Commit Graph

257 Commits (3b0891ba89f7a75f832032036a6aefa2573e325d)

Author SHA1 Message Date
Sven Eberhardt 1b32663999 Fix movement on moving bricks #1530 2016-01-08 00:40:35 -04:00
Maikel de Vries 80ad1a5650 improve lightning strikes
- changes particle appearance
- add sounds
- change branching behavior
- add light source
2016-01-01 10:51:54 +01:00
Maikel de Vries 64af1e2a8a stars: fix placement and allow scenarios to change placement 2015-12-30 11:36:30 +01:00
Maikel de Vries 5a9a851ec9 remove BrickEdge object
This was a huge pain since its existence and completely useless in its functionality...
2015-12-28 10:21:50 +01:00
Maikel de Vries 8e8a66df76 category for non-structures to C4D_None
These objects are not intended to be constructed as structures (the hammer menu) and should therefore not be structures.
2015-12-28 00:31:15 +01:00
Maikel de Vries f6aee9927c add function to init the time object with a definition call 2015-12-16 20:19:09 +01:00
David Dormagen dcfb986e34 moved sounds into subfolders
This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Sven Eberhardt 40f46403ba Move sound author attribution from Objects.ocd into main Sound.ocg (where the sounds now reside). 2015-12-13 01:09:48 -05:00
Maikel de Vries 2e297b6563 time isday and isnight return true and false if no time object is present 2015-12-12 18:15:55 +01:00
Sven Eberhardt 7f6c13084a Register definition-local sounds into definition namespace (id::Soundname) #1185.
Also move all object sounds to global Sound.ocg so they are still played.

This is to prevent naming collisions. All sounds are moved because otherwise all scripts would have to be adjusted. Also, the distinction between sounds in definitions and sounds in Sound.ocg was rather arbitrary.

It will also ensure most sounds are reloaded when sound is turned off temporarily, although that should better be fixed properly.
2015-12-07 00:08:24 -05:00
David Dormagen 973ceed23f fix volcanoes leaving behind sky (#1465)
DrawMaterialQuad was probably changed at some point and forgotten here. grep tells me we don't have any other DrawMaterialQuad-calls remaining where a boolean value is passed as the old "fSub" parameter.
2015-12-03 22:13:29 +01:00
Maikel de Vries 9d88a259a2 fix flickering of sky in time object 2015-11-22 09:28:53 +01:00
Maikel de Vries 2be6988829 fix updating of time object when set by script 2015-11-21 21:25:16 +01:00
Maikel de Vries 9a9486d0fe Do not XOR booleans (Time.ocd) 2015-11-08 22:34:09 +01:00
Armin 1b35755ce4 Fix blinking sky when using the time object. 2015-11-07 11:24:22 +01:00
Armin 41e2bd8d6f Fix time controller ignoring custom SkyAdjust (#1311). 2015-10-27 22:52:49 +01:00
Clonkonaut acec73dd51 New global const FIRE_LIGHT_COLOR. Added fire light color to various objects. 2015-10-07 23:26:03 +02:00
David Dormagen 2e977fdf2d renamed Trunk2 to WalkableTrunk and moved it to Environment.ocd
The "Trunk2" had nothing at all to do with the other "Trunk". It's not a tree and can't be chopped. It's not a decorative object either. It's something that the scenario designer most likely has to place on purpose.
The Vegetation.ocd folder should be kept for plants and plant-like stuff that e.g. either grows or can be chopped like a tree and fulfill not another core-role (like being a decorative bridge).

The texture can possibly be scaled down a bit. But because the WalkableTrunk has a width of 264 (x*4 = 1056), I didn't want to change that now without ingame testing.
2015-10-06 18:19:07 +02:00
Clonkonaut 0aab3cf4e6 Added new material textures by Nachtfalter and Matthi. 2015-10-05 02:02:36 +02:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Sven Eberhardt 8614ce46c4 Create default ambience controller in all scenarios.
Can be overloaded by providing a custom function InitializeAmbience either globally or in the Scenario proplist.
2015-09-28 20:20:31 -04:00
Sven Eberhardt aff87890e7 Fix initial ambience and music setting in sequences without cursor. 2015-09-28 16:53:14 -04:00
Sven Eberhardt 6da62d9220 Enable music resume in ambience music switcher. 2015-09-27 20:58:55 -04:00
Maikel de Vries 4c66cc4ad7 change time interface to remove connection between System.ocg and Objects.ocd 2015-09-22 23:31:17 +02:00
Sven Eberhardt 26085a1824 Fix rain change from water to snow (not ice) when it's cold.
Also optimize the cloud a bit since it was the top element on the script profiler.
2015-09-19 21:22:56 -04:00
Sven Eberhardt 369be20860 Fix cloud clipping (#1404). 2015-09-19 21:22:55 -04:00
Sven Eberhardt af5302b949 Fix insect swarm and boiling lava scenario saving. 2015-09-17 21:59:05 -04:00
Sven Eberhardt de7db461fa Fix cave reverb in multiplayer (#1397). 2015-09-13 01:03:26 -04:00
Maikel de Vries ad95a39a1c prevent bubble from growing infinitely large 2015-09-11 23:15:23 +02:00
David Dormagen 30bb5c15a7 moved Bubble sounds to global Sound.ocg folder and also made their names match our naming convention 2015-09-11 20:21:26 +02:00
Maikel de Vries 9dda8d34dc fix splitting of lava bubbles 2015-09-11 20:02:09 +02:00
WinExploder 775820fd92 new alien meteor effect and adjusted meteor light
squashed:
alien meteor: removed commented out stuff in script
Added new particle effect for AlienMeteor
Added missing particle for Alien Meteor :x
Changed meteor light
2015-09-11 20:00:23 +02:00
WinExploder f35a46c61f added BoilingLava and BoilingAcid environmental rules
cleaned up boiling lava and boiling acid rule
-Made them adhere to the C4S guidelines, renamed some IDs and made some stuff in scripts more readable.
Prettied up the scripts for the boiling liquid environmental rule
Changed Bubble Behaviour slightly
Und nochmal weil's so schön war
Added BoilingAcid which causes bubbles to rise from Acid on the map
Dark bubbles are explosive
Added boiling Lava environmental rule
2015-09-11 19:08:10 +02:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
David Dormagen cc876e01ce moved LaunchMeteor into more general Objects.ocd/System.ocg folder
This is to prevent errors on including objects that contain global functions. I believe this will be needed more in the future, thus there is now a new System.ocg folder.
2015-09-01 22:55:00 +02:00
WinExploder 6257d9d6be added item spawning functionality and better effect for meteor; added alien meteor skin
squashed:
-Made meteor particle effect awesome
--Slight changes to rotation of Alien meteor and particles
-cleaned up alien meteor and merged item spawning functionality into normal meteor
-Fixed AlienMeteor spawn chance
-Changed AlienMeteor visuals slightly
-Made AlienMeteor Particles even better C:
-WIP: Alien meteor + particles
2015-09-01 22:42:14 +02:00
Sven Eberhardt 05a78138a3 Add sound and music ambience object.
Also tagged the existing music as "day". Only enabled in the first three missions for now.
2015-08-29 14:11:00 -04:00
Sven Eberhardt 6ab6a1ac3c Add script interface for some EFX sound modifiers. 2015-08-27 21:44:23 -04:00
Armin 36c0d84c03 Add stalactite fragments
Conflicts:
	planet/Objects.ocd/Environment.ocd/Stalactite.ocd/Script.c
2015-08-27 21:42:59 +02:00
David Dormagen 06df6885ce stalactite: added sound for dropping water and sound/particles for hit 2015-08-27 21:12:27 +02:00
David Dormagen 250a20ccfc stalactite: updated stalactite model and improved placement & renamed "Stalactite1" to "Stalactite" 2015-08-27 19:25:22 +02:00
Armin 07cc668f46 stalactites: dynamic texture color & fix water sources being out of solid material 2015-08-27 19:24:40 +02:00
WinExploder b044315526 Added stalactite Object 2015-08-27 19:22:38 +02:00
David Dormagen 36544bd56c Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Foundry.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Branch.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Trunk.ocd/Script.c
	planet/System.ocg/FindLocation.c
2015-08-02 19:24:04 +02:00
Sven Eberhardt 0d48105b46 Added shape library.
Also fixed some coconut tree reproduction issues.
2015-07-31 00:42:01 -04:00
Clonkonaut b8652fa5ba Fixed IsNight. It never worked. 2015-07-23 12:45:01 +02:00
David Dormagen 196f528201 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
	planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
	planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
	planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
	src/game/C4Game.cpp
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
Maikel de Vries 73ebce9f9a remove celestial environment object in favor of scenario callback 2015-04-08 20:18:24 +02:00
Maikel de Vries fdb007bfb4 clean up moon and star objects 2015-04-08 20:18:24 +02:00
Maikel de Vries f4324664e7 use ambient brightness for time of day 2015-04-08 20:18:24 +02:00
Maikel de Vries 346d5cd709 another batch of Graphics.png removals 2015-02-15 22:37:08 +01:00
Maikel de Vries 041532505b reduce lag when night by removing gamma change
The cool effect is then gone, but it has to be replaced anyways by shader effects.
2015-01-29 18:04:46 +01:00
Maikel de Vries d2214de19f rockfall spawns away from crew members 2015-01-26 20:38:50 +01:00
Maikel de Vries 26aca1abe2 make the lava chunk a small light source 2015-01-18 12:50:53 +01:00
Sven Eberhardt 49c5b22591 Remove some empty graphics files. 2015-01-17 18:22:06 +01:00
David Dormagen bd04722553 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	src/game/C4GraphicsSystem.cpp
	src/game/C4GraphicsSystem.h
	src/game/C4Viewport.cpp
	src/gui/C4GameMessage.cpp
2015-01-15 19:57:01 +01:00
Mark 850bf1b9d4 CreateObject/CreateObjectAbove (#1214)
Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
Tobias Zwick 659a697cf2 fix ShakeViewport effect, especially for explosions
* The shake effect used to have a target object, which made it vanish as soon as it is removed (and on Explode, it is immediately). So, the shake was never visible. The shake effect is now global and manages all shakes currently on the landscape
* Additionally, if there are several explosions that cause a shake, they were not added up correctly
2015-01-03 22:53:01 +01:00
David Dormagen f89b8c8319 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Environment.ocd/Cloud.ocd/DefCore.txt
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/DefCore.txt
	planet/Objects.ocd/Libraries.ocd/PowerConsumer.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/PowerProducer.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/System.ocg/ClonkControl.c
	src/gui/C4MouseControl.cpp
	src/landscape/C4PXS.cpp
2014-12-25 15:24:19 +01:00
Maikel de Vries c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
Sven Eberhardt 0a4b941a97 Rockfall dissolves when hitting the ground in acid. 2014-10-19 20:19:47 +02:00
Maikel de Vries 85646c7a8e removed cloud vertices 2014-10-18 18:41:56 +02:00
Maikel de Vries 83930ee27f fixed cloud movement in ironpeak(#1149) 2014-10-18 12:52:06 +02:00
Sven Eberhardt 0e8e20fa5c Add explosive mode for rockfall.
Makes it a bit more deadly by blasting through rock and granite.
2014-10-18 01:19:18 +02:00
David Dormagen c09e9880e2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-10-13 18:54:05 +02:00
Maikel de Vries 9e0304cd5a rockfall as disaster 2014-10-03 14:37:44 +02:00
Maikel de Vries 672b5c2d1f moved disasters to their own subfolder 2014-10-03 13:36:05 +02:00
David Dormagen 952f06b173 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-09-29 11:47:09 +02:00
Maikel de Vries 35c9aa9a78 new goal for Chine.ocs 2014-09-22 19:20:32 +02:00
David Dormagen 5722339e83 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/gui/C4Gui.h
	src/gui/C4GuiDialogs.cpp
	src/gui/C4GuiWindow.cpp
2014-08-13 11:52:41 +02:00
Maikel de Vries 6ba0164c5b removed unnecessary defcore Value entries
Completely unneeded for structures and many other objects.
2014-05-26 21:38:32 +02:00
Nicolas Hake 48c1f387f0 Require semicolon after 'do' loop
This makes C4Script consistent with C-based languages, and current usage
on master shows that in the majority of cases, the author expected to have
to place a semicolon after the loop anyway.
2014-05-03 10:07:41 +02:00
Maikel de Vries dfc4976e8c Fixed lightning damage for living objects 2014-04-21 19:39:29 +02:00
David Dormagen 06ac00ace8 Merge branch 'master' into Controls
Conflicts:
	CMakeLists.txt
	Makefile.am
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Club.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	src/control/C4Control.cpp
	src/control/C4Control.h
	src/gamescript/C4GameScript.cpp
2014-02-15 14:44:57 +01:00
David Dormagen 4c740e8894 the Cloud is not C4D_Vehicle anymore for obvious reasons 2014-02-15 14:40:08 +01:00
Sven Eberhardt 57463b61c4 Rework SolidMasks to be defined in a separate SolidMask.png graphics file instead of the main definition graphics. 2014-01-08 01:55:33 +01:00
Sven Eberhardt 616945d220 Remove superfluous TODO comment.
I checked it. It does work :-)
2014-01-03 12:43:58 +01:00
Sven Eberhardt faeb4efd53 MovingBrick: Ensure only one movement effect is active at a time. 2013-12-30 03:09:44 +01:00
Sven Eberhardt 5094cc5c1b Reworked "Save as scenario" option in editor to write a script file instead of Game.txt. 2013-12-27 17:10:09 +01:00
Martin Plicht d699ba80a5 script: Fix some minor nil/0/parameter passing issues, fix some <variable> = <variable> noop issue and convert some while loop into a for loop 2013-12-21 13:23:51 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
David Dormagen 7ede55eeee improved the aesthetics of the lightning strike's particle effect 2013-11-30 13:43:46 +01:00
Tobias Zwick e10f7abe1b add a fadeout sound for the earthquake (#884) 2013-11-29 21:48:09 +07:00
David Dormagen 30619ae7fd removed unused particle definitions & cleaned up Particle.txt of LightningBolt particle 2013-11-28 23:44:24 +01:00
David Dormagen 08fc85f13c updated Scorched Garden to use the "normal" Meteor instead of a Firestone with particles; made Scorched Gardens use the new particle system everywhere else, too 2013-11-28 21:35:11 +01:00
David Dormagen b101a0d756 adapted all magic particles and usages to new particle system 2013-11-26 21:24:58 +01:00
Maikel de Vries c0f76f691b Lighning uses new particle system -> no lag
It still looks not that good, so an artist is requested!
2013-11-02 13:37:52 +01:00
Maikel de Vries 1118a31752 Fixed a OCScript runtime error for the lightning strike 2013-10-07 19:10:25 +02:00
Maikel de Vries d280bff611 Fixed cloud raining and lightning in tunnels 2013-10-04 17:16:44 +02:00
Maikel de Vries 1ca9de2f51 Fixed cloud issues: shading, alpha, movement, lightning 2013-10-04 12:48:01 +02:00
Maikel de Vries ca78cf2554 Fix a bug that made lightning strikes cause elevators to stop working 2013-10-03 18:48:09 +02:00
Tobias Zwick 131ec86b98 refactor pump done. Remaining problem: power system (usage) 2013-05-30 22:11:39 +02:00
Tobias Zwick 064166d09e make most sound effects mono 2013-05-26 17:42:37 +02:00
Tobias Zwick d1be5d109c adjust gamma calculation of time 2013-05-25 22:26:41 +02:00
Pyrit 6b8b386658 Added SetGamma() to the time object, so that the whole game gets dark at night, not just the sky.
Signed-off-by: Tobias Zwick <newton@westnordost.de>
2013-05-25 20:55:20 +02:00
David Dormagen 38bdfd296d FindLocation: added parameters, improved documentation, now uses Par(i) 2013-01-14 10:41:10 +01:00
David Dormagen 00d5ffea03 added LargeCaveMushroom and Cave
the Cave-dummy-object has a Place() method which places a cave
2013-01-12 18:15:51 +01:00
Charles Spurrill 2b10141a4e Waterfall actually uses the mat defined in the CreateWaterfall function 2012-11-06 16:37:19 -08:00
Maikel de Vries 7613277191 Never do this again
This really is the last warning, after this I'll just revert!
2012-11-04 15:03:41 +01:00
Maikel de Vries 279ce3b313 Objects: Added a waterfall and drain 2012-11-03 22:07:14 +01:00
Tobias Zwick 2335abcc23 fix hide stars and moon during day 2012-10-30 22:01:57 +01:00
Tobias Zwick 095645a7bb dont draw stars and moon at all during the day, only fade all celestial objects and cloud on dawn and dusk (performance optimization) 2012-10-30 00:48:50 +01:00
Tobias Zwick bf7742760d made the night sky more beautiful with stars 2012-10-30 00:10:00 +01:00
Maikel de Vries 9ad28f470e Fixed volcano lava chunks 2012-10-30 21:01:04 +01:00
Tobias Zwick 117e9ec90f make day->night->day fading smoother,
add sunset/dawn fade in between,
clouds don't turn invisible in the night
2012-10-28 18:48:02 +01:00
Maikel de Vries cdee3ea748 Reduce rain in Goldrush
Oh and yes Ringwall don't mess up the clean scripts I wrote and read the code style guidelines
2012-10-20 13:54:00 +02:00
Tobias Zwick f22fe90484 Nachtfalter's new moon 2012-10-14 01:38:09 +02:00
Sven Eberhardt 65b09ca9e2 Skylands: Some minor tweaks 2012-10-14 01:07:32 +02:00
David Dormagen 70f7bf2b48 renamed VisualEnvironment.ocd to Ambience.ocd 2012-07-02 21:34:12 +02:00
David Dormagen 15e29fcfd8 added very simple framework for the creation of purely visual environment objects + not-implemented-zicadas 2012-06-05 22:31:58 +02:00
Charles Spurrill e1c511311e Clouds darken at night; variable 'blueness' of night relative to moon phase 2012-05-22 13:16:48 -07:00
Maikel de Vries e0eca72b50 Implemented volcano
Still needs some work though on different areas (sounds)
2012-04-28 13:18:27 +02:00
Felix Wagner 57c0dec3f5 Earthquake sound 2012-04-12 21:49:41 +01:00
Maikel de Vries e7f770923b Fixed setting frequency of disasters 2012-04-12 22:15:54 +02:00
Martin Plicht a4194c22e9 Replace 0 with nil wherever string/object/array is expected 2012-04-12 11:48:23 +02:00
Maikel de Vries d0e2b08041 Added Meteor
Can be used in the same way as earthquakes via definition calls.
2012-04-11 22:41:08 +02:00
Maikel de Vries 3b84fdb582 Earthquake uses definition call in scenarios
Somehow I like this method, and I will use it for all disasters and maybe other environment objects as well.
Launching earthquakes is still possible via a global function though. Still needs sound...
2012-04-11 22:32:01 +02:00
Maikel de Vries 21ba812d06 Moved Vegetation from Environment to Objects 2012-04-08 20:55:03 +02:00
Maikel de Vries 32baccea4f Clouds are created via definition calls in scenarios
This to get rid off NoRain.c appendtos, see scenarios for examples. Maybe we should also use this interface for other environment objects.
2012-04-03 19:13:07 +02:00
Maikel de Vries a977aebac5 Cloud: clean up and fixed lightning strikes
This should in the end all depend on scenario settings, but it's okay for now I guess
2012-03-04 10:44:53 +01:00
Maikel de Vries c3b57957c4 Coniferous tree seeds faster, this is needed in for rounds like Goldmine
Also some more trees and gold in goldmine.
2012-02-25 16:15:17 +01:00
Felix Wagner 0051862213 For the sake of Eclipse: fixed various var declarations 2012-02-20 12:04:59 +00:00
Felix Wagner eb6b7be7ee Fixed various unused vars 2012-02-20 11:58:58 +00:00
David Dormagen 833d5a6f76 SpoutBerryBush: added Place-function to be called on scenario initialization 2012-02-18 22:48:00 +01:00
Felix Wagner a1ab572fe4 New wheat graphic from Nachtfalter 2012-02-09 01:29:50 +00:00
David Dormagen 35f0cc6c73 Sprout Berry Bushes now have darker color 2012-01-28 21:43:18 +01:00
David Dormagen a09a2c55ad removed unneeded mesh-file from the berry bush 2012-01-22 02:13:30 +01:00
David Dormagen d6b90bdaa7 Sprout Berry Bush added 2012-01-22 00:20:16 +01:00
Felix Wagner 3da392888c Moss & Lichen added, Lichen graphic needed 2011-11-05 01:49:15 +00:00
Felix Wagner 1478eaf152 Removed Log 2011-11-05 01:48:13 +00:00
Felix Wagner cf71fb48b6 Plant library: renamed CanBeHarvested -> IsCrop 2011-10-21 21:14:51 +01:00
Felix Wagner 60f9064d8e Removed hit sound for mushroom (was a horrible idea) 2011-10-20 00:42:28 +01:00
Felix Wagner 865b91849b The axe can now chop trees and split them into wood (lossy) 2011-10-14 01:04:33 +01:00
Charles Spurrill 4920f8b693 Added functions to tree for axe interaction 2011-10-12 17:27:58 -07:00
Julius Michaelis 0f12b3485e Find sounds with all extensions instead of only wav, so Sound() does no longer require .ogg extensions
Do not replace * with ? in sound name wildcards anymore, adjust scripts
2011-10-12 23:09:22 +02:00
Felix Wagner ac416cfb6e Foodstuff: bread, cooked mushroom, flour (needs graphic) 2011-10-09 01:19:58 +01:00
Felix Wagner 07ad0805a4 Eat(object) for clonk, munch sound! 2011-10-08 20:48:18 +01:00
Felix Wagner 99efb8e2ba Wheat and seeds (dummy graphics for seeds) 2011-10-08 05:42:49 +01:00
Felix Wagner 2d2cab8227 Rework of the plants, to work with the new lib 2011-10-05 04:55:40 +01:00
Maikel de Vries 59c1aefad9 Objects: All Versions to 5,2,0,1 2011-10-01 10:54:15 +02:00
Charles Spurrill cd7d0bf5f2 Fix star parallaxity 2011-09-30 22:29:36 -07:00
Maikel de Vries a7763beb25 Objects: Interactables return true on Interact() 2011-09-29 23:23:06 +02:00
MimmoO 1982b89076 Adjusted Collumn to match the new Brick color 2011-09-13 20:40:06 +02:00
Maikel de Vries 257782265c Overcast: Added columns and grass as decoration 2011-09-10 23:47:48 +02:00
Maikel de Vries d8dbb7b41c Objects: Moved Column from scenarios to Objects.ocd 2011-09-10 21:58:47 +02:00
Maikel de Vries 6b62bacecd Objects: Fixed moving bricks with zero Speed
calling some functions with nil would result in zero action Speed.
2011-09-07 02:14:23 +02:00
Maikel de Vries 77dc931c87 Molten Monarch: Use moving brick from Objects.ocd 2011-09-06 17:06:29 +02:00
Maikel de Vries 7f6006fe83 Objects: Moved MovingBrick from Overcast to objects.ocd 2011-09-05 17:06:02 +02:00
Maikel de Vries dd0ea8d674 Scenarios: Fixed Ruins and Hideout 2011-09-03 13:55:47 +02:00
Maikel de Vries 8cd1eb6405 Scenarios: Fixed Scorched Garden and Frozen Fortress 2011-09-03 13:06:15 +02:00