Julius Michaelis
376ca5a9df
Prevent using USE_CONSOLE in lib{misc,c4script}
2016-10-22 17:42:23 +02:00
Julius Michaelis
8d2f2846b5
Fix mac build
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Also move some stuff around once again…
2016-10-21 01:25:48 +02:00
Julius Michaelis
34a9a1de8d
Twiddle with header organization: lib{misc,c4script} do no longer include GL/glew.h
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(Yes, it is just that complicated.)
2016-10-20 18:46:32 +02:00
Sven Eberhardt
15d850e4ec
Editor: Add effects to property viewer
2016-10-14 10:50:17 -04:00
Sven Eberhardt
30738c760e
Fix water splashing particles
2016-08-30 18:56:46 -04:00
Sven Eberhardt
1d566ec6c5
Add VIS_Editor visibility flag
2016-08-02 01:12:08 -04:00
Sven Eberhardt
a7aa89f168
Merge branch 'master' into qteditor
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Conflicts:
planet/Objects.ocd/Structures.ocd/StoneDoor.ocd/SpinWheel.ocd/Script.c
src/platform/C4WindowSDL.cpp
src/script/C4AulParse.cpp
src/script/C4Effect.cpp
2016-06-20 22:27:03 -04:00
Sven Eberhardt
b6526d2f65
Qt Editor: Always duplicate contents with objects
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Even if they are not selected, this is probably what the user expects.
2016-06-20 15:50:35 -04:00
Maikel de Vries
8291298af1
add script callback on completion change
2016-05-21 13:34:34 +02:00
Maikel de Vries
6794b3b630
remove object component functionality from the engine
2016-05-21 13:34:34 +02:00
Maikel de Vries
accd897b91
rename NoComponentMass to NoMassFromContents
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This had nothing to with components, and risk of backwards compatibility is minor.
2016-05-21 13:34:33 +02:00
Maikel de Vries
183ab4c4a0
remove unused function ComposeContents
2016-05-21 13:34:33 +02:00
Maikel de Vries
5841b55f7e
remove unused function GetNeededMatStr
2016-05-21 13:34:33 +02:00
Günther Brammer
c0d32f8f4e
Remove redundant target parameters from effect implementation
2016-05-15 15:17:17 +02:00
Günther Brammer
6aaf7cd2ef
Store a pointer to the effect target in the effect itself
2016-05-15 15:17:17 +02:00
Günther Brammer
b00b8554ab
Merge branch script
2016-04-28 03:25:44 +02:00
Günther Brammer
efd4724084
Script: Add Scenario effects
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These work just like global effects, except that effects from CreateEffect
get the scenario as target parameter in the callbacks.
2016-04-28 02:53:21 +02:00
Sven Eberhardt
881534bee0
Qt Editor: Shape properties
2016-04-25 16:17:10 -04:00
Lukas Werling
c349254d8b
Remove C4Particles.h include from C4Object.h
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This reduces the number of files indirectly including PCG from ~50 to 7.
2016-04-25 21:24:27 +02:00
Günther Brammer
e8811a7b21
Move global effects from ::Game to ::ScriptEngine
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This even enables some simplification in the CompileFuncs, since the global
effects were already put in the same section as the other ScriptEngine
parts. The callback for updates due to relinks also fits nicely.
The reset in C4Game::Default was redundant with C4Game::Clear already.
2016-04-24 19:40:28 +02:00
Günther Brammer
e2c6c2a841
Do not use C4Object in C4Effect
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Instead, the pointer to the effect list is passed to the functions that
previously used the object to determine it.
2016-04-24 19:40:28 +02:00
Nicolas Hake
8ffc1ab8cb
Apply DrawTransform to meshes too
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This will make lighting look weird again for meshes flipped via FlipDir.
Avoid doing that until we implement FlipDir for meshes via an internal
MeshTransform.
2016-04-17 17:56:56 +02:00
Nicolas Hake
9dddf289db
Merge branch 'master' into qteditor
2016-04-03 21:06:32 +02:00
Nicolas Hake
eabca223f5
Update all copyright notices for 2016
2016-04-03 20:24:42 +02:00
Nicolas Hake
493c276126
Rewrite header inclusions to #include "path/to/file.h" style
2016-04-03 20:24:42 +02:00
Nicolas Hake
3641509462
Mesh rotation: Keep rendered mesh inside shape
2016-04-03 13:37:04 +02:00
Nicolas Hake
0537df5f23
C4Object: Move C4Def.h dep out of header
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C4Def is only ever used as a pointer inside C4Object.h, so we don't need
to include C4Def.h from it.
2016-04-03 13:24:26 +02:00
Nicolas Hake
735f9cc06b
C4Landscape: Pull everything private out of the header
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Since LTCG is enabled now, we don't have to define every function inside
the headers for ~xXx super speed xXx~, which means we can strip the
headers down to their bare minimum and reduce interdependencies and
therefore recompilation times by a lot.
2016-04-03 13:24:24 +02:00
Nicolas Hake
cd0032ccf0
Do mesh rotation outside of DrawTransform
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Mesh rotation needs to happen as part of the MeshTransform so lighting
is applied correctly. DrawTransform applies after lighting which made
rotated meshes look weird.
2016-03-31 01:19:58 +02:00
Maikel de Vries
d6b963d321
remove unused LineMaxDistance property
2016-03-22 22:26:46 +01:00
Maikel de Vries
dc1e828cfb
add callback OnLineChange when line changes its vertices or vertex positions
2016-03-22 21:53:32 +01:00
Maikel de Vries
fc008241cd
rename LineBreak callback to OnLineBreak
2016-03-22 18:58:55 +01:00
Sven Eberhardt
771a333e21
Qt Editor: Add effects to object list view + fixes
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Also remove cache of C4Values and use callbacks on object and effect deletion instead.
2016-02-21 22:23:42 -05:00
Nicolas Hake
5f895c14fc
Materials: Fix misspelling of "Incendiary" ( #1680 )
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The wrong spelling will still be accepted as a material value, as long
as no value with the correct spelling exists.
2016-02-09 23:45:02 +01:00
Günther Brammer
03d11cd596
Merge script branch
2016-01-31 21:51:58 +01:00
Sven Eberhardt
1f81b87c33
PlayAnimation: Delete previous animations in same slot if no weight is given.
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This will simplify fixing several animation leaks.
2016-01-28 22:02:27 -05:00
Günther Brammer
68c436576e
Simplify construction of C4AulParSets
2016-01-25 00:00:57 +01:00
Günther Brammer
20c22582ec
Move DirectExec from C4AulScript to C4AulExec
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In the long term, there is no reason DirectExec should be concerned with
C4AulScript/C4ScriptHost. In the meantime, the lookup code from Fneval can
be moved into the function.
This allows eval in scenario script to access scenario script locals, but
that seems harmless.
2016-01-24 12:27:23 +01:00
Günther Brammer
ca9d95b25f
Replace various C4AulFunc::Exec with C4PropList::Call
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In C4Control.cpp, this improves correctness by selecting the right global
function instead of a random function.
2016-01-24 12:27:23 +01:00
Günther Brammer
6b6dd96719
Move GameScript.GRBroadCast to Game.GRBroadCast
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This avoids a dependency on ::Objects from C4ScriptHost.
2016-01-24 02:09:14 +01:00
Günther Brammer
a5f797f96b
Move miscellaneous global functions from C4Effect.cpp to their users
2016-01-24 02:09:14 +01:00
Sven Eberhardt
fcf870672c
Fix overflow when calling DoEnergy with large values #1646
2016-01-22 22:52:09 -05:00
Sven Eberhardt
26084af502
Fix crash when grab target is lost.
2016-01-15 08:54:03 -05:00
Sven Eberhardt
cc613c01f4
Fix action target reset on same procedure only.
2016-01-15 08:14:46 -05:00
Sven Eberhardt
579cb7e66c
Reset action targets on procedure change #1552
2016-01-14 21:40:42 -05:00
Sven Eberhardt
e2acb8b9bb
Add missing sounds for Grab/UnGrab #1585
2016-01-10 21:17:06 -05:00
Maikel de Vries
a6efefaecc
fix float physics for objects moving out of a liquid surface ( #1523 )
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This also fixes objects which previously jumped out of the water continuously, by adding an extra check to also capture faster moving objects. It could be made speed dependent, but that seems to be overkill for the situation.
2015-12-30 12:54:04 +01:00
David Dormagen
a8c57ea5b9
fix assertion failure when changing C4Object.Touchable at runtime
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Which would cause Boomshire to trigger an assertion on startup.
2015-12-16 23:01:28 +01:00
David Dormagen
dcfb986e34
moved sounds into subfolders
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This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Nicolas Hake
617a0828fb
Aul: Throw exceptions by value, not by pointer
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Throwing values instead of pointers simplifies memory management at the
catch site.
2015-12-08 13:17:40 +01:00