Mark
cc21da2315
PowerSystem: Move network merging from flag to power library.
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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
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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
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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
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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
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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
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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
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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
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Status update should be callable as such separately.
2017-08-24 22:24:03 +02:00
Mark
d27223f960
ConstructionSite: Interface for custom implementation
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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
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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
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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
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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
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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
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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 )
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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
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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
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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
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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
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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
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Makes it easier to overload the individual parts
2017-07-28 23:01:19 +02:00
Mark
f8e30e3a00
Animations: Parameter for rolling
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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
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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
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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