview: combining, Elevator: combine two for SUPER elevator
2012-04-22 00:00:41 +01:00
Bernhard Bonigl
de19c7432e
Made ConstructionSites display material below
...
Added Stringtables for ConstructionSite
2012-04-17 18:18:28 +02:00
Bernhard Bonigl
fa46079626
Added wireframe preview for Construction Site
2012-04-17 18:08:39 +02:00
Bernhard Bonigl
e8ef7a9537
Made ConstructionSite compatible with dir-flipping-preview
...
Fixed ConstructionSite not removing on build fail
2012-04-17 18:08:23 +02:00
Bernhard Bonigl
4c38caaf27
Merged default into Controls
2012-04-17 17:37:52 +02:00
Bernhard Bonigl
c6fe70d251
Fixed plants continuing growing after beeing chopped down
2012-04-17 14:28:37 +02:00
Felix Wagner
5ba322b417
Fixed mixed up language
2012-04-16 21:36:52 +01:00
Felix Wagner
366d96680a
Rotate your buildings in the construction preview using Space!
2012-04-16 16:31:38 +01:00
Bernhard Bonigl
b7fba5ee29
Introduce RefuseTransfer(object) callback. Allows to refuse transfer out of a Container via ContentsMenu.
2012-04-15 18:32:38 +02:00
David Dormagen
6517b230e6
added NoPowerNeed rule, made requesting 0 power possible
2012-04-15 17:02:47 +02:00
Bernhard Bonigl
9236cde273
Fixed faulty productio-time in Producer-Library
2012-04-15 15:11:18 +02:00
Bernhard Bonigl
1c91495eb5
Merged default into Controls
2012-04-15 13:22:38 +02:00
Tobias Zwick
cdaabca574
deleted descriptions for libraries
2012-04-15 13:13:41 +02:00
Tobias Zwick
038ef1b4b6
descriptions for structures
2012-04-15 13:13:14 +02:00
Bernhard Bonigl
b5f099be79
Hardcoded Construction-Site Intersections.
2012-04-15 00:29:38 +02:00
Bernhard Bonigl
a687b0f85c
Added simple construction-site-blocking check
2012-04-14 23:37:12 +02:00
Bernhard Bonigl
a56c684a19
Fixed Construction sites moving containers into them, instead of their contents.
2012-04-14 23:16:17 +02:00
Bernhard Bonigl
75ec1ed63c
Changed ConstructionSite Icon
2012-04-14 22:54:18 +02:00
Bernhard Bonigl
9da6d67c80
Space now also closes menus
2012-04-14 22:53:36 +02:00
Bernhard Bonigl
c4e782e713
Moved Close() into Menu.ocd
2012-04-14 22:53:17 +02:00
Bernhard Bonigl
83a972cced
Introduced GetInteractionCount(object) to prevent infinite loops
2012-04-14 22:53:02 +02:00
Bernhard Bonigl
fefb8b4de8
Added Multi-Interaction-Support for Script (Objects can have multiple interactions)
2012-04-14 22:30:02 +02:00
Bernhard Bonigl
e025aed501
Merged default into Controls
2012-04-14 21:55:16 +02:00
Bernhard Bonigl
b4fb51249e
Controls now tries to handle first actionbar-item before using hardcoded behaviour on pressing Space
2012-04-14 18:41:56 +02:00
Bernhard Bonigl
deec6a902a
Fixed Bug with CarryHeavy-Display and reaction
2012-04-14 16:51:30 +02:00
Bernhard Bonigl
0bac82bcc3
Fixd UI-Updates with CarryHeavy on Clonk-Selection
...
Added CarryHeavy to the Contentsmenu
2012-04-13 20:24:41 +02:00
Bernhard Bonigl
71dd5fc64d
Fixed display-problems with CarryHeavy
2012-04-13 19:14:55 +02:00
Bernhard Bonigl
9a4295f745
Fixed beeing able to drop carryheavy in non-walk
2012-04-13 17:49:09 +02:00
Martin Plicht
7ffa6e58bc
Base.ocd: Call Sell with correct? parameters
2012-04-12 20:12:36 +02:00
Martin Plicht
a4194c22e9
Replace 0 with nil wherever string/object/array is expected
2012-04-12 11:48:23 +02:00
David Dormagen
99638db4c9
fixed shield exploit: limited the maximum damage of the sword on one target to 9 damage every 15 frames
2012-04-10 23:31:46 +02:00
Felix Wagner
5247e5e769
Merge with default
2012-04-08 22:49:06 +01:00
Bernhard Bonigl
de3e9ed9aa
Fixed Carryheavy-Animation bugs
...
Re-enabled beeing able to grab stuff with carryheavy
2012-04-08 01:43:15 +02:00
Bernhard Bonigl
45cf4ff147
Reworked Carryheavy:
...
* It doesn't need inventory-slots
* It has HUD-Support
* It has a drop-button in the interaction bar
2012-04-07 23:31:59 +02:00
Maikel de Vries
35f8d6a454
Removed Goal.c and reimplemented effect in Goal library
2012-04-03 20:21:49 +02:00
Bernhard Bonigl
6bece40590
Forgot to add necessary files for ConstructionSites. Fix when merging to default!
2012-04-02 23:57:27 +02:00
Bernhard Bonigl
6ecb036554
Changed Construction-Sites to be containers where material needs to be put into.
...
They still construct themselves.
2012-04-02 23:49:39 +02:00
Bernhard Bonigl
1f41511289
Merged default into Controls
2012-04-02 21:21:21 +02:00
Felix Wagner
527bac9d85
Fixed construction preview in front of tunnel material
2012-04-03 15:11:27 +01:00
Felix Wagner
b8be22d9e3
Uncloseable menu for weapon chooser.
2012-04-03 14:51:38 +01:00
Felix Wagner
bf795164f2
Resolved all warnings due to global function in included scripts.
2012-04-03 02:12:44 +01:00
Benjamin Herr
cdaee93c94
Rename all the drag/drop script callbacks to OnMouseDr*
...
MouseDrag is already a property, and would overwrite the callback
functions. Renamed MouseDragDone and MouseDrop for consistency.
2012-04-01 20:42:14 +02:00
Bernhard Bonigl
093c169a1e
Constructions sites removed. You need all ressources on-site to create a construction.
...
Locations taken into account: Clonk Inventory, stuff lying around, containers/lorries
2012-03-29 22:08:54 +02:00
Bernhard Bonigl
71061c8d4b
Allowed movement during construction-preview (for better positioning)
2012-03-28 19:39:00 +02:00
Felix Wagner
98f422a2ac
Construction preview for the hammer.
2012-03-27 19:10:44 +01:00
David Dormagen
3788bada43
plants will now stop growing for ten seconds after taking damage
2012-03-24 16:18:55 +01:00
Bernhard Bonigl
25fec934d6
Removed all Hacks with Interaction. Enter/Exit also works now.
2012-03-22 20:26:06 +01:00
Bernhard Bonigl
b6731b1dc8
Inventory now updates when an object is removed (Loam, Constructing stuff,...)
2012-03-21 21:55:34 +01:00
David Dormagen
d0aac358a4
plant library uses IsWalking callback now instead of checking procedure
2012-03-20 19:01:39 +01:00
Bernhard Bonigl
46a1f003b6
Fixed Collecting putting an item onto the selected AND the last slot.
2012-03-18 22:50:03 +01:00
Bernhard Bonigl
bd7dd4ec63
Fixed items beeing picked up into the wrong slot when hand was empty.
2012-03-18 21:46:08 +01:00
Bernhard Bonigl
54bc0e0c80
Backed out changeset: ad89e9a64847
...
(Construction Menu doesn't use fancygrid anymore)
2012-03-18 21:34:13 +01:00
Armin Burgmeier
d7af22ba81
Merge default into Controls
2012-03-11 17:50:38 +01:00
Sven Eberhardt
151fed2348
New rule: Rule_BuyAtFlagpole
...
Allows you to buy objects directly at flagpole
2012-03-11 00:55:45 +01:00
Bernhard Bonigl
80070b1b46
Merged default into Controls
2012-03-10 19:14:29 +01:00
Maikel de Vries
d6f2a8bd1b
Fixed fuel consumption of producers
...
The fuel amount of the fuels are reset to the original and correct values, adapted the steamengine a little for that.
2012-03-10 17:33:57 +01:00
Bernhard Bonigl
0fcffec3bb
Removed the huge GUI background and hand-display at the bottom
2012-03-09 23:00:05 +01:00
Bernhard Bonigl
7255a8abec
ConstructionMenu uses adapted FancyGridMenu now
2012-03-09 21:50:37 +01:00
Bernhard Bonigl
94dafb00b9
Fixed Construction-Menu creating deleted-object warnings due to Close + inherited
2012-03-04 23:45:14 +01:00
Maikel de Vries
9543c10cad
Sawmill is not be accessible as a container.
...
If one takes wood from the sawmill during production this triggers the infinite sawing loop.
2012-03-04 17:12:39 +01:00
Bernhard Bonigl
72b34d7485
Created a general Menu Library_Menu. The menus themself only take care of display now.
...
Moved MenuItem to Library_Menu
Moved the lift-off effect in the CircleMenu from the MenuItem to the CircleMenu
2012-03-03 19:12:57 +01:00
Bernhard Bonigl
25675d1c52
Renamed Menu to CircleMenu
2012-03-03 18:57:38 +01:00
Bernhard Bonigl
8359ed8fcb
ConstructionMenu: Added a bigger display for the selected item and displaying power production/consumption
2012-03-01 20:57:40 +01:00
Bernhard Bonigl
7d3d47e477
Implemented IsPowerConsumer/Producer callback in corresponding libraries
...
Added a fancy green power-symbol to Library_PowerProducer
2012-03-01 20:56:44 +01:00
Bernhard Bonigl
aee33ae415
Added a temporary hack for grabbing stuff with space alone until Controls are fixed (for playtests)
2012-02-28 20:57:57 +01:00
Bernhard Bonigl
893746f641
Clicking or selecting a slot via hotkey that already is assigned to the other hand switches hands now.
2012-02-28 20:18:52 +01:00
Bernhard Bonigl
e76ba4076c
Removed Backpack-Control (Q-Key)
2012-02-28 19:53:47 +01:00
Bernhard Bonigl
8924d1ae10
Cleaned up ClonkControls and refactored collecting
2012-02-28 19:52:15 +01:00
Bernhard Bonigl
cd30fbaeb2
Merge with default
2012-02-27 21:51:08 +01:00
Bernhard Bonigl
9480a701c4
ContentsMenu takes order in clonk-inventory into account
2012-02-27 21:17:23 +01:00
Bernhard Bonigl
b8b4ee03f8
Changed Shift+Hotkey to Space+Hotkey for Interaction
...
Space now interacts on release instead of press
Shift now works as a drop/throw modifier
Shift+Hotkey now drops that inventory slot
Non-Forced Throws/Drops (without Shift) now automatically select the next non-selected non-free Slot
2012-02-27 16:24:34 +01:00
Bernhard Bonigl
ee3913714e
Items now can't be held in both hand at the same time
2012-02-27 14:07:47 +01:00
Bernhard Bonigl
db53603396
Hotkeys select the item at release now
...
Holding hotkey + left/right mouse button selects it into the corresponding hand
2012-02-26 16:19:52 +01:00
David Dormagen
1963fa61ba
fixed dropping of stuff
2012-02-26 15:54:09 +01:00
Bernhard Bonigl
a0e9ef1406
Fixed Actionbar-Hotkeys not working (Shift+(1-0))
2012-02-26 14:26:23 +01:00
Maikel de Vries
7e864912df
Implemented MouseOver in favour of UpdateCursor to show menu infos
2012-02-26 14:15:42 +01:00
Bernhard Bonigl
f8200180ab
Clonk collects items automatically if HandSlot is empty now
2012-02-26 14:13:14 +01:00
Bernhard Bonigl
5587ed0618
Backback and Hands share one Inventory now
...
New Inventory Display at the left side
Inventory fades out if not locked
Inventory fades in if something changes, or mouse hovers there
Left/Right Mouse Click on an Inventory-Slot selects it for the corresponding hand
Icons to show which Slot is selected by left/right hand
Inventory can be reordered via Drag&Drop
Dragging an Item from a Slot onto the Landscape drops it
Changed Shift+Number to Ctrl+Number for selecting crew
Changed Number to Shift+Number for using Action-Bar
Changed Number to select inventory-slots now
2012-02-26 01:48:58 +01:00
David Dormagen
4169a9232c
swapped parameters of GetIndexOf
2012-02-25 21:57:39 +01:00
Armin Burgmeier
9d94b1da6e
For scaled sprite graphics, don't interpret Picture coordinates as scaled
...
Otherwise an object with a scale of 5 and a picture of 64x64 (such as the
Metal and the GoldBar objects) cannot properly set the picture rectangle.
2012-02-25 17:35:24 +01:00
Maikel de Vries
c3b57957c4
Coniferous tree seeds faster, this is needed in for rounds like Goldmine
...
Also some more trees and gold in goldmine.
2012-02-25 16:15:17 +01:00
David Dormagen
8f13c3c791
fixed Steam Engine to only burn fuel when needed, adjusted fuel values for coal and wood
2012-02-23 21:44:10 +01:00
David Dormagen
d458eca6c4
ownable objects now have the right owner after construction
2012-02-23 21:42:15 +01:00
Felix Wagner
eb6b7be7ee
Fixed various unused vars
2012-02-20 11:58:58 +00:00
Felix Wagner
1c4deede8c
Fixed Code never reached warnings
2012-02-20 11:25:43 +00:00
David Dormagen
3b093ac0de
changed need-power-indicator to the classic blinking symbol
...
power messages fade out a lot faster
messages are also shown when a producer/consumer returns to giving/needing 0 power
2012-02-19 17:02:29 +01:00
David Dormagen
e9bf6a3096
fixed the flag when constructed before using the power system
2012-02-19 00:49:13 +01:00
David Dormagen
5cbaa697f0
changed power system to transfer power freely in a base and get rid of power lines
...
power now is either available or not - there is no "produce X power and save it somewhere" anymore
2012-02-18 22:50:18 +01:00
Maikel de Vries
c68b5b2920
Menus: implemented closing when clicked in the landscape
2012-02-01 22:29:49 +01:00
Felix Wagner
a059f0f64a
DisregardsKnowledge -> IgnoreKnowledge, NeedsRawMaterial -> NeedRawMaterial
2012-01-19 22:31:05 +00:00
Felix Wagner
72bf39f915
ProducerLib: Production costs include need for fuel, power and liquids
2012-01-19 16:18:24 +00:00
Felix Wagner
4cc20755fe
Production/ConstructionMenu: Show components when hovering instead of rightclick
2012-01-19 15:04:22 +00:00
Felix Wagner
d8f852b56a
Fixed throwing on backpack closing
2012-01-19 14:03:36 +00:00
Felix Wagner
f76a41da66
Producer will by default only display those products in the owner's knowledge
...
(everything if NO_OWNER)
2012-01-16 23:32:19 +00:00
Maikel de Vries
a675400f8a
Loam can be produced at the foundry with water
...
still need to display water needs
2012-01-12 19:23:35 +01:00
Felix Wagner
cc37156db7
+ Library_ElevatorControl, for all vehicle to be snatched by the elevator case
2012-01-11 02:02:59 +00:00
Felix Wagner
b5ba1c4a6c
PowerCheck checks whether the EnergyNeed effect is already present
2012-01-10 16:50:01 +00:00
Maikel de Vries
356d6ae5b3
Fixed collection of componenents of products for producers
2012-01-08 19:43:28 +01:00
Maikel de Vries
42cfc76a90
Show construction costs for construction menu
2012-01-08 15:22:26 +01:00
Maikel de Vries
6ab411ac78
Only slightly agitated http://wiki.openclonk.org/w/C4Script_Style_Guidelines
2012-01-06 21:37:25 +01:00
Tobias Zwick
baa9cfd06b
clonk's contents are not displayed stacked but for each object one menu item
2012-01-06 00:48:37 +01:00
Maikel de Vries
b622ea4834
Implemented drag and drop for production menu
...
Only partially, and also rightclick to show resource need (graphics needed)
2012-01-05 23:36:41 +01:00
Tobias Zwick
0a8731affc
fix interacting doesn't hold as handled control
2012-01-05 22:10:41 +01:00
Maikel de Vries
b2f723c4e1
Removed obsolete ShowNeededMaterial
...
We want to get rid off the old menus(including MessageWindow), also fixed a stupid ctrl+v mistake
2012-01-02 13:48:51 +01:00
Maikel de Vries
7bcb72ab7b
Hammer construction menu replaced by drag&drop menu
...
This to get rid completely of the old menus, there is still work to do on the drag&drop menu though
2012-01-02 03:14:57 +01:00
Maikel de Vries
17bf15adb1
Fixed opening and closing of menus
...
Also reduced the amount of local variables in ClonkControl.ocd, which makes sense at this location, cause additional menus my implemented similar to the production menu.
2012-01-02 00:00:13 +01:00
Maikel de Vries
16c50a07a0
Mining now has a larger tolerance for single pixels when mining large amounts
...
Also removed some dead code and tuned Iron Peak a little
2011-12-31 16:25:23 +01:00
Maikel de Vries
ba8b011b8c
Production queue gets rid off redundancies automatically
2011-12-31 15:00:05 +01:00
Maikel de Vries
a9a317d5c1
Production menus are now updated if the production queue gets an "outside" change
2011-12-30 20:32:13 +01:00
Maikel de Vries
1d994a32b9
Fixed disabling CON_GUICursor after closing backpack
...
This caused problems with grabbing and pushing vehicles.
2011-12-30 18:53:25 +01:00
Maikel de Vries
df4f81b41c
Vehicles are placed outside producers normally
2011-12-30 17:16:09 +01:00
Maikel de Vries
e1da36219f
New implementation for the production menu, similar to contents menu
2011-12-29 16:59:07 +01:00
David Dormagen
90427fced6
Gold Idol is not C4D_Vehicle anymore
2011-12-30 03:22:38 +01:00
David Dormagen
65d47779cd
GoldSeller checks for controller instead of owner
2011-12-29 21:53:44 +01:00
Armin Burgmeier
e11ac0c937
By default, put produced items into the producer after production
2011-12-29 20:35:14 +01:00
David Dormagen
2c2cc44b15
GoldSeller library added (used by flag to autosell gold/valuables)
...
Cash sound added
2011-12-29 16:06:12 +01:00
David Dormagen
9be1e3beda
first flag changes in order to support power flow
2011-12-28 18:50:32 +01:00
Maikel de Vries
93481ed972
Remove Library_ItemContainer in favour of content menu (open with E)
...
It should work sufficiently well to use this from now on, for the next release it still needs some work though.
2011-12-28 19:25:00 +01:00
Maikel de Vries
85cbefe808
Content menu can now handle the clonk's backpack
...
Also did some cleanup
2011-12-28 11:49:38 +01:00
Maikel de Vries
7371d37325
Content menu opens now for "IsContainer"
2011-12-08 23:26:18 +01:00
Tobias Zwick
682e59ac2d
preliminary commit of content menus
2011-12-08 19:57:14 +01:00
Tobias Zwick
32e95ff61d
c4script menu: cursor updates optional
2011-11-20 22:09:53 +01:00
Felix Wagner
7a74abae0d
Typo
2011-11-05 01:47:09 +00:00
Charles Spurrill
d9a02eaf14
Carry-Heavy system added
2011-10-26 14:03:12 -07:00
Felix Wagner
abcee8afa3
Plant library: RootSurface() limits for positioning added
2011-10-21 21:16:44 +01:00
Felix Wagner
cf71fb48b6
Plant library: renamed CanBeHarvested -> IsCrop
2011-10-21 21:14:51 +01:00
Daniel
79d44490b6
Liquid Pipe System Update
2011-10-12 00:32:46 +02:00
Felix Wagner
865b91849b
The axe can now chop trees and split them into wood (lossy)
2011-10-14 01:04:33 +01:00
Maikel de Vries
527845f32e
Objects: Production library now takes into account power
2011-10-11 14:20:25 +02:00
Maikel de Vries
e89caa464a
Objects: Moved actual production into producer library
...
Energy handling is still to be done + some other stuff as well
2011-10-09 14:13:55 +02:00
Richard Gerum
031ad320d2
#637 clonks rotation again adapted to the rope ladder
2011-10-09 11:16:35 +02:00
Maikel de Vries
4adf230b94
Objects: Made production library work again
2011-10-07 17:38:34 +02:00
Maikel de Vries
a8f9e573cf
Objects: Remove autoproduction library
...
Not needed anymore with the new settlement concept.
2011-10-06 14:48:48 +02:00
Felix Wagner
67a9708720
+ HasCNAT() in Commits.c, prevent endless loop in plant
2011-10-05 04:47:07 +01:00
Felix Wagner
727cb7398a
Partly rewrite of plants library. Harvesting included.
2011-10-05 04:31:06 +01:00
Maikel de Vries
59c1aefad9
Objects: All Versions to 5,2,0,1
2011-10-01 10:54:15 +02:00
Maikel de Vries
a7763beb25
Objects: Interactables return true on Interact()
2011-09-29 23:23:06 +02:00
Maikel de Vries
8f4d300a3f
HUD: Some clean up in scripts and files
...
Moved all HUD elements to Elements.ocd, this should have been quite obvious in the first place.
Cleaned up health and breath tube, scripts were unreadable.
Breath tube doesn't stay when swimming, swimming and breath are unrelated quantities and should be treated accordingly, but more important the bar in the crew selector and the HUD now behave the same.
2011-09-28 19:55:01 +02:00
David Dormagen
8774235f82
breath tube shows again
2011-09-24 12:56:40 +02:00
Maikel de Vries
6a03498136
HUD: More safety checks for non-crewmembers
2011-09-22 17:18:37 +02:00
Maikel de Vries
99494e504a
Objects: Prevent HUDadapter from throwing runtime errors for non-crewmember clonks
2011-09-18 22:03:08 +02:00
David Dormagen
e3a1cdcc3f
the HUD optimizations now mostly use the old callbacks
2011-09-18 19:15:31 +02:00
David Dormagen
352dd93c8f
HUD fix
2011-09-18 13:44:14 +02:00
David Dormagen
0f450aab2e
helper library for the HUD added
2011-09-18 10:59:25 +02:00
Charles Spurrill
8a9afde9ea
Some new graphics for scoreboard icons
2011-09-13 00:23:00 -07:00
Felix Wagner
324d27f412
The HUD now works with cursors that do not have breath or healt and as well not
...
"GetItem". Cursors wanting to show their items need to have HUDShowItems()
implemented with return value true.
Otherwise every non-clonk cursor object causes a lot of errors!
2011-09-04 18:42:43 +01:00
Felix Wagner
550409166d
Backed out everything concerning Railways from Objects.ocd
2011-08-31 01:24:57 +02:00
Tobias Zwick
361d7fdfe5
more detailed crosshair graphic
2011-08-18 19:07:25 +02:00
Tobias Zwick
c2cefe2e4f
new control: collect (into backpack)
2011-08-11 16:37:46 +02:00
David Dormagen
f34d82171a
renamed some effect variables to have more meaningful names
2011-08-03 21:58:50 +02:00
Tobias Zwick
480ff384f8
refactored most effects to use meaningful names for their variables
2011-07-31 17:59:51 +02:00
Maikel de Vries
e2db1bc85a
Actions default to COMD_Stop, Decel for float and swim procedures
...
With this change everything should behave as normal, still not a fan of these numerous float hacks.
2011-07-06 19:11:12 +02:00
MimmoO
256ffd869e
Flag: Changed Marker visuals
2011-06-29 00:35:28 +02:00
David Dormagen
53e743b4d0
first version of flagpole and flag-libraries added
2011-06-18 15:22:34 +02:00
Maikel de Vries
a10d1ad5ac
Script: Removed obsolete Completion callback
...
Already marked obsolete in the docs for quite a time.
2011-06-10 16:31:00 +02:00
Maikel de Vries
950ad4caaa
Libraries: Replaced two obsolete graphics with empty ones
2011-06-07 16:41:55 +02:00
David Dormagen
9100a44d88
fixed the visuals of the sword's downwards-stab a bit
2011-06-05 01:08:54 +02:00
Charles Spurrill
b7bc9bc755
Clonk can jump off walls (with new animation).
2011-06-03 12:11:23 -07:00
Maikel de Vries
971b330288
Objects: Removed superfluous parameters in function calls
...
Caused a few warnings recently.
2011-05-12 17:01:54 +02:00
Maikel de Vries
7fe24131c7
Objects: Cable network producers now request other producers for objects
...
Foundry does not produce automatically anymore.
2011-04-22 16:48:35 +02:00
Maikel de Vries
40f2950baa
Objects: Fixed 4 warnings in cablestation library
...
Libraries should in principle not depend on objects outside the libraries.
2011-04-19 18:18:02 +02:00
Maikel de Vries
b98b5acecc
Objects: Cable cars only access stations inside their own network and vice versa
2011-04-18 19:01:45 +02:00
Felix Wagner
989f1925f1
Forgot to remove the foo, bar crap
2011-04-11 22:31:48 +02:00
Maikel de Vries
d515df6055
Objects: Some fixes to cable network
...
Removed some erroring code from the libraries.
2011-04-11 18:08:57 +02:00
Maikel de Vries
5da93528c6
Objects: Introduced delivery system for the cable network
...
Based on the concept of automatic production in buildings, and the current network capacities. Cable cars receive requests from producers and try to fulfill these request by transporting objects in the network.
2011-04-07 16:04:29 +02:00
Maikel de Vries
1ce2c16c36
Objects: Enhanced Producer library and adapted tool workshop
2011-04-07 16:02:35 +02:00
Maikel de Vries
ad15a6ed4f
Objects: Library for object production
...
Adapted foundry to library, should ultimately interact with cable network.
2011-04-02 18:17:24 +02:00
Felix Wagner
b425cf71da
Reworked the pathfinding data assembly, various name changings in the variables
...
I did not made some benchmarks...old system still exists
Removing of cables missing but working on that
2011-04-11 13:43:46 +02:00
Felix Wagner
f45799fd16
Removed some crossing specific code from the lib, more shifting to come
2011-04-05 17:56:53 +02:00
Maikel de Vries
b1c7096132
Objects: Code from crossing to library_cablestation
...
This is only the movement, many implementation details are still missing in the library.
2011-03-29 18:51:30 +02:00
Maikel de Vries
7474031691
Objects: Moved cable car library from tests to libraries
...
Needed to create cable station library.
2011-03-29 18:48:14 +02:00
Armin Burgmeier
675c077ed2
Change .c4d extension to .ocd
2011-03-13 16:55:00 +01:00