David Dormagen
0f049800c5
Revert "Object Interation Menu: Request displayed amount from objects" ( #1970 )
...
This reverts commit 8698aa25cf
.
Tackling #1970 . The implementation in the reverted commit was incorrect (i.e. only one out of two "GetStackCount" were replaced with GetInteractionMenuAmount, leading to weird behaviour). If you want to replace it, please do it in a way that no call to IsInfiniteStack will be required. And this hack would probably require so much more bloat code that nothing would be gained (i.e. what happens when you put two infinite arrow stacks in one container?).
The bug report complains about the "display stopping at 999" *in some situations*, which was due to Stackable_Max_Display_Count. It's gone now. And that it was not limited to 999 in all situations (like the code would have suggested) is probably due to the things I described above.
# Conflicts:
# planet/Objects.ocd/Libraries.ocd/LiquidControl.ocd/Liquid.ocd/Script.c
# planet/Objects.ocd/Libraries.ocd/Stackable.ocd/Script.c
2018-01-07 17:42:27 +01:00
Mark
0d38a3fb33
Fix #1973 : Gems do not grow on wooden bridges anymore
...
Gems should not be near material vehicle now. This does still not prevent them from growing on things that the player built with concrete.
2018-01-07 16:14:54 +01:00
Mark
8bf90871e1
Fix error when AI equips a shield and has a ranged weapon
...
The shield and bow both use fx.aim_weapon, but the ranged weapons AI thinks that a shield works the same way as a bow and tries to fire it - in order to prevent this, the AI now also checks whether the equipped item is a IsRangedWeapon. This _could_ have an impact on the vehicle AI, but the unit test worked fine.
2018-01-07 14:39:07 +01:00
Lukas Werling
dd86c05b9f
Fix some � U+FFFD REPLACEMENT CHARACTER instead of umlauts
2018-01-07 00:50:43 +01:00
Lukas Werling
058e9addb4
Skylands: Don't use half solid mask on vertical scaffold wall
2018-01-05 22:11:16 +01:00
Lukas Werling
da63092ee1
Skylands: Fix "free wood" appearing in front of Sawmill
2018-01-05 22:11:16 +01:00
Mark
66adf0f72c
Fix #1969 : Lorry does not eject contents by default
...
Instead, the lorry asks a container whether it should eject its contents. This is done via the callback LorryEjectionOnEntrance(object lorry) in the object that is being entered.
The old callback NoLorryEjection(object lorry) is obsolete.
2017-12-31 16:14:04 +01:00
Mark
ee0917d7e8
Fix #1951 : Disabled putting water in airplane and lorry
...
Removing liquid collection from the lorry is a side effect, but it is not bad. The lorry behavior was weird anyway, because you could for example put lava and wood in it, without the wood burning etc.
2017-12-29 12:59:36 +01:00
Mark
5aea227504
Improved unit test
...
The unit test does not really pass for now (it never did before, because it is not finished yet and used for testing the different transfer function behavior only)
2017-12-29 12:34:00 +01:00
Mark
67ee58d4d7
Fix unit test: Forgot adding materials for TeleGlove
2017-12-29 12:09:01 +01:00
David Dormagen
9214257424
fixed non-moving, high-velocity coconuts ( #1627 )
...
Coconuts were C4D_Object AND C4D_StaticBack. That meant that they would save speed (e.g. by explosions?) and could hit Clonks that passed by them.
2017-12-29 09:55:11 +01:00
Lukas Werling
2b3863a12c
Show warning when attempting to load an old savegame ( #1941 )
2017-12-28 21:45:20 +01:00
Mark
c3122b4890
Fix unit test
...
The test was not broken, but I added ending conditions to tests 4 and 5
2017-12-27 21:56:56 +01:00
Mark
fc6c48078f
Fix unit test: Liquid container
...
Adjusted some return values - it turned out that the test was actually wrong in these cases
2017-12-27 20:32:45 +01:00
David Dormagen
ca16ffdd20
LaunchLightning: fixed GetType check
...
The comparison with C4D_Object was taken from the original PR (github #61 ). C4D_Object is the category, though.
2017-12-27 16:10:56 +01:00
David Dormagen
d108cdd6aa
inventory menu: be more lenient when it comes to finding matches between updates ( #1964 )
...
The matching had a few issues:
Items with the same symbol were supposed to be stacked, but the "symbol" changed from ID to object at some point. So same-type objects were no longer correctly matched.
Items with different text (e.g. amount) but everything else the same should be stacked. But simple proplist equality is obviously not sufficient to determine whether the contents of the proplist changed.
The order of the items is generally more stable now. I hope this doesn't introduce other issues.
2017-12-27 15:42:38 +01:00
David Dormagen
11ec98a195
removed "RaindropSmall" particle
...
It was no longer used. It's also just a stretched dot. Consider using an actual stretched dot instead (i.e. round GFX and Stretch = XYZ).
The sprite was also a little unclean.
2017-12-27 14:51:07 +01:00
David Dormagen
f10b0854e8
fixed slow-mo rain ( #1958 )
...
Yes, someone just had the "slow-mo" switch on. I also replaced the usage of the "RaindropSmall" particle (which was a stretched dot) with an actual stretched dot.
2017-12-27 14:41:38 +01:00
David Dormagen
de2b44c126
LaunchLightning: don't set launcher when called from effect/proplist to prevent syntax error (related to PR #61 )
...
Setting the launcher to a non-object would throw an error later when being passed to Find_Exclude.
2017-12-27 14:00:43 +01:00
Mark
993d8c4565
#1249 Fix barrel fuse effect
...
Improved the barrel fuse effect in two ways:
1) The fuse is not at the center of the poweder keg anymore, making it more prominent
2) When carried by a clonk the effect is at the keg instead of the clonk center
2017-12-27 13:51:33 +01:00
Lukas Werling
ea009cad76
Skylands: Enable half solid masks for scaffolds
...
We found these scaffolds to be rather infuriating to use, maybe this
will make it a bit better.
2017-12-27 13:17:24 +01:00
Lukas Werling
4b0ab0b8b1
Skylands: Fix script error
...
OnPlaneFinished deletes the calling object.
ERROR: can't access local variables without this
by: SetProgress(5) (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:37)
by: AddPart() (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:57)
by: Timer() (Missions.ocf/Skylands.ocs/Plane.ocd/Script.c:47)
by: FxIntScheduleCallTimer(0,effect {Function = "Timer", Name = "IntScheduleCall", NoStop = true, Pars = [], Repeats = -10794}) (System.ocg/Schedule.c:95)
2017-12-27 12:59:11 +01:00
Lukas Werling
3583bfcbb6
Prevent script error in buy menu
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ERROR: '->': invalid target type nil, expected proplist
by: Object(9419)->GetBuyValue() (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:23)
by: Object(9419)->DoBuy(0,0,0,Object(270),0,true) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:77)
by: Object(9419)->OnBuyMenuSelection(0,0,Object(270)) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:269)
by: Object(60927)->OnMenuEntrySelected({index = 2, slot = 1},10) (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:880)
by: Object(60940)->DoCall(10,0,Object(60927)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:166)
by: Object(60940)->OnClick(0,0,6090,10,Object(60940)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:175)
2017-12-27 12:54:50 +01:00
Lukas Werling
d43051b180
Prevent script error in ObjectInteractionMenu
...
ERROR: proplist access: proplist expected, got nil
by: Object(18501)->OnContentsSelection() (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:887)
by: Object(18501)->OnMenuEntrySelected({index = 0, slot = 0},2,1) (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:880)
by: Object(18911)->DoCall(2,0,Object(18501),0,1) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:166)
by: Object(18911)->OnClick(0,1,948,2,Object(18911)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:175)
2017-12-27 12:50:56 +01:00
Lukas Werling
0c848be4df
Prevent script error in ladder
...
ERROR: '->': invalid target type nil, expected proplist
by: Object(11586)->IsBlockedLadder(Object(13439)) (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:123)
by: Object(11586)->FxIntSearchLadderTimer() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:90)
by: Object(11586)->AddSearchLadderEffect() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:67)
by: Object(11586)->FxIntScheduleCallTimer(Object(11586),effect {Function = Clonk.AddSearchLadderEffect, Name = "IntScheduleCall", Pars = [nil, nil, nil, nil, nil], Repeats = 0}) (System.ocg/Schedule.c:95)
2017-12-27 12:47:08 +01:00
Lukas Werling
a4f25ecd4c
Don't accidentally reattach coconuts ( #1858 )
...
I'm not sure how exactly that issue happens, but in the attached video
it looks like C4D_StaticBack was accidentally set again. As the XOR
operation can do that, I'm changing it to always set the C4D_StaticBack
bit to 0.
2017-12-26 20:00:32 +01:00
Lukas Werling
31fee7a46d
Pickaxe: Check material in a cone ( #1606 )
...
This makes digging away single pixels easier.
2017-12-26 19:37:09 +01:00
Lukas Werling
6fc5c76a2c
Rewrite Cloud positioning
...
The old code did some obviously wrong things like calling functions
expecting relative coordinates with GetX()/GetY(). It also sometimes ran
into an infinite loop in Cloud->Place(). I fixed those issues and
cleaned up the rest to be nicer, hopefully without changing
functionality.
2017-12-26 14:14:17 +01:00
Lukas Werling
2ab1408e41
Fix Boomshire spawn position ( #1943 )
2017-12-26 14:14:17 +01:00
Lukas Werling
c964fa1c84
/screenshot: Add error message when in editor ( #1137 )
2017-12-23 12:11:28 +01:00
Lukas Werling
ec77fe8744
Rock Bottom: Always start with a sword ( #1556 )
2017-12-23 11:46:08 +01:00
Lukas Werling
2c4f1a0b6d
DeepSeaMining: Fix grammar in goal
2017-12-22 21:59:41 +01:00
Lukas Werling
8e2327326b
FloodedVeins: Use AutoScanSideOpen
...
It does exactly what's needed here now!
2017-12-22 20:53:11 +01:00
Lukas Werling
8838d8c6ce
AcidGoldMine: Draw acid lake with tunnel background ( #1652 )
...
The new AutoScanSideOpen won't close the border otherwise.
Additionally, this makes clear where to pump acid.
2017-12-22 20:50:28 +01:00
Lukas Werling
e83ca471c0
Render (updated) credits with C4GUI
2017-12-21 22:57:37 +01:00
Lukas Werling
0ae6383937
Fix German translation of Goal_Expansion ( #1967 )
...
Not sure why the US format string worked before, but not the DE one.
2017-12-19 21:15:09 +01:00
Maikel de Vries
956108b415
fix scoreboard kills, deaths, etc.
...
This is better done through the clonk death callback such that all deaths and not just last clonk deaths are registered.
2017-12-03 20:56:51 +01:00
Maikel de Vries
752f086a0c
fix dark mine relaunching for deathmatch mode ( #1962 )
2017-12-03 20:01:09 +01:00
Maikel de Vries
4abac1c6d6
interactions: do not show cycle message for interactions with a single object
2017-12-03 19:17:41 +01:00
Maikel de Vries
72093ffa7f
fix switch target in horrid highway goal ( #1960 )
2017-11-30 18:54:46 +01:00
Maikel de Vries
7f0743a7b9
remove vehicle rotation alignment library
...
This did not do anything and the functionality does not seem to be needed.
2017-11-29 21:49:36 +01:00
Maikel de Vries
477bde5c88
airplane and airship use destructible library
2017-11-28 22:09:52 +01:00
Maikel de Vries
4b4e4a5522
structure library: fix for invincible objects and make health bar symmetric
2017-11-28 19:34:56 +01:00
Maikel de Vries
332016e6cc
fix entry callback target for destructible library
2017-11-28 16:21:25 +01:00
Maikel de Vries
723a7767f6
add damage indication in interaction menu for destructible library
2017-11-28 15:20:39 +01:00
Mark
58b8a97734
For testing: Initial digging boost
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The shovel initially has a little more speed, making the overhead dig less fiddly
2017-11-27 22:28:55 +01:00
Mark
c7bb0785b6
For testing: Dive Jump
2017-11-27 21:57:17 +01:00
Clonkonaut
799bf97304
Forget this in my cable lorries work safe.
2017-11-27 00:46:30 +01:00
Clonkonaut
e144bfd91f
Clonk walk animations: smoother blending.
...
This was a very old script todo. I don't really know if I made it better (but I think so).
2017-11-26 14:28:04 +01:00
Mark
f9cd3aa77e
SwitchTarget: Single callback
2017-11-25 23:31:05 +01:00
Mark
43636c4941
Replace windows line endings
2017-11-25 22:55:53 +01:00
Mark
41d45db9c2
Library: Switch, SwitchTarget
...
Standardized behavior for switches
2017-11-25 22:16:47 +01:00
Maikel de Vries
c50d3b84a2
fix missing construction site material info after loading game ( #1740 )
2017-11-25 16:52:15 +01:00
Lukas Werling
3d1caffcf6
Convert CRLF line endings to LF
...
Now all files are LF again.
2017-11-24 14:23:33 +01:00
Mark
06cd643d15
Clonk: Adjust mesh position while diving
...
This matches the vertex position better
2017-11-23 21:16:12 +01:00
Mark
f8f9a38ee3
Clonk: Constants for SetMeshTransformation layers
2017-11-23 20:38:11 +01:00
Maikel de Vries
e228d84670
make airship IsProjectileTarget failsafe as well
2017-11-22 17:18:41 +01:00
Maikel de Vries
5c11b703a9
Horrid Highway: add diamonds and remove debug log
2017-11-22 17:18:41 +01:00
Maikel de Vries
5bf83b7d3f
IsProjectileTarget: make failsafe if projectile is nil and clean up
2017-11-22 17:18:41 +01:00
Mark
3e5de9eea9
For testing: More fluid hangling motion
...
Removed the dead stop between hangling strokes/swings. Instead, the
Clonk keeps moving with half speed.
2017-11-21 20:56:35 +01:00
Mark
fd7eeecf2c
For testing: Hangling with immediate stop
...
Instead of continuing to swing forward the Clonk stops immediately while
hangling. Additionally the hangle animation keeps on playing with a
short delay before it changes to the hanging animation, so that the
motion looks nice if you move a short distance only.
2017-11-21 20:49:41 +01:00
Clonkonaut
8cb3c6f6b3
New property, set for all buildings: FireproofContainer.
...
A fireproof container shields all contents from incendiary material (lava mainly). Structures can now be submerged in lava and the contents will not burn up.
2017-11-21 18:16:45 +01:00
Mark
5794e1bfb4
Removed ancient comments from the weapon code
2017-11-21 18:01:25 +01:00
Mark
877d5fc62a
For testing: Constant digging speed
...
As discussed on the forum.
2017-11-20 20:42:59 +01:00
Maikel de Vries
7ba158521f
fix invisible dynamite box igniter ( #1955 )
2017-11-17 11:24:26 +01:00
Maikel de Vries
7184109808
detach dynamite igniter only if fused
2017-11-17 09:58:55 +01:00
Maikel de Vries
f6b15a9051
cancel current use action if pilot is removed ( #1954 )
2017-11-17 09:22:48 +01:00
Maikel de Vries
bc3d0bb29d
make bats not attack prey in containers
2017-11-16 12:47:39 +01:00
Maikel de Vries
0e6f1599c6
fix airplane control use coordinate forwarding
2017-11-15 20:30:14 +01:00
Maikel de Vries
3a47802702
airplane: add afterburner mode
...
This reqruired some movement code clean up, replaced old effects with new effects.
2017-11-15 18:49:47 +01:00
Maikel de Vries
181cfdfd6b
fix flammable library now that ( #1950 ) is fixed
2017-11-11 09:57:22 +01:00
Maikel de Vries
963285eee5
NoBurnDecay is a boolean
2017-11-11 09:49:52 +01:00
Maikel de Vries
2429ee6722
fix switching dynamite igniter while switching inventory ( #1913 )
2017-11-10 17:10:31 +01:00
Maikel de Vries
ed41426ef8
fix line endings of some files in planet
2017-11-10 10:21:09 +01:00
Lukas Werling
c0047bdc53
Fix a desync during runtime join (GH-58)
...
This is a workaround for a more complex engine-side issue. See #1953
2017-11-05 13:56:21 +01:00
Lukas Werling
fb87db1579
Fix umlauts in engine strings
2017-11-05 13:56:21 +01:00
Mark
9cea6ed03c
Fix documentation comment.
2017-11-04 11:40:13 +01:00
Mark
ac0cf07e31
New assertion: Not empty
2017-11-04 11:31:12 +01:00
Mark
26e72eb489
AStar: Clarify the "todo" error
2017-11-02 17:36:31 +01:00
Mark
aaed0b4d54
Fix the typo again
2017-11-02 17:29:43 +01:00
Clonkonaut
b1902355f9
Cannon, Catapult, Lorry: use Library_Destructible (cannons and catapults are now destructible!).
2017-11-01 01:27:48 +01:00
Clonkonaut
5193f99d6c
Library_Destructible: for destructible objects, mainly vehicles.
...
Objects will be destroyed after local HitPoints has been reached in damage taken. Objects will explode into little burning bits, just like it is with lorries.
2017-11-01 01:20:41 +01:00
Clonkonaut
f6af52711a
Catapult texture: removed some dark pixels around the draw wheel which showed because of stretching.
2017-11-01 00:56:14 +01:00
Clonkonaut
6acea8930b
Various objects: include library flammable
...
Increased burn time (140 frames) for: axe, bucket, grapple bow, hammer, pickaxe, shovel, sickle. So useful items will burn a little bit longer.
Coal will burn for 245 frames and then just burst into ashes and not change into a Burned Object.
2017-11-01 00:54:24 +01:00
Clonkonaut
41676186a1
Library_Flammable: Logic for flammable objects / items.
...
When ignited, the object will burn for a fixed time (BurnTime property, default is 70 frames) with no detriment to its function.
After that time, the object will change to a 'Burned Object', no longer useful for anything.
2017-11-01 00:46:38 +01:00
Clonkonaut
5c45d7a08e
Fix a script comment that Luchs complained about.
2017-10-29 11:39:07 +01:00
Clonkonaut
3084edcab7
Boomshire: fix arg_count_mismatch warning.
2017-10-29 11:34:53 +01:00
Martin Strohmeier
4d1a000ed8
Fix #1906 : Rule_Relaunch is saved properly in Objects.c by using GetRelaunchRule() instead of CreateObject()
2017-10-27 18:51:14 +02:00
Clonkonaut
2c4aba74f0
Teleglove production: needs any one gem (diamond, ruby, amethyst) to produce (as discussed in #1505 ).
2017-10-27 13:25:34 +02:00
Clonkonaut
fceda32505
Loam production: substitute sand for earth ( #1148 ).
2017-10-27 13:22:37 +02:00
Clonkonaut
808e7fa866
Producer: allow construction material substitution for products via script.
...
All item can now define substitute components like this:
public func GetSubstituteComponent(id component)
{
if (component == Rock) // Rock is in the regular components
return Metal; // Rock can be replaced by Metal, amount is the same
if (component == Wood) // Wood is in the regular components
return [Cloth, Wipf]; // Wood can be replaced by either Cloth or Wipf, amount is the same
}
2017-10-27 13:19:59 +02:00
Clonkonaut
9d3e61e483
Nugget: more reddish colour, to fit the material ( #1588 ).
2017-10-26 16:36:12 +02:00
Clonkonaut
a3b387dc30
Treasure Hunt: fix goal description (Dagobert -> Scrooge) ( #1912 ).
2017-10-26 01:20:03 +02:00
Fulgen301
ab3b6cc682
Treasure Hunt: NPC fixes * Make all NPCs except the AI invincible * Modify Jane's dialogue (before, the player clonk was amused about Tarzan's death ;) * AI clonk have now got names
2017-10-26 01:15:50 +02:00
Clonkonaut
ea301d7289
Double elevator: transfer MoveTo calls to master case ( #1708 ).
2017-10-26 01:05:37 +02:00
Clonkonaut
df861d2654
Give visual feedback that loam is used ( #1889 ).
2017-10-26 00:44:25 +02:00
Fulgen301
05ad28c4f1
Hideout/PyreGem: Fix possible null pointer error The PyreGem calls thrower->GetOwner() in its Hit() function. However, if the gem hits something before setting a thrower (e.g. when falling), it throws a null pointer error. Note: This only concerns custom scenarios which include this gem.
2017-10-25 15:25:14 +02:00
Clonkonaut
232a7deb5b
Deep Sea Mining: added Diving Helmet ( #1939 ).
2017-10-25 15:21:30 +02:00
Clonkonaut
2ca557a09c
inherited(...); to inherited(); in Initialize since Initialize doesn't have any parameters.
2017-10-25 15:01:19 +02:00
Clonkonaut
cbe536711c
Boomshire: making sure the airplane will always be upright when reset.
2017-10-25 15:00:38 +02:00
Lukas Werling
afa348ab21
Add comment next to all documented functions in System.ocg
...
Many functions in System.ocg have proper documentation, but not next to
the code. When changing these functions, it is easy to forget updating
the docs. Nobody likes outdated documentation!
2017-10-21 00:10:42 +02:00
Martin Strohmeier
a0b131cefd
Fix scoreboard not updating relaunches #1947
2017-10-15 23:54:39 +02:00
Clonkonaut
3c87d0f135
Work save regarding cable cars/lorries.
...
Started to work on a few station configuration options and combining these with producers for requesting materials (which now kind of works).
2017-10-04 01:19:46 +02:00
Mark
77bb9c91a6
Fix yet another typo
2017-09-10 20:07:38 +02:00
Mark
380d6202c7
Fixed typo
2017-09-10 19:34:29 +02:00
Mark
7f5ca45097
PowerSystem: Streamlined behavior of neutral network
...
The check for several neutral networks is more strict now, however. Did
not report an error in the unit test, so it *should* be OK.
2017-09-10 19:33:56 +02:00
Mark
6149f7de8a
PowerSystem: Streamline method behaviour
...
Linked flag changing now always updates all networks (which is not very
hard on the performance), special treatment for neutral network will be
removed with the next commit.
2017-09-10 19:18:52 +02:00
Mark
0c148530a6
PowerSystem: Network creation as a function
2017-09-10 18:11:05 +02:00
Mark
28b22c6c62
PowerSystem: Use getter and setter internally
2017-09-10 15:43:19 +02:00
Mark
cc21da2315
PowerSystem: Move network merging from flag to power library.
...
This is not totally finished yet, but this far it is mere refactoring
without changing the system itself.
2017-09-10 14:34:18 +02:00
Mark
4fab0cf47e
PowerSystem: Make system overloadable
...
Replaced hardcoded method calls with a wrapper function
2017-09-10 12:54:11 +02:00
Mark
366ba86abc
Fix #1940 All coconuts must be eaten!
2017-09-02 21:16:04 +02:00
Mark
4838093aaf
Seed: Extract function for planting manually
...
Makes it possible to plant manually if some object overloads ControlUse
2017-09-02 21:15:38 +02:00
Julius Michaelis
c4cd9dda63
Set VIS_Editor in Library_Goal to avoid forgetting it in future goals
...
Fixes #1932
2017-09-01 15:59:51 +02:00
Mark
2db1ae5de2
ConstructionSite: Fix compiler warning
2017-08-27 21:05:07 +02:00
Mark
3917964bf2
ConstructionSite: Fix possible nil access
...
Code that works with that function expects an array to be returned.
2017-08-27 12:19:38 +02:00
Mark
d1996e45df
Structure: Improved SetBasement
...
The access to editor actions poses a problem sometime when deleting
basements.
2017-08-27 10:40:44 +02:00
Mark
3e26d4258a
ConstructionSite: Overloadable function for construction site preview
2017-08-26 13:36:31 +02:00
Julius Michaelis
9c3c6d1079
Windmill: Syntax error fix
2017-08-26 12:16:32 +02:00
Mark
86154ddd40
ConstructionSite: Interface for custom implementation
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Status update should be callable as such separately.
2017-08-24 22:24:03 +02:00
Mark
d27223f960
ConstructionSite: Interface for custom implementation
...
Extracted some more functions to make overloading easier.
2017-08-24 21:49:40 +02:00
Mark
7067192c63
ConstructionSite: Interface for custom implementation
2017-08-24 21:08:27 +02:00
Mark
929b31c4a3
ConstructionSite: Cleaned script
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I know that moving around functions is hell when merging, but I did it
anyway because the construction site is not being changed that often
anymore.
2017-08-24 20:58:29 +02:00
Mark
0a20608f60
ConstructionSite: Remove unused function
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It did not really disallow taking stuff out, so I removed it.
2017-08-24 20:45:55 +02:00
Mark
c25c63179f
Gold idol: New graphics and script
2017-08-24 20:27:45 +02:00
Maikel de Vries
fd42ddd823
add script option to block cutting of pipes
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This allows scripters to place liquid containers with fixed pipes, so that players do not break scenarios.
2017-08-20 12:58:31 +02:00
Maikel de Vries
cb1482d5a4
fix spamming balloons ( #1709 )
2017-08-19 16:11:04 +02:00
Maikel de Vries
2fa7aabcac
prevent buildings from partially burning down ( #1880 )
2017-08-18 17:59:25 +02:00
Fulgen301
56d1c689d8
The Raid: Correct string table entry Clonko3
2017-08-14 14:49:45 +02:00
Fulgen301
f80e9dbd1a
Display carry heavy objects on the clonk's back while swimming ( #1764 )
2017-08-14 14:49:45 +02:00
Mark
eb1657c3e3
Wearable: Attachment flags
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Wearable items can have attachment flags, such as matching the target
skeleton
2017-08-13 23:41:04 +02:00
Maikel de Vries
bbdd38830e
show keys to cycle between interaction objects
2017-08-12 22:14:54 +02:00
Armin Burgmeier
02fa5abc66
Fix material/texture selection in landscape shader ( #1841 )
2017-08-12 17:01:52 +02:00
Mark
5eaa5703a0
Golden statue: Getters for editor actions
2017-08-12 10:58:08 +02:00
Mark
e4912b9fda
Fight for Gidl: Statue uses a custom pose
2017-08-11 21:37:21 +02:00
Mark
22e05d7a8f
Gold statue: Decorative items
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Can place items in the gold statue hands. In the future, it might be
actual items that get displayed correctly in the hands by themselves
(maybe I have to tinker with the model here, unless we want to have
custom transformation callbacks for every item).
2017-08-11 21:29:52 +02:00
Mark
daae41e61d
Golden statue: Editor properties for pose
2017-08-11 15:34:36 +02:00
Mark
09eec4b53c
MoltenMonarch: Moved materials to weapons
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Weapon materials are now defined in the basic objects, so that other
scenarios can use the alternate skins, too.
2017-08-11 14:22:45 +02:00
Mark
e0662bc206
Fight for Gidl: Adjust statue position
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Made the statue not movable, so there is no need to make it stuck in the
ground.
Other scenarios do not need an adjustment, because they use
CreateObjectAbove(), so the positions will be OK (tested with 3
scenarios).
2017-08-10 22:43:09 +02:00
Mark
be9f477a16
Gold statue: New graphics
...
Added a new mesh with 6 different poses for the gold statue.
2017-08-10 22:27:32 +02:00
Maikel de Vries
07a945ee8e
playground: do not show plant library in spawn menu ( #1911 )
2017-08-05 16:17:28 +02:00
Maikel de Vries
bb970f1d8c
improve volcano escape atmosphere ( #1566 )
2017-08-05 10:49:54 +02:00
Mark
e73c206bdd
Constructor: Modular construction menu
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Makes it easier to overload the individual parts
2017-07-28 23:01:19 +02:00
Mark
f8e30e3a00
Animations: Parameter for rolling
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Certain packs/objects may want to restrict your ability to roll. The
parameter that distinguishes between rolling from a fall and rolling
while running is helpful here.
2017-07-28 22:08:19 +02:00
Mark
349529fa02
ConstructionSite: Cleaned script
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Made the script a little more readable in some places
2017-07-27 22:04:49 +02:00
Mark
3fcee70f60
Fix breathing sound
2017-07-27 21:51:07 +02:00
Mark
7f30f4d971
Fix #1930
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Contained clonks can interact with their container now. Changed the
order of issued calls around a little, but it should not create unwanted
effects.
2017-07-23 20:37:53 +02:00
Maikel de Vries
81330d5b34
make lightning move to nearby lightning attractors
2017-07-23 10:47:16 +02:00
Fulgen301
d8579607ac
Tutorial.ocf: Fix string tables
2017-07-23 10:00:22 +02:00
Fulgen301
69538d4962
Add rain drop effect and modify the stalactite in order to use this effect
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Squashed three commits, see https://github.com/openclonk/openclonk/pull/47
2017-07-23 09:55:30 +02:00