This attempts to replicate the look of the "rim shading" change using
less insane methods. Notably
1. Use the same light normals for objects and landscape
2. Change extend_normal so it is less "extreme" (= light is coming from
the front more often)
3. Ramp up weight of edge normals for landscape significantly so they
doesn't *completely* disappear.
4. Ambient light 200% brighter, point lights 150% brighter.
This implements the proposal made in the forum for "shiny" materials -
material can now determine the angle at which the most light is reflected.
Shiny materials might set this lower to approximate a "reflection" effect,
and increase the "spottiness" at the same time. To compensate for the
lack of brightness without light, "emittance" can be used.
Not sure this is the most elegant way to model this - the "proper" way
here would be to have emittance, shading and specular as three separate
light parameters instead of molding one into the other and using the third
to compensate.
Furthermore, this reorganises shaders in a major way: We reduce the
number of shader files down to three, pushing a number of possible
configurations into preprocessor. I believe this should be easier to
understand, which for the moment trumps theoretical extensibility
benefits.
The default squid is still friendly (with a new texture now). Setting friendly=false during Place()ment creates red, angry squids.
Being in an ink blot drains a Clonk's breath faster now (because of the panic and increased heart-rate of course).
The friendly squid texture was created by Matthi as well.
It was a bit weird when they just "appeared" so now there's also a sound.
Also added a forward for placement directly on Diamond, since sockets are their "natural" placement method.
Added interaction icon to help knowing when interaction is possible.
Limited crew portraits and information to two clonks.
Added additional warnings texts for further clonks (crew count > 2).
Moved inventory from bottom to top.
* There was an off-by-one-error causing a blank line at the screen upper screen border.
* Remove ApplyGamma. It is always applied because Gamma is just part of the drawing shaders now.
* Save by copying rows instead of pixels for whole map screenshots.
- do not attack things when under water
- can catch fire now
- reduce normal (random) chance of laying eggs, still the same amount of eggs when leeching HP
- can grow to oversize when sucking on a Clonk (large chippies look cool)