Maikel de Vries
3620e22061
fix launching of javelins
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Bug was introduced when TakeObject changed.
2016-06-12 11:39:11 +02:00
Maikel de Vries
c538a0d617
add missing neutral pipe interaction menu tooltips for liquid tank
2016-06-11 20:57:06 +02:00
Mark
d51a8cfa6d
Liquds: Liquids can be passed either as a string or as a definition
2016-06-05 12:05:48 +02:00
Mark
923ee485ec
Liquid container: PutLiquid(*, nil, *) inserts maximum amount of liquid
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Added unit test.
2016-06-05 12:05:42 +02:00
Maikel de Vries
695680cb6c
objects on fire inflame inflammable materials
2016-06-03 22:08:14 +02:00
Maikel de Vries
548215d448
make flames consume oil when burning
2016-06-03 22:08:14 +02:00
Maikel de Vries
bb33abee2f
foundry accepts water for loam production and has max liquid amount
2016-06-02 13:04:02 +02:00
Maikel de Vries
e004006fdc
add descriptions to liquid objects
2016-06-02 13:02:25 +02:00
Mark
e1413a941d
Producer: Commented out log output
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This was there for debugging purposes only.
2016-06-01 20:42:03 +02:00
Mark
ffcbdc7fd0
Fixed producers unit test #7
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The problems here were:
- the foundry cannot take 400 water from ice if it has a fill limit
- the pump cannot pump anything into the object if it has no fill limit
2016-06-01 19:10:46 +02:00
Mark
ad74d44943
Foundry can be fueled by pipe.
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A pipe from a pump can be connected to a foundry now, so that oil can be pumped into the foundry.
2016-06-01 19:10:42 +02:00
David Dormagen
092b012430
chest: stay open when empty ( #1699 )
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This is debatable. Let's see how this feels ingame and revert it in case we don't like it.
I like it because I think it gives valuable feedback to the players (and thus can reduce frustration coming from unnecessary actions). But it might also feel like a bug to players.
2016-05-30 10:19:49 +02:00
David Dormagen
6696ee679c
carry heavy: do not prevent scrolling through inventory ( #1738 )
2016-05-30 09:57:39 +02:00
David Dormagen
58bb6af75a
barrel: prevent entrance of arbitrary objects
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You could put e.g. tools into the barrel using the interaction menu. This would lead to a script error later, when the barrel did Contents()->GetLiquidType().
PS: And the RejectStack function is part of a private internal interface. I made that clear so the next one does not have to look it up again.
2016-05-30 09:56:39 +02:00
Maikel de Vries
fb60bf41b8
remove spurious comment in flagpole script
2016-05-21 13:34:35 +02:00
Maikel de Vries
3455fa24f9
add some variation to the maximum size of trees
2016-05-21 13:34:34 +02:00
Maikel de Vries
e92e7a2e2c
fix producer components call after liquid_container branch merge
2016-05-21 13:34:34 +02:00
Maikel de Vries
2a731b2545
implement Components as a property lookup table
2016-05-21 13:34:34 +02:00
Maikel de Vries
1df322b7ff
adapt objects and scenarios to new component implementation
2016-05-21 13:34:34 +02:00
Maikel de Vries
accd897b91
rename NoComponentMass to NoMassFromContents
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This had nothing to with components, and risk of backwards compatibility is minor.
2016-05-21 13:34:33 +02:00
David Dormagen
c820dac7c3
classic menu style: only show count if applicable
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Otherwise, it would show "0x" for stuff where the count did not matter.
2016-05-21 13:19:49 +02:00
Nicolas Hake
8e18a3fc96
Change (int)0 to nil where deprecated
2016-05-13 17:13:34 +02:00
Mark
b96b183007
Merge 'master' into liquid_container
2016-05-01 18:54:38 +02:00
Maikel de Vries
3907281933
fix script error when striking sword ( #1731 )
2016-05-01 16:54:05 +02:00
Mark
853af2c155
Merge 'master' into liquid_container
2016-05-01 08:43:05 +02:00
Maikel de Vries
08668ef988
do not reset last item for quick switch when selecting same slot twice
2016-04-27 21:15:37 +02:00
Lukas Werling
11904c0217
Fix Q doing nothing initially
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Both the initial “selected” and “last” inventory slots were initialized
to 0, making Q useless. Many melees give more than one item to the
player, filling up from the first slot. Having Q switch to the second
slot initially is better than doing nothing, which will never happen
later on.
2016-04-27 19:02:54 +02:00
Maikel de Vries
3f085a0532
balance grenade launcher projectiles
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Decrease their mass to prevent too much damage when having a direct hit plus explosion. Also decrease the impact of the iron bomb explosion a bit to make it less overpowered.
2016-04-25 21:27:22 +02:00
Maikel de Vries
f5a9412a35
clean up iron bomb and shrapnel scripts
2016-04-25 21:27:22 +02:00
Maikel de Vries
3c267bb7dc
making buying in flagpole work when flag is in non-nil object layer
2016-04-24 13:21:16 +02:00
Maikel de Vries
cea685f7ea
fix flickering wealth entries for non-first players
2016-04-23 22:20:01 +02:00
Mark
72c7e4dd87
Merge remote-tracking branch 'origin/master' into liquid_container
2016-04-23 11:10:26 +02:00
Maikel de Vries
06e8df86ca
fix FacetBase typos
2016-04-22 23:27:33 +02:00
Maikel de Vries
f46f38511a
add function to determine if ironbomb and dynamite are fusing
2016-04-22 23:27:33 +02:00
David Dormagen
cdcb9a5a53
power display: made text GUI_FitChildren
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.. so that small resolutions do not lead to even smaller scrollbars next to the power information. It's still not very aesthethic when it's multiline (because it's just so much text) but now it doesn't look horribly broken at least.
2016-04-17 22:28:34 +02:00
Maikel de Vries
85a6cdbef7
do not apply line transform to grapple hook
2016-04-17 18:11:26 +02:00
Maikel de Vries
b7a8b3067f
correctly stop use control when clonk is attached ( #1590 )
2016-04-17 15:13:10 +02:00
Maikel de Vries
21b7d86535
allow windbag usage while hanging on balloon
2016-04-17 14:51:30 +02:00
Maikel de Vries
1210cb7c67
invert balloon deflate controls to be more natural
2016-04-17 14:51:02 +02:00
Maikel de Vries
d6e19026be
fix balloon pushing by windbag ( #1709 )
2016-04-17 14:49:41 +02:00
Maikel de Vries
21a861fabb
unstuck living object from placed wallkits ( #1716 )
2016-04-17 11:38:52 +02:00
Maikel de Vries
fbc797aac9
fix double grapple hook
2016-04-16 16:59:40 +02:00
Maikel de Vries
0686fdb2fc
fix shift of buy menu entries when clicking an entry
2016-04-16 15:38:34 +02:00
Maikel de Vries
4d5630ab06
fix branch mesh transformation
2016-04-13 22:03:35 +02:00
Maikel de Vries
790a2fbfcc
vine: spread leaf particles when being grabbed
2016-04-12 23:53:46 +02:00
Maikel de Vries
100b87af1a
add leaf particle
2016-04-12 23:53:46 +02:00
Mark
cf81014785
Fix: Corrected commit "Vendor: allow rebuy"
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The parameter is an object, but should be an id. This was not detected at runtime.
Fix for commit 89718f35a4
2016-04-12 06:46:06 +02:00
Mark
8fea6827f5
Fix: Corrected commit "Vendor: allow rebuy"
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The parameter is an object, but should be an id. This was not detected at runtime.
Fix for commit 89718f35a4
2016-04-12 06:25:22 +02:00
Mark
e12dce093a
Fix trees growing underground
2016-04-11 22:22:21 +02:00
Mark
8d4f6399aa
Bugfix: Trees seed wrongly.
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The trees actually seeded at a very wrong place in case the property "Confinement" was not set: The area.x, area.y, area.w, area.h coordinates were specified as global coordinates, but were used as offset coordinates in PlaceVegetation.
This leads to the trees seeding underground, too, unfortunately.
2016-04-11 22:14:20 +02:00