Example: this.EditCursorCommands = ["Explode(20)"] on an item will offer a menu entry to explode the object. Commands may be either strings or function pointers, but function pointers will always be called by name.
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.
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.
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.
For the updated source files, the timeline has been split into three
parts:
1. Pre-RWD code (before 2001)
2. RWD code (2001 through 2009)
3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
This might make life easier for people who transition from Landscape.txt.
For new maps, lines should probably better be drawn using MAPALGO_Poly in a loop. This gives you more control over individual line widths, angles, etc.
This is mostly for the benefit of savegames, which rely on being able to
save scenario functions as Scenario.Prototype.*, but also removes an
opportunity to break things.
Mostly by changing functions to take a const reference, but also by using
move constructors. This helps with C4String leak debugging by reducing the
reference count changes.
Since the script engine doesn't have an appropriate function to create the
proplist in, simply create it in the constructor and arrange for the
string table to be constructed first.
For functions that are not appended/included, this is done by reusing them.
Functions that are not in the new script version are left with their code
raising and error. Appended/included functions are handled by a reference count.
With references gone, the engine can sanely run code upon modification of
properties, or throw exceptions on read-only ones. This obsoletes one use
case of GetEffect, simplifying the function a lot.
This time with more manual checking and using git blame -M -C, so that
a few cases of copied code get a copyright notice corresponding to
their initial introduction.
Removed power lines, power connects, energy rule, power OCFs, Energy command, C4Script CheckEnergyNeedChain and EnergyCheck, Action EnergyUsage and documentation.
This probably prevents a crash when the strings are destructed after the
set.
Also show all C4Strings that are still in the stringtable at the end for
debugging purposes.