Commit Graph

10848 Commits (3476d76e61cfb3ffb480bfc6f52393b160ed4718)
 

Author SHA1 Message Date
Mark cc21da2315 PowerSystem: Move network merging from flag to power library.
This is not totally finished yet, but this far it is mere refactoring
without changing the system itself.
2017-09-10 14:34:18 +02:00
Mark 4fab0cf47e PowerSystem: Make system overloadable
Replaced hardcoded method calls with a wrapper function
2017-09-10 12:54:11 +02:00
Mark 366ba86abc Fix #1940 All coconuts must be eaten! 2017-09-02 21:16:04 +02:00
Mark 4838093aaf Seed: Extract function for planting manually
Makes it possible to plant manually if some object overloads ControlUse
2017-09-02 21:15:38 +02:00
Julius Michaelis c4cd9dda63 Set VIS_Editor in Library_Goal to avoid forgetting it in future goals
Fixes #1932
2017-09-01 15:59:51 +02:00
Julius Michaelis 94394c2e2a Fix some valgrind warnings and a leak in openclonk-server 2017-09-01 15:59:46 +02:00
Mark 2db1ae5de2 ConstructionSite: Fix compiler warning 2017-08-27 21:05:07 +02:00
Mark 3917964bf2 ConstructionSite: Fix possible nil access
Code that works with that function expects an array to be returned.
2017-08-27 12:19:38 +02:00
Mark d1996e45df Structure: Improved SetBasement
The access to editor actions poses a problem sometime when deleting
basements.
2017-08-27 10:40:44 +02:00
Mark 3e26d4258a ConstructionSite: Overloadable function for construction site preview 2017-08-26 13:36:31 +02:00
Julius Michaelis 9c3c6d1079 Windmill: Syntax error fix 2017-08-26 12:16:32 +02:00
Julius Michaelis a630d2b94b Silence "Warning: could not find sound matching '...'" in openclonk-server 2017-08-26 10:56:14 +02:00
Julius Michaelis ef1c275227 Better error messages for non-constant expressions in 'static const' declarations
cf. #1922
2017-08-26 10:39:38 +02:00
Julius Michaelis e4adb0fd76 Fix StdCompilerINIWrite/19c1badfa 2017-08-25 15:10:28 +02:00
Mark 86154ddd40 ConstructionSite: Interface for custom implementation
Status update should be callable as such separately.
2017-08-24 22:24:03 +02:00
Mark d27223f960 ConstructionSite: Interface for custom implementation
Extracted some more functions to make overloading easier.
2017-08-24 21:49:40 +02:00
Mark 7067192c63 ConstructionSite: Interface for custom implementation 2017-08-24 21:08:27 +02:00
Mark 929b31c4a3 ConstructionSite: Cleaned script
I know that moving around functions is hell when merging, but I did it
anyway because the construction site is not being changed that often
anymore.
2017-08-24 20:58:29 +02:00
Mark 0a20608f60 ConstructionSite: Remove unused function
It did not really disallow taking stuff out, so I removed it.
2017-08-24 20:45:55 +02:00
Mark c25c63179f Gold idol: New graphics and script 2017-08-24 20:27:45 +02:00
Julius Michaelis 19c1badfa6 Fix StdCompilerINIWrite/08714a67f 2017-08-24 16:40:05 +02:00
Kanibal e727d35202 Share time information (frameCounter and realtime) with landscape shaders 2017-08-23 23:53:55 +02:00
Kanibal c1143a2e51 Add remaining glUniform-functions 2017-08-23 23:53:55 +02:00
Maikel de Vries fd42ddd823 add script option to block cutting of pipes
This allows scripters to place liquid containers with fixed pipes, so that players do not break scenarios.
2017-08-20 12:58:31 +02:00
Maikel de Vries cb1482d5a4 fix spamming balloons (#1709) 2017-08-19 16:11:04 +02:00
Maikel de Vries 2fa7aabcac prevent buildings from partially burning down (#1880) 2017-08-18 17:59:25 +02:00
David Dormagen 6fa13d8717 C4TimeMilliseconds: fixed comparison & stopped reloading shaders every frame
Imagine lhs being 0 and rhs being more than int32_t can handle. And then imagine subtracting them and casting them to int32_t.
That's what happened e.g. in void C4ShaderCall::Start() when ScriptShader.LastUpdate was 0. This caused the shaders to reload every frame;
at least when in the main menu. This lead to serious lagging (of the cursor) for me.

Note that the subtraction operator in C4TimeMilliseconds.cpp has a similar issue. This might need a fix or at least high awareness by users. Maybe an assert or something.

PS: Who thought that doing the comparison with a subtraction was a good idea? This is not assembler :I
2017-08-15 10:04:54 +02:00
David Dormagen 8d1aa0c0c2 DirectoryIterator: only append DirectorySeparator if necessary 2017-08-15 10:04:46 +02:00
Julius Michaelis 08714a67f8 Mess up StdCompilerINIWrite in an attempt to fix #1921 2017-08-15 05:50:38 +02:00
Fulgen301 56d1c689d8 The Raid: Correct string table entry Clonko3 2017-08-14 14:49:45 +02:00
Fulgen301 f80e9dbd1a Display carry heavy objects on the clonk's back while swimming (#1764) 2017-08-14 14:49:45 +02:00
Mark eb1657c3e3 Wearable: Attachment flags
Wearable items can have attachment flags, such as matching the target
skeleton
2017-08-13 23:41:04 +02:00
Maikel de Vries bbdd38830e show keys to cycle between interaction objects 2017-08-12 22:14:54 +02:00
Armin Burgmeier 02fa5abc66 Fix material/texture selection in landscape shader (#1841) 2017-08-12 17:01:52 +02:00
Lukas Werling e59205c2f3 Don't update MIME cache on install (#1618)
The install target is used both for manual installation and for
packaging. Updating the packager's MIME cache isn't very useful. Show a
message instead which reminds both packagers and regular users to run
the command.
2017-08-12 16:56:14 +02:00
Mark 5eaa5703a0 Golden statue: Getters for editor actions 2017-08-12 10:58:08 +02:00
Mark e4912b9fda Fight for Gidl: Statue uses a custom pose 2017-08-11 21:37:21 +02:00
Mark 22e05d7a8f Gold statue: Decorative items
Can place items in the gold statue hands. In the future, it might be
actual items that get displayed correctly in the hands by themselves
(maybe I have to tinker with the model here, unless we want to have
custom transformation callbacks for every item).
2017-08-11 21:29:52 +02:00
Mark daae41e61d Golden statue: Editor properties for pose 2017-08-11 15:34:36 +02:00
Mark 09eec4b53c MoltenMonarch: Moved materials to weapons
Weapon materials are now defined in the basic objects, so that other
scenarios can use the alternate skins, too.
2017-08-11 14:22:45 +02:00
Mark e0662bc206 Fight for Gidl: Adjust statue position
Made the statue not movable, so there is no need to make it stuck in the
ground.
Other scenarios do not need an adjustment, because they use
CreateObjectAbove(), so the positions will be OK (tested with 3
scenarios).
2017-08-10 22:43:09 +02:00
Mark be9f477a16 Gold statue: New graphics
Added a new mesh with 6 different poses for the gold statue.
2017-08-10 22:27:32 +02:00
Maikel de Vries 07a945ee8e playground: do not show plant library in spawn menu (#1911) 2017-08-05 16:17:28 +02:00
Maikel de Vries bb970f1d8c improve volcano escape atmosphere (#1566) 2017-08-05 10:49:54 +02:00
Mark e73c206bdd Constructor: Modular construction menu
Makes it easier to overload the individual parts
2017-07-28 23:01:19 +02:00
Mark f8e30e3a00 Animations: Parameter for rolling
Certain packs/objects may want to restrict your ability to roll. The
parameter that distinguishes between rolling from a fall and rolling
while running is helpful here.
2017-07-28 22:08:19 +02:00
Mark 349529fa02 ConstructionSite: Cleaned script
Made the script a little more readable in some places
2017-07-27 22:04:49 +02:00
Mark 3fcee70f60 Fix breathing sound 2017-07-27 21:51:07 +02:00
Mark 7f30f4d971 Fix #1930
Contained clonks can interact with their container now. Changed the
order of issued calls around a little, but it should not create unwanted
effects.
2017-07-23 20:37:53 +02:00
Maikel de Vries 81330d5b34 make lightning move to nearby lightning attractors 2017-07-23 10:47:16 +02:00