Tobias Zwick
7e570c05b4
improve the smoke trail and fireworks with the new particle system a bit
2015-01-04 22:09:02 +01:00
Tobias Zwick
6cf5ba325a
use true/false instead of 0/1 as return for a FnSetViewOffset
2015-01-04 22:09:01 +01:00
Tobias Zwick
53defbc6f9
document ShakeViewport and change remaining references to SetPlrViewRange to SetLightRange
2015-01-04 22:09:01 +01:00
Armin Burgmeier
d4ac1d0694
Fix possible crash after a mesh has been reloaded
2015-01-04 18:29:44 +01:00
Armin Burgmeier
039e03824a
Fix buffer underflow in GetExtension()
2015-01-04 18:29:36 +01:00
Sven Eberhardt
9092a42c65
Added missing Maze.ocs/ParameterDefs.txt file.
2015-01-04 15:56:28 +01:00
Sven Eberhardt
89c3f79398
Maze (Heart of the Mountain) parameters for map size and coop/race mode added.
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Medium (default) size is a bit smaller than the previous default, because the map got a lot harder due to fog anyway.
Also removed superfluous Landscape.txt.
2015-01-04 15:55:23 +01:00
Sven Eberhardt
c2d9e1b46e
Change MouseAutoScroll default to off for now.
2015-01-04 15:49:11 +01:00
Sven Eberhardt
cce2eaa389
Fix emergency mode of MapLayer->FindPosition() finding positions outside search rect.
2015-01-04 15:43:51 +01:00
Armin Burgmeier
1c68526440
Remove unused function C4DrawGL::EnsureAnyContext()
2015-01-04 13:36:29 +01:00
Maikel de Vries
d610be43b6
new scenario: Dark Mine, a melee using the lights system
2015-01-04 13:29:13 +01:00
Maikel de Vries
6c4db47f43
added torch with basic functionality
2015-01-04 13:29:13 +01:00
Sven Eberhardt
2696dd04a2
HotIce weapons reworked and fog of war disabled.
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All chests now contain the same stuff, including bomb and fire arrows. Also gave a wind bag to everyone from the start.
With the wind bag, you can hop between islands and usually reach the chests early. This should add more action to the scenario and prevent stalemates due to people not being able to get to each other.
2015-01-04 12:23:32 +01:00
Armin Burgmeier
338910949d
Fix build with GTK+
2015-01-04 12:13:48 +01:00
Maikel de Vries
32754c8a4e
add bomb arrow
2015-01-04 09:18:40 +01:00
Maikel de Vries
8e54a567c4
add fire arrow
2015-01-04 09:17:59 +01:00
Maikel de Vries
629b4ee3d2
clean up arrow script and reduce its mass
2015-01-04 09:16:43 +01:00
Tobias Zwick
0993b3e2a2
change shake strength by distance calculation the same as for audibility
2015-01-03 23:25:28 +01:00
Sven Eberhardt
42b9ca4577
Add custom EditCursorCommands available in editor context menu.
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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.
2015-01-03 23:21:36 +01:00
Tobias Zwick
5e188aafb3
Fix setting small ViewOffsets. Refactor neighbouring code, enable a slight MouseAutoScroll by default
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* make ViewX,ViewY,ViewOffsetX and Y private, add getters and setters that update variables that are dependent on these
2015-01-03 22:53:02 +01:00
Tobias Zwick
b64d379579
tweak fadeoff of the shake effect
2015-01-03 22:53:01 +01:00
Tobias Zwick
659a697cf2
fix ShakeViewport effect, especially for explosions
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* 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
Sven Eberhardt
ec7540e404
Fix ICONV build
2015-01-03 19:06:19 +01:00
Sven Eberhardt
fed6f8d65f
Fix Linux/Mac build.
2015-01-03 19:03:18 +01:00
Sven Eberhardt
98093961ec
Add packet logging option.
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This should reduce log spam in network games.
2015-01-03 18:15:41 +01:00
Sven Eberhardt
49f991c819
Move shader logging into separate file and log only in editor mode ( #1209 )
2015-01-03 17:53:59 +01:00
Armin Burgmeier
1e77de1044
Merge branch 'lights'
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Conflicts:
src/c4group/C4Components.h
2015-01-03 16:00:20 +01:00
Sven Eberhardt
59fe944e15
Make light effect static.
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Otherwise, it would fall down [Maikel].
2015-01-03 13:03:52 +01:00
Sven Eberhardt
f25edc64df
Do not render lights of hostile objects on player-owned viewports.
2015-01-02 01:42:24 +01:00
Tobias Zwick
f5ecd4776d
new function SetLightRange (replaces SetPlrViewRange)
2015-01-02 01:06:00 +01:00
Tobias Zwick
2e6e6e341c
turn off light debug
2015-01-01 21:40:14 +01:00
Sven Eberhardt
369262f423
Ignore fog of war on parkour checkpoints ( #1203 ).
2015-01-01 21:04:51 +01:00
Tobias Zwick
b94f1f5bd7
fix debug view of light normals
2015-01-01 21:01:59 +01:00
Sven Eberhardt
cc17194a2b
Ignore fog of war for parkour goal direction arrow.
2015-01-01 20:46:47 +01:00
Sven Eberhardt
019b618623
Change DuroLava in VolcanoEscapeExtreme to always be overground.
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This makes it more visible.
2015-01-01 17:38:53 +01:00
Tobias Zwick
3e307fc843
fix previous commit
2015-01-01 17:27:41 +01:00
Tobias Zwick
2a4b268087
fix the same bug as Sven2 10 minutes ago, but also clean up the update function, rename variables, add comments, etc.
2015-01-01 16:08:32 +01:00
Tobias Zwick
196c62fbe8
slightly elevate the lights in z direction from the landscape (making the light throw less shadows on visible materials and objects)
2015-01-01 16:07:24 +01:00
Tobias Zwick
12f127b4bd
weaken the effect the material normal map has on the total landscape normal calculation
2015-01-01 16:07:23 +01:00
Sven Eberhardt
9a87240d47
Fix off-by-one error in landscape X bias calculation.
2015-01-01 15:52:15 +01:00
Sven Eberhardt
2b997b994a
Add light effect to explosions.
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Currently, all players see the light. In the future, we may want limit it to the controller of the explosion.
2014-12-31 13:36:22 +01:00
Maikel de Vries
588b75955f
correct bottom open for Chine.ocs
2014-12-30 14:13:34 +01:00
Armin Burgmeier
61b05f92c3
Remove unused FoW tracking in C4Player
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The FoW decay mechanism is not needed anymore, either, because the light
system itself is already slowly fading out when the light changes.
2014-12-29 23:09:31 +01:00
Armin Burgmeier
748b565259
Remove objects from light sources when dead or removed
2014-12-29 23:09:04 +01:00
Armin Burgmeier
ae505e3c6b
Render FoW only if active for player
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This allows to enable or disable FoW individually for each player with
SetFoW().
2014-12-29 23:08:17 +01:00
Armin Burgmeier
a508fb38e7
Remove GL shade model changes
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This gets rid of GL state changes for questionable gain. It also fixes drawing
of fade sky backgrounds in global viewports (where, for some reason, the shade
model was set to GL_FLAT instead of GL_SMOOTH).
2014-12-29 22:27:49 +01:00
Armin Burgmeier
4c3235bbc9
Ifdef-out unused shader code in ObjectLightShader.glsl
2014-12-29 22:26:18 +01:00
Armin Burgmeier
2f08918393
Add FoWEnabled entry in Scenario.txt [Game] section ( #1178 )
2014-12-29 12:29:43 +01:00
Armin Burgmeier
be92651219
Make the clonk a bit brighter
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This compenates for the fact that the ambient and emissive part of
mesh materials are not taken into account anymore.
2014-12-28 17:22:32 +01:00
Armin Burgmeier
a3049207c9
Use full ambient lighting in global viewports
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This allows to see the whole landscape without any areas covered by FoW
in the global viewport. Basically the ambient lighting is set to 1.0
independent of the ambient light map. In the course of this, a second
shader for the landscape has been introduced.
2014-12-28 15:07:42 +01:00