David Dormagen
241ea62d0f
added new explosion effect based on Matthi's explosion with the new particle system
2013-11-26 21:25:03 +01:00
David Dormagen
1a7cd51bab
changed Boompack to use the new particle system
2013-11-26 21:25:03 +01:00
David Dormagen
0d8603bbe5
renamed Thrust particle to FireDense to give a better impression of the actual GFX
2013-11-26 21:25:03 +01:00
David Dormagen
6c0fb4e4b8
moved Boompack/Thrust particle to Effects.ocd
2013-11-26 21:25:02 +01:00
David Dormagen
76fecd1fb4
changed ItemSpark to use the new particle system
2013-11-26 21:25:02 +01:00
David Dormagen
28f2aa85ff
renamed Particle_WoodChip to Particles_WoodChip for consistency
2013-11-26 21:25:02 +01:00
David Dormagen
81924b1503
adapted Air particle and usages to new particle system
2013-11-26 21:25:02 +01:00
David Dormagen
55fc0f6dd7
removed legacy entries from SphereSpark/Particle.txt
2013-11-26 21:25:01 +01:00
David Dormagen
9b9050ebf4
moved Air particle from WindBag to Effects
2013-11-26 21:25:01 +01:00
David Dormagen
9f8190064c
removed usage of non-existant "Splash" particle
2013-11-26 21:25:00 +01:00
David Dormagen
328bf6d330
updated ParkourCheckpoint to use the new particle system; renamed "PSpark" to "SphereSpark"; moved CheckPoint/PSpark to Effects/PSpark
2013-11-26 21:25:00 +01:00
David Dormagen
913f746ffe
adjusted WoodChip particle and usages to new particle system and moved WoodChip particle to proper place (not only used by the axe..)
2013-11-26 21:25:00 +01:00
David Dormagen
c3c48b1456
adapted Wave particle and usages to new particle system
2013-11-26 21:25:00 +01:00
David Dormagen
5c89adf886
dynamic particles: fixed initial phase
2013-11-26 21:24:59 +01:00
David Dormagen
40b84704fe
adapted Trajectory particle and occurences to new particle system
2013-11-26 21:24:59 +01:00
David Dormagen
3ffa87dd02
adapted StarSpark particle and occurences to new particle system
2013-11-26 21:24:59 +01:00
David Dormagen
c17ec80039
removed particle "EngineSmoke" (use "Smoke" now)
2013-11-26 21:24:58 +01:00
David Dormagen
ced4734035
removed the MaterialParticle and added missing Particles.c to System.ocg
2013-11-26 21:24:58 +01:00
David Dormagen
b101a0d756
adapted all magic particles and usages to new particle system
2013-11-26 21:24:58 +01:00
David Dormagen
2139e950f1
adapted Flash particle and usages to new particle system
2013-11-26 21:24:57 +01:00
David Dormagen
defc8f4f3b
adapted Fire particle and usaged to the new particle system
2013-11-26 21:24:57 +01:00
David Dormagen
a5c8489059
adapted EngineSmoke particle and usages to the new particle system
2013-11-26 21:24:57 +01:00
David Dormagen
908e3fb424
adapted Cloud particle and usages to the new particle system
2013-11-26 21:24:56 +01:00
David Dormagen
f9d7b63e2b
dynamic particles: allowed lifetime of 0; allowed value providers for coordinate parameters of CreateParticleEx; load particles even if DrawFn etc. are missing (with warning for now)
2013-11-26 21:24:56 +01:00
David Dormagen
a4d27cd9a9
replaced Dust and Dust2 usages with new particle system
2013-11-26 21:24:56 +01:00
David Dormagen
63009705ed
dynamic particles: added collision function PC_Stop; added value provider function PV_Gravity
2013-11-26 21:24:55 +01:00
David Dormagen
0707458264
dynamic particles: made the attachment an entry in the particle properties
2013-11-26 21:24:55 +01:00
Tim Blume
32968f2735
Remove more mentions of D3D
2013-11-25 14:35:51 +01:00
Nicolas Hake
ca09a74241
Remove some silent conversion from integer 1/100ths to float 1/1s ( #994 )
...
4e875f4
didn't quite catch all instances of C4BltTransfor::SetRotate
being called, and silent conversion from int to float meant that those
rotations were incorrect by a factor of 100.
2013-11-11 00:23:01 +01:00
Gabriel
166c193749
Added new construction site sign graphics.
...
Each one is unique thanks to the unlimited power of random rotation. Hammer symbol as overlay for better customizability.
Signed-off-by: Tobias Zwick <newton@westnordost.de>
2013-11-11 02:24:20 +07:00
Nicolas Hake
6399d7f4a4
win32: Dump crashes to UserDataPath instead of cwd ( #996 )
...
The working directory on windows is very likely to be the directory of
the binary itself. If we've installed to Program Files, that means we
cannot actually write there. That means we have to find a better place
to write dumps, and the user directory is a better place.
2013-11-10 19:35:56 +01:00
Nicolas Hake
f1d9abee68
win32: Disable callback crash filter on Vista
...
We're already disabling that filter on Windows 7 and up using the
application manifest, but Vista doesn't know about Windows 7
compatibility. Turn off the filter on Vista as well.
2013-11-10 19:22:27 +01:00
Nicolas Hake
35f31a7c1d
win32: Manually generate manifest to indicate Win7 compatibility
...
Telling Windows that we support Windows 7 means it will stop catching
unhandled exceptions that occur in a callback from kernel mode, and
allow our own crash handler to catch then.
2013-11-10 19:22:26 +01:00
Tobias Zwick
ddf8b181a1
sound system now clears its sound instances in the main game loop while in the startup gui ( #818 )
2013-11-11 00:56:40 +07:00
Sven Eberhardt
395f4c94b0
Reset gamma ramps after game ( #842 )
2013-11-09 17:11:29 +01:00
Martin Plicht
60bafd6b3b
Change remaining #ifdef USE_GL blocks into #ifndef USE_CONSOLE blocks (this makes Linux version work again)
2013-11-09 00:20:14 +01:00
Nicolas Hake
f0550c45b4
GetResStr: Match lines nongreedily ( #993 )
...
With greedy matching enabled, . (dot) would also match newlines.
2013-11-08 01:11:16 +01:00
Nicolas Hake
0757a0b834
Fix line endings broken by 71b3afb
2013-11-08 01:11:14 +01:00
Tobias Zwick
71b3afb37c
add some sln to gitignore
2013-11-07 15:33:11 +07:00
Tobias Zwick
6b164fba97
add localization for communication with the league
2013-11-06 15:08:39 +07:00
Tobias Zwick
8da7c6b20f
add internationalization for responses from the masterserver/league server
2013-11-06 13:35:27 +07:00
Sven Eberhardt
780eeb1b95
Fix enemy find ranges of EnemyAI.
...
Someone changed the Find_-functions to use local coordinates. The enemy AI used cached FindObjects parameters, which didn't work so well with this change.
2013-11-03 19:01:30 +01:00
Martin Plicht
a599974a9b
mac: Use OSX Mavericks occlusionState API to test whether window is visible and needs drawing or not (should still work on Mountain Lion due to runtime check for API availability)
2013-11-03 11:44:20 +01:00
Martin Plicht
59742510d9
linux/mac: Fix compilation after D3D removal
2013-11-03 11:44:20 +01:00
Tim Blume
240193ad5a
Remove remains of Direct3D support
...
Direct3D hasn't worked for more than a year now, and there don't seem to
be any efforts to revive it. Remove it and concentrate on better OpenGL
support.
2013-11-02 21:39:34 +01:00
Nicolas Hake
1204d7d2d9
C4Aul: Fix broken reload from incorrect par count
...
When reloading a function, C4AulParse didn't reset the parameter count.
This resulted in the function's ParCount to eventually increase above
C4AUL_MAX_Par, at which point parameter type checking would access
invalid memory.
2013-11-02 13:40:33 +01:00
Nicolas Hake
003f897cbe
C4AulFunc: Improve const correctness
2013-11-02 13:40:33 +01:00
Maikel de Vries
c0f76f691b
Lighning uses new particle system -> no lag
...
It still looks not that good, so an artist is requested!
2013-11-02 13:37:52 +01:00
Maikel de Vries
746051b6e9
Balloon now producible in inventors lab
...
Also added to Gem Grabbers, note that the balloon needs cloth and is still impossible to produce therefore.
2013-11-02 12:18:08 +01:00
Nicolas Hake
82b15553a1
C4AppGTK: Avoid SEGV on quit during initialization
...
When C4AbstractApp is destroyed, it will try to reset the current
video mode. This includes switching off the fullscreen flag of the
render window. When no render window has been created yet, for
example during the application initialization phase, this led to a
null pointer dereference due to a missing check.
2013-10-31 23:27:52 +01:00