Commit Graph

2323 Commits (19395b23ae67a0a037ba887177f1281750aea50f)

Author SHA1 Message Date
Maikel de Vries 3620e22061 fix launching of javelins
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
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
This was there for debugging purposes only.
2016-06-01 20:42:03 +02:00
Mark ffcbdc7fd0 Fixed producers unit test #7
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.
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)
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
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
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
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
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
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
.. 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"
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"
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.
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