Armin Burgmeier
61b05f92c3
Remove unused FoW tracking in C4Player
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The FoW decay mechanism is not needed anymore, either, because the light
system itself is already slowly fading out when the light changes.
2014-12-29 23:09:31 +01:00
Armin Burgmeier
748b565259
Remove objects from light sources when dead or removed
2014-12-29 23:09:04 +01:00
Armin Burgmeier
2f08918393
Add FoWEnabled entry in Scenario.txt [Game] section ( #1178 )
2014-12-29 12:29:43 +01:00
Armin Burgmeier
a3049207c9
Use full ambient lighting in global viewports
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This allows to see the whole landscape without any areas covered by FoW
in the global viewport. Basically the ambient lighting is set to 1.0
independent of the ambient light map. In the course of this, a second
shader for the landscape has been introduced.
2014-12-28 15:07:42 +01:00
Armin Burgmeier
3306d9163c
Use default lighting for picture mesh graphics
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Instead of flat shading.
2014-12-27 20:05:28 +01:00
Armin Burgmeier
8686441d45
Make mesh shaders use the C4Shader slice machinery
2014-12-22 22:56:30 +01:00
Tobias Zwick
4981182cf8
Merge remote-tracking branch '_origin/master' into lights
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Conflicts:
src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Mark
99acc31098
More readable C4Def::Load
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The load function now calls several functions for loading specific files, even if these functions may be very short. The behaviour changed slightly: Sounds are now always loaded before the graphics. Enables loading sounds even if the graphics are invalid.
Conflicts:
src/object/C4Def.cpp
2014-12-14 22:09:55 -05:00
Tobias Zwick
d59b1e5e5b
reduce version numbering from x.y.z (x does never changes) to y.z
2014-12-12 21:57:52 +01:00
Mark
0e9c0e9be4
AttachMesh with added functionality ( #1177 )
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Simple implementation of matching skeletons/animations. Short description added to the documentation. More functionality to follow.
2014-12-03 20:05:36 +01:00
Mark
dda9599003
Extracted skeleton from StdMesh.
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Skeleton is now represented by the class StdMeshSkeleton.
2014-12-03 20:04:54 +01:00
Armin Burgmeier
00447dd524
Merge branch 'master' into lights
2014-11-12 08:47:43 -05:00
Armin Burgmeier
ebeeb534ce
CreateParticleAtBone: Take object rotation into account ( #1173 )
2014-11-07 19:57:04 -05:00
Armin Burgmeier
137abb89df
Implement normal maps for sprite graphics
2014-11-07 15:29:09 -05:00
Armin Burgmeier
672e343b84
Remove C4DefGraphics::CopyGraphicsFrom()
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It is not used.
2014-11-07 15:28:13 -05:00
Armin Burgmeier
aed907e30d
Remove old fog of war
2014-11-07 11:53:10 -05:00
Armin Burgmeier
a6d949d313
Merge branch 'master' into lights
2014-11-04 11:26:45 -05:00
Martin Plicht
d05c784478
C4GameObjects: Turn remaining explicit iterator use into for (x : list) loop
2014-11-01 15:47:04 +01:00
Martin Plicht
f1f1627995
C4ObjectList: InsertLink, InsertLinkBefore and Clear also do some iterator adjusting
2014-11-01 15:47:03 +01:00
Armin Burgmeier
babb0b243b
Load mesh material scripts also from .ocd folders without definition
2014-10-26 21:29:36 -04:00
Martin Plicht
0bab7c17de
C4Object: ShiftContents done with iterators
2014-10-25 21:26:07 +02:00
Martin Plicht
afa6974f37
C4GameObjects: Sorting out objects with inactive state done with regular Remove/Add calls instead of manually doing linked list dance again
2014-10-25 21:26:07 +02:00
Martin Plicht
0219a40d2b
C4GameObjects: PostLoad sanity Contents check done with iterators instead of direct C4ObjectLink access
2014-10-25 21:26:07 +02:00
Martin Plicht
e375e4b30a
C4GameObjects: When shelving contents of InactiveObjects temporarily, make a copy instead of setting InactiveObjects.First
2014-10-25 21:26:07 +02:00
Martin Plicht
843d4039b1
C4GameObjects: Use this instead of ::Objects
2014-10-25 21:26:07 +02:00
Martin Plicht
d84d42717e
C4Object: Call Contents.GetLastObject() instead of accessing Last link directly
2014-10-25 21:26:06 +02:00
Martin Plicht
03f43f462b
C4ObjectList: Replace trivial cases of manual list traversal with iterator usage
2014-10-25 21:25:52 +02:00
Martin Plicht
cbf2136c58
C4ObjectList: Add more iterator functionality
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This includes a reverse view on the list to iterate over and some utility iterator methods. An iterator now stores a copy of its current object link so that the copy's fields can be adjusted in case of object removal and pending iterations will not skip over some objects which would be the case when advancing the iterator position instead of adjusting the copy's fields.
2014-10-25 18:43:23 +02:00
Armin Burgmeier
2f6d1eaa1f
Parse program definitions from the material file
2014-10-21 15:19:30 -04:00
Armin Burgmeier
8146419e2d
Use PerformMultiLines in C4Object::DrawLine
2014-10-18 13:35:20 -04:00
Armin Burgmeier
5e43e595d3
Make attached meshes use their own blit parameters ( #1095 )
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This might break some scenarios which for example change the color modulation
of a clonk and then expect that also its shovel or other objects get colored.
Such scenarios need to be fixed by also coloring the attached objects. This
might not be very convenient, and maybe we should introduce an option for
attached meshes to use the old behaviour (take blit parameters from main
object).
However, let's see how this change turns out in practise and then we see
whether further modifications are needed.
2014-10-16 11:50:30 -04:00
Armin Burgmeier
e5d1182cce
Add the Anim_RDir AVP
2014-10-09 17:11:13 -04:00
Armin Burgmeier
e4ad7ddc2d
Rename Anim_RDir to Anim_AbsRDir
2014-10-09 17:07:52 -04:00
Armin Burgmeier
9fb0cdbdef
Add a min_rdir parameter to Anim_RDir
2014-10-09 17:05:24 -04:00
Armin Burgmeier
cbdc6040e7
Add the Anim_Dist AVP
2014-10-09 17:00:26 -04:00
Tobias Zwick
b11e8d5d7a
Merge branch 'master' into lights
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Conflicts:
planet/Graphics.ocg/LandscapeShader.c
src/graphics/C4DrawGLMesh.cpp
src/graphics/C4DrawGL.cpp
src/landscape/C4Landscape.cpp
src/landscape/C4Landscape.h
src/landscape/C4LandscapeRender.cpp
src/landscape/C4Scenario.cpp
src/landscape/C4Scenario.h
2014-10-06 23:27:16 +02:00
Armin Burgmeier
f23d745b1d
Reorder submeshes by opacity after material change ( #1125 )
2014-10-04 16:12:13 -04:00
David Dormagen
c09764b3fd
fixed CreateParticleAtBone (would create particles at a wrong position)
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Also set "amount" to min. 1 because that's what intuition would dictate.
2014-09-26 21:32:08 +02:00
Sven Eberhardt
86bcd248a1
Fix crash in AddMenuItem if caption contains %s and pDef is NULL.
2014-09-25 15:14:51 +02:00
Sven Eberhardt
abab7be591
Added scenario achievements displayed as small symbols beside the scenario name in the startup selection screen.
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They can be used e.g. to show that you have finished a scenario on different difficulty levels.
2014-09-24 23:08:40 +02:00
Sven Eberhardt
6f1472e706
Revert pathfinder bug introduced in 086e3e9e10
2014-07-13 14:36:36 +02:00
Sven Eberhardt
5cd9b915b0
Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
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I would prefer to render the models for speaker portraits directly. However, it seems like it's not currently possible to clip or render models to offscreen surfaces.
2014-07-05 15:25:30 +02:00
Sven Eberhardt
91db5d33c2
Added SolidMaskPlane property.
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If an object moves and other objects are attached to its SolidMask, only objects in front of this plane are moved along with it. Defaults to Plane if zero.
2014-05-04 14:16:46 +02:00
Sven Eberhardt
4f43da9999
Fix SolidMasks defined in DefCore.txt for objects with mesh graphics.
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There were a few leftover checks from when SolidMasks could only be defined for definitions with bitmap graphics.
2014-05-04 14:16:46 +02:00
Maikel de Vries
653b135919
Move contents ejection on death after Death Call
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This allows the scripter to access the contents in OnClonkDeath and similar callbacks preventing solutions using effects or static variables.
2014-04-22 20:15:26 +02:00
Günther Brammer
04e1c74c05
Merge Call fix commit
2014-04-19 19:02:27 +02:00
Günther Brammer
22016e075f
Replace some usages of C4ID with C4Def*
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In particular those that made the c4script shell depend on C4Id.cpp.
2014-04-19 19:02:22 +02:00
Sven Eberhardt
e704cd2ecb
GetMeshMaterial called from definition context now returns default mesh materials.
2014-04-18 14:10:12 +02:00
Maikel de Vries
c70c44387f
Fix some DoDamage issues
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Fire.c use correct number of parameters
Axe.c implemented FX_Call_DmgChop according to documentation
2014-04-06 17:15:13 +02:00
Julius Michaelis
405fc4f841
Fix dedicated
2014-04-02 20:53:12 +02:00