Armin Burgmeier
1f8cd31fa2
Fix a crash when enabling a non-mesh definition picture for drag+drop
2011-12-29 17:32:40 +01:00
Sven Eberhardt
c2ccf20509
Some new debugrecs
2011-12-29 00:12:21 +01:00
Maikel de Vries
b505cf88c7
Lorry can be accessed by content menus now
2011-12-28 19:55:25 +01:00
Maikel de Vries
0d1260331b
Explosives can be produced in the workshop until an alternative is available
2011-12-28 19:48:33 +01:00
Armin Burgmeier
cc62b169c8
Add "MouseDrag" property for finer control of script-implemented drag+drop
2011-12-28 19:33:19 +01:00
Maikel de Vries
93481ed972
Remove Library_ItemContainer in favour of content menu (open with E)
...
It should work sufficiently well to use this from now on, for the next release it still needs some work though.
2011-12-28 19:25:00 +01:00
Günther Brammer
c49ef4abf9
Add a few missing "new"s to "throw NeedObjectContext" statements
...
The catch in C4AulExec only catches pointers, so without the new the
exception isn't caught.
2011-10-14 02:51:20 +02:00
Günther Brammer
4830eb4162
reloc: Exepath should not override the planet folder
...
The planet folder is used to develop the game data and should come first.
The pure exepath is only used on windows, where it is the system data path
and should come last.
2011-12-28 18:39:20 +01:00
Günther Brammer
e7ceab5e87
autotools: ax_pthread serial 16
2011-12-27 15:57:07 +01:00
Maikel de Vries
85cbefe808
Content menu can now handle the clonk's backpack
...
Also did some cleanup
2011-12-28 11:49:38 +01:00
Armin Burgmeier
fa9654c4e8
Enable dragging of mesh pictures in mouse control
2011-12-25 19:16:50 +01:00
Armin Burgmeier
9682cec2ed
Make MOD2 rendering for meshes work properly
...
It will still fail for multi-textured meshes or textures with special
drawing options. This could be fixed eventually using a shader or
applying colormod/MOD2 in an additional texture unit.
2011-12-25 18:55:45 +01:00
Maikel de Vries
aad2b6d428
Content menu: Fixed menu item scaling, menu placement and item counts
...
With the new menu placement left click will transfer to left menu, right click to right.
2011-12-17 19:19:07 +01:00
Tobias Zwick
f440b41e36
updated license info
2011-12-16 18:46:48 +01:00
Tobias Zwick
1f00badc57
fixed runtime errors in contents menu controller
2011-12-11 19:58:40 +01:00
Maikel de Vries
f47749c771
Content menu: fixed d&d, added background image
2011-12-11 15:50:51 +01:00
Tobias Zwick
afcfec909d
fixed more errors
2011-12-08 23:29:29 +01:00
Maikel de Vries
7371d37325
Content menu opens now for "IsContainer"
2011-12-08 23:26:18 +01:00
Tobias Zwick
4645592fb6
implement d&d in contentsmenu
2011-12-08 23:04:36 +01:00
Maikel de Vries
c5a55da9e4
Fixed object stacking in menu
2011-12-08 21:38:46 +01:00
Tobias Zwick
e2382c25f9
finish d&d implementation in generic menu
2011-12-08 21:28:07 +01:00
Tobias Zwick
4b1aab7ae1
menuitem can only be d&d if containing menu allows this
2011-12-08 21:02:28 +01:00
Tobias Zwick
34e9c3bc8b
fixed more errors, put the array helper functions into the system.ocg
2011-12-08 20:50:00 +01:00
Tobias Zwick
c25bf4b796
fixed some errors
2011-12-08 20:47:06 +01:00
Tobias Zwick
1574636ea6
added contents menu controller
2011-12-08 20:16:15 +01:00
Tobias Zwick
682e59ac2d
preliminary commit of content menus
2011-12-08 19:57:14 +01:00
Maikel de Vries
63bd368b78
Content menu: Implemented item drag&drop interface
2011-12-08 19:37:09 +01:00
Maikel de Vries
2f57363cf6
Content menu: implemented some new properties
2011-11-24 20:23:02 +01:00
Maikel de Vries
169c00ea9c
Menu object and menu item for a content menu
2011-11-22 20:12:13 +01:00
Tobias Zwick
e2d1eb2d9f
new control: E for show/hide contents menus
2011-11-20 23:09:47 +01:00
Tobias Zwick
32e95ff61d
c4script menu: cursor updates optional
2011-11-20 22:09:53 +01:00
Tobias Zwick
e7ff632fd6
added method that returns stacked contents of an object
2011-11-20 20:26:14 +01:00
Tobias Zwick
1be0263873
menu item: added option to not display background
2011-11-20 20:25:53 +01:00
Sven Eberhardt
c287c093cc
PlayerControl: Mouse coordinate space (viewport vs landscape) is now a control property; not an assignment property.
...
This is in preparation for proper custom control assignments
2011-11-20 21:49:38 +01:00
Armin Burgmeier
dda29e2dcd
Remove some dead code
2011-11-20 20:50:23 +01:00
Armin Burgmeier
934637f8f0
Linux: Obtain local addresses by enumerating network devices
...
Instead of resolving local hostname. This makes network work with erroneous
or missing entries in /etc/hosts.
2011-11-20 20:45:58 +01:00
Maikel de Vries
6f5b2fe0bc
Objects: Fixed automatic opening stone door for foes
2011-11-20 15:47:11 +01:00
Sven Eberhardt
18c913ec77
.hgignore updates for win32/MSVC build
2011-11-20 15:04:05 +01:00
Nicolas Hake
5ddc76afa6
Mercurial: Users with EOL extension now always check out planet with LF endings
...
See http://forum.openclonk.org/topic_show.pl?pid=15005#pid15005 for reference
2011-11-10 18:21:34 +01:00
Nicolas Hake
0dcfe72148
MSVC: Build all binaries directly in build dir
...
With this change, MSVC will build binaries in ${CMAKE_CURRENT_BINARY_DIR}
without adding any more subdirectories. It will also expect its data in a
directory called "planet" immediately below the binary directory.
Since MSVC allows building multiple configurations from the same input file,
the resulting binaries will be suffixed by the configuration type. An exception
is RelWithDebInfo, which will have no suffix; this was chosen over plain Release
to aid in debugging.
Building OpenClonk will work out of the box for in-source builds, but
out-of-source builds will have to create a symlink or a directory junction.
We consider this an acceptable drawback; it was proposed that if you use the
non-default option of an out-of-tree build, you will also know how to create a
link or a junction to, or copy the planet directory.
This changeset also revives looking for game data in the same directory as the
binary, which was part of c3fc1ee1ec8c [Peter Wortmann].
2011-11-10 02:01:21 +01:00
Nicolas Hake
74620be240
Backed out changeset: c3fc1ee1ec8c
2011-11-10 02:17:00 +01:00
Peter Wortmann
d5c075ade8
Yet another variant on how to find data files
...
This time, the relocation code checks for a "System.c4g" in either
the executable path or a "data" folder directly below. CMake makes
sure that this points somewhere sensible for normal builds.
TODO:
* Check whether this actually works under Unixes. Can "ln -sf"
delete important stuff? Is there a safe alternative?
* Further unify with the Mac Os solution. Other platforms might
auto-pack for release builds too, for example - and it might
be a good idea to have a proper data subdirectory in Mac bundles
as well.
2011-11-09 00:45:07 +00:00
Günther Brammer
cd93daf8b9
cmake: Replace redundant custom targets with a DEPENDS on the groups target
...
For some reason, add_dependencies didn't work for making the groups target
depend on the custom_commands, but specifying them via DEPENDS works.
2011-11-05 23:07:11 +01:00
Peter Wortmann
638cb919d4
Fixed line drawing coordinate rounding
2011-11-08 16:22:39 +00:00
Felix Wagner
3da392888c
Moss & Lichen added, Lichen graphic needed
2011-11-05 01:49:15 +00:00
Felix Wagner
1478eaf152
Removed Log
2011-11-05 01:48:13 +00:00
Felix Wagner
7a74abae0d
Typo
2011-11-05 01:47:09 +00:00
Günther Brammer
29ff51b16d
Remove the remaining remnants of OpenSSL usage
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OpenSSL sure has many names - libssl, libcrypto, libeay32, possibly more.
2011-11-03 00:37:07 +01:00
Günther Brammer
91e3a0ca07
Remove unused EraseFiles and EraseItems functions
2011-11-02 21:34:04 +01:00
Günther Brammer
cb3ae45c2f
c4group -t: remove destination before packing group
2011-11-02 21:33:38 +01:00