Commit Graph

3151 Commits (1efeb3af848f60c02abb6923db947c12aa75a5a5)
 

Author SHA1 Message Date
Tobias Zwick 1efeb3af84 crlf 2011-08-31 18:37:33 +02:00
Tobias Zwick ca3b42d83b adjust most scenarios to have a mapzoom of 8
... so that the bricks are displayed correctly
2011-08-31 18:30:46 +02:00
Tobias Zwick 5264249e3e updated stone door and moving brick graphics to reflect the new brick texture 2011-08-31 17:22:59 +02:00
Tobias Zwick 330a80c1cb update authors and license information 2011-08-31 17:20:25 +02:00
Felix Wagner 550409166d Backed out everything concerning Railways from Objects.ocd 2011-08-31 01:24:57 +02:00
Günther Brammer 69225246f1 editor/gtk: Also open the properties dialog when switching to edit mode
And remove the last remains of the win32 implementation, too.
2011-08-30 20:21:19 +02:00
Nicolas Hake 5c243fb048 win32: Always open property dialog when switching to C4CNS_ModeEdit (#635) 2011-08-30 15:23:49 +02:00
Nicolas Hake a08afa38b6 editor: Don't adjust VP zoom/position in minimized windows 2011-08-30 15:05:27 +02:00
Peter Wortmann bd400cf7bb Removed special sorting of lines
It causes an assertion and shouldn't really be needed anymore.
In case we want this behaviour, we should just set the plane
directly.
2011-08-29 23:42:13 +01:00
Tobias Zwick dd5291b5ab crlf 2011-08-29 23:45:14 +02:00
Tobias Zwick 49729a61ae renamed ominous "Smooth" texture to "none", removed reference in docs to Smooth and made it 512x512
In OC, actually every material has its predefined set of textures, so the default texturing of >=CR is obsolete. The "Smooth" texture is a relic of that which is currently only used because of the "Vehicle" material.
2011-08-29 23:41:41 +02:00
Tobias Zwick 89d9a43244 clouds license info 2011-08-29 22:28:05 +02:00
Tobias Zwick 69ba1fa9af new Clouds1.jpg 2011-08-29 22:25:39 +02:00
Tobias Zwick 32d8d447c3 removed warnings from scenarios 2011-08-29 22:04:40 +02:00
Tobias Zwick 67a84d9a32 moving brick texture (3x...) 2011-08-29 21:44:40 +02:00
Tobias Zwick aa091cfaa6 new brick texture 2011-08-29 21:43:10 +02:00
Tobias Zwick 5a2096a393 replaced some textures 2011-08-28 23:19:03 +02:00
Maikel de Vries d41ad12350 Adapt scenarios to 7caae2ec4be0 and remove some tools from shiver peak
Shiver peak is actually more fun with the more classic approach without shotguns and grapplers. We already have enough parkours with the grappler and there is no reason to overdo it.
2011-08-29 18:10:02 +02:00
Maikel de Vries f997d939e3 Objects: Parkour checkpoint may now clear materials behind it 2011-08-29 18:07:37 +02:00
Peter Wortmann 6489ff2252 Fixing a stupid mistake disabling shader walkarounds
Yeah, I forgot to test that. How did you know?
2011-08-27 22:04:53 +01:00
Peter Wortmann 60d1d8368b Not giving TextureOverlay defaults to first entry in TexMap
This makes it easier to stay in sync to the TexMap, especially if
using an animated texture. I only changed it for Water, but I
think it would make sense for just about every material.
2011-08-27 17:10:31 +01:00
Peter Wortmann 253c41eebe MassMover tries to use local textures for materials as well 2011-08-27 17:08:46 +01:00
Maikel de Vries 58d1720370 Fixed windmill defense evaluation data 2011-08-24 16:41:35 +02:00
Nicolas Hake e128e64d46 Drop "debian/" directory 2011-08-22 18:27:55 +02:00
Peter Wortmann 52ca51ae2f Cleaned up shader code a bit (especially logs)
Actually more chatty than ever before, logging exactly what its
internal configuration was, together with some statistics. I feel
we might need them once we release.

Also we now test all *combinations* of workarounds.
2011-08-21 20:58:07 +01:00
Peter Wortmann bba996800e Prefer surface sizes close to power-of-two for landscape texture
This might help prevent rounding issues in the shader for some GPUs
2011-08-21 20:50:57 +01:00
Peter Wortmann b8523eb76f Material objects dug free can be forced to be collected
The idea is that for some materials (e.g. earth chunks) it really
doesn't make sense to not immediately collect them - they would just
collide with something and recreate the material you just dug out.
So instead, this allows materials to specify that they want their
dug out objects to be collected immediately - if not, they simply
don't get created.

Note that this doesn't mean that material is lost, as it will simply
acumulate in the digger's material list instead. We might want to
cap that at some point though.
2011-08-20 15:43:58 +01:00
Peter Wortmann d444b16290 Earth chunks actually look like earth 2011-08-20 15:40:07 +01:00
Peter Wortmann 049c1b8ba3 Water texture animation adjustments
More distinct noise. Also increased the animation length so it's
less obvious that it only consists of three phases. Note that the
way animation is implemented, there is no extra cost for doing this.
2011-08-20 14:12:32 +01:00
Günther Brammer 43cde4b1ea autotools: Update for recent autoconf and autoconf macro archive versions 2011-08-10 01:13:23 +02:00
Günther Brammer c43611bf37 win32: Remove a now unused #define stat _stat 2011-08-15 01:35:52 +02:00
Günther Brammer 2f201b5f21 Use printf instead of sprintf+puts 2011-08-15 01:35:32 +02:00
Peter Wortmann dd43ec8c64 Animated water texture
Just noise, as the previous liquid shader by Günther. It's quite
hard to find the right compromise between making it too subtle and
starting to get a "blinking" look. This is now three phases at
300ms each.
2011-08-20 12:04:04 +01:00
Peter Wortmann c0df3afedc Material texture animation support
Use by having texmap entries of the form "Mat-Tex1-Tex2-...". Right
now the speed is hard-coded to one phase per second.

The general idea is that the 3D texture contains all texture
transitions somewhere in the form of two textures with neighbouring
3D coordinates. There's some room for optimization here, of which
the code exploits some. Being smart can be arbitrarily hard actually.
2011-08-20 01:25:08 +01:00
Armin Burgmeier 6c156a22a7 Implement mesh update on definition reload (#76) 2011-08-20 00:01:08 +02:00
Nicolas Hake 0d61cf0fe2 win32: Correctly recode strings to UTF-16 in editor mode (#631) 2011-08-19 22:03:03 +02:00
Tobias Zwick 4776c4a949 crlf... 2011-08-19 16:50:58 +02:00
Tobias Zwick fa700f475f zoom gui objects according to viewport resolution
at 1280px width of the viewport, the gui objects (C4D_Foreground, mouse cursor, selection marks etc) are shown at 100%.
At resolutions above that, too. At 640px width, those graphics are rendered at 50% of the size, the graphics are never
rendered smaller (which makes 640x480 the smallest reasonable resolution for one player / 1280x1024 for four players).
The text is not zoomed, also not zoomed are message windows (those with portraits), only their position is adapted
2011-08-19 16:49:09 +02:00
Tobias Zwick 9aaa6bd7bd Merge 2011-08-19 15:21:41 +02:00
Tobias Zwick 78f2367865 fixed two int->bool conversion warnings 2011-08-19 15:07:18 +02:00
Tobias Zwick b36304221d preliminary: gui zoom dependent on resolution 2011-08-18 19:46:51 +02:00
Tobias Zwick 361d7fdfe5 more detailed crosshair graphic 2011-08-18 19:07:25 +02:00
Tobias Zwick 532cea1abe removed Cursor graphics in different sizes 2011-08-18 19:06:49 +02:00
Nicolas Hake fc194d62e1 msvc: Don't link release CRT in debug builds
This will prevent the linker from automatically linking to the release CRT
even if some library import libs suggest it.
2011-08-19 15:50:40 +02:00
Nicolas Hake 7f42bb088c #624: Control config dialogue: make tab invisible 2011-08-19 14:34:52 +02:00
Nicolas Hake f11bf6f368 win32: only hook assertion handler when assertions are enabled 2011-08-19 12:53:48 +02:00
Armin Burgmeier e9415252bc Build fix
Apparently std::map::erase does not return an iterator for some STLs.
2011-08-18 00:17:43 +02:00
Armin Burgmeier 333f562721 Some compiler warning fixes 2011-08-17 23:55:24 +02:00
Armin Burgmeier 771163be4b Correctly reload mesh materials on definition reload
This does not fix #76 yet, but it's a first step.
2011-08-17 23:50:33 +02:00
Armin Burgmeier 751ae18ae2 Store full source path in mesh materials
This enables more comprehensive error messages for mesh material related
errors
2011-08-17 20:49:16 +02:00