Commit Graph

7603 Commits (0c1abe69f95fa28f62f19ba32662613ccca7710e)
 

Author SHA1 Message Date
Nicolas Hake 0c1abe69f9 Get rid of FMOD
Not only is FMOD neither free (libre) nor free (gratis), the version we
support(ed) is also impossible to legally obtain anymore. So there's no
reason we should keep code around that (pretends to) support a library
nobody can use or test.
2015-10-12 17:34:26 +02:00
Clonkonaut 9580c2f58c Reset clonk's action to Walk when exiting / destroyed (#1411). 2015-10-12 17:26:09 +02:00
David Dormagen 12ef9c243d producer: removed currently unused StringTbl entry 2015-10-12 09:48:29 +02:00
Clonkonaut 414adb2c1c Fix elevator case calling. 2015-10-11 22:28:17 +02:00
Maikel de Vries 8713a74ae1 introduce Place() functionality for Grass 2015-10-11 22:18:25 +02:00
David Dormagen 3258ca003b producer: use shift+click for infinite production (and the usual 'cancel' symbol to reduce the queue count by 1) 2015-10-11 18:31:40 +02:00
Clonkonaut e8ecdb0251 Fix interaction bar hotkeys. 2015-10-11 16:38:33 +02:00
Clonkonaut ecdb0ed57f Mine rescue fixes (#1266):
- Three wind generators instead of one
- All players get tools
2015-10-11 16:22:25 +02:00
Clonkonaut b9bb89945a Do not unregister producer as power consumer if queue still full (fix sawmill not continuously sawing). 2015-10-11 16:21:23 +02:00
Clonkonaut 84fb478fa2 Fixed trunk not having CreateObjectInTreetop callback.
It's a bad idea to have objects respond to library callbacks and not emulate the whole library (IsTree in this case).
2015-10-11 16:04:10 +02:00
Clonkonaut 1178d8f0ce Prevent dead clonks from sitting upright (#1358).
Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Maikel de Vries d3eb09eaa5 fix ropebridge caveat in tutorial 2 2015-10-11 12:35:05 +02:00
Maikel de Vries 56d228b6e4 add scorches to Decoration.ocd 2015-10-11 12:11:49 +02:00
Maikel de Vries fd4e7c120e add tutorial 3 2015-10-11 12:11:10 +02:00
Maikel de Vries dd5f7d2ebe fix tutorial 2 easteregg 2015-10-11 09:19:36 +02:00
Maikel de Vries b9699aff0f add function to dialogue to find by dialogue name 2015-10-11 09:18:45 +02:00
Maikel de Vries 626765dd45 fix tutorial guide after HUD changes 2015-10-11 09:14:55 +02:00
Maikel de Vries bccb87bfdc fix tutorial 1 map after texture changes 2015-10-11 09:14:09 +02:00
Sven Eberhardt 2a31fe72f8 Initialize new player viewports with proper zoom and zoom limits (#1419). 2015-10-10 21:47:09 -04:00
Clonkonaut ce505a04ae Fix creation of No Power Need Rule with uninitialized power network. 2015-10-11 00:17:01 +02:00
Clonkonaut 3c97c25301 Make big vehicles (catapult) control a double elevator but not a single one. 2015-10-11 00:16:14 +02:00
Clonkonaut 819731f78a No more (far too loud in this case) WoodHit sounds on ContactTop/Bottom. 2015-10-10 23:45:50 +02:00
Clonkonaut a69812900e Fix double elevator. 2015-10-10 23:43:21 +02:00
Clonkonaut b60cd9d1b5 Eleveator case checking pathfree for interaction. 2015-10-10 23:19:54 +02:00
Clonkonaut 070236a6de Make the elevator better at catching vehicles with ElevatorControl. 2015-10-10 23:18:23 +02:00
Randrian45 3e361c903b elevator: back weel also turns 2015-10-10 17:05:05 +02:00
Sven Eberhardt f49dc93d44 Fix full map screenshot saving.
It was partly overwritten by a regular screenshot being saved in parallel.
2015-10-09 23:06:02 -04:00
David Dormagen 4964fb11ce shift+click support: used undocumented GetPlayerControlState instead of own memory for key state
One of Sven's private functions. I also renamed the control to CON_ModifierMenu1 (from CON_ModifierInventory1), because it's actually supposed to be the menu modifier in general - even if it's mapped on the inventory key.
2015-10-10 00:52:43 +02:00
Armin Burgmeier d28913a1cb Optimize loading of ogg files
Try to load the whole data in one go instead of re-allocating a vector every
8K bytes. This otherwise results in a lot of reallocations for O(MB)
(uncompressed) sound data.

This speeds up engine initialization by about a second for me.
2015-10-09 18:43:10 -04:00
Armin Burgmeier 63bff7914e Fix the mape build 2015-10-09 18:43:02 -04:00
Sven Eberhardt d136dc22c0 Implement landscape inflammation.
It used to create the non-existent FLAM objects from the engine. Use a script callback to a global function that creates Flame objects instead.
2015-10-09 16:24:16 -04:00
Sven Eberhardt cb25282350 Fix mape again. 2015-10-09 14:55:43 -04:00
Sven Eberhardt e39dab3d68 Revert accidental extra changes done in 675db52e38. 2015-10-09 14:52:47 -04:00
Sven Eberhardt 675db52e38 Texture shape coverage fix and mape build fix. 2015-10-09 14:49:31 -04:00
Clonkonaut 989e70ccf6 Nicer picture transformation for trees (related to #1152). 2015-10-09 14:52:08 +02:00
David Dormagen b9420ce68c added shift+click support for menus
Or more generally: added support for any modifier key for any other command without the requirement to define a new command based on the old one plus the key. This can be helpful in situations where the player commands are decoupled from the script engine control handling (e.g. with menus).
Currently Shift+Click is only used by the inventory menu to transfer all items of a certain kind.
2015-10-09 13:14:27 +02:00
Sven Eberhardt a81249438a Win32 editor: Fix selection of textures with names included in other texture names (e.g. rock and rock_smooth). 2015-10-09 00:51:07 -04:00
Sven Eberhardt 7e21bb2572 Reorder material drawing order in map2landscape zoom.
* Granite on top of most other materials to ensure shapes (may be pushed down again if more materials get custom shapes)

* Gold/Ruby/Amethyst above that because it's typically required in specific amounts by the scenario designer.

* Everrock to the top (just like Brick) to ensure impassable areas aren't ruined by randomization in map zoom.
2015-10-09 00:21:34 -04:00
Sven Eberhardt 722cecd563 Use shape texture for granite. 2015-10-09 00:19:20 -04:00
Sven Eberhardt 47e422f452 Rework and document texture shapes.
* Renamed from material shapes to textures shapes
* No per-texture, so the same material can use different shapes with different textures
* Load a shape image instead of text file with vector components
* Allow texture sizes that are not multiple of the map zoom
* Add minimum overlap parameter to draw shapes only when the given overlap is reached.
2015-10-09 00:16:24 -04:00
Maikel de Vries f65da54ce8 use everrock in Krakatoa.ocs 2015-10-08 19:19:07 +02:00
David Dormagen c6c28b0778 Puka: randomized color of spots and added two possible spot-overlays
All graphics by pluto.
2015-10-08 17:24:48 +02:00
WinExploder ee52ae970e Powder keg: Updated texture 2015-10-08 10:23:59 +02:00
WinExploder 5503a5a7f7 Updated branch texture 2015-10-08 10:23:13 +02:00
WinExploder cbd068cca9 Loom: updated diffuse map 2015-10-08 10:22:23 +02:00
Clonkonaut 446db3bf0a Pitch and blue spark when hitting hard material with pickaxe. 2015-10-08 01:03:28 +02:00
Clonkonaut 38e994d294 New indestructable material: Everrock (#1039). 2015-10-08 01:02:41 +02:00
Clonkonaut 7a12a617fa New light features for Amethyst and Ruby. 2015-10-08 01:01:57 +02:00
Peter Wortmann 328bba2387 Shader adjustments for new materials
Given that the new materials have less structure, we want more pronounced yet
softer borders on the materials.

Also they seem to be using an inverted Y-axis for the normals...
2015-10-07 22:27:20 +01:00
Clonkonaut acec73dd51 New global const FIRE_LIGHT_COLOR. Added fire light color to various objects. 2015-10-07 23:26:03 +02:00