Commit Graph

8739 Commits (4465236d1b1bd73a7089e34071f629dcec3922f4)
 

Author SHA1 Message Date
David Dormagen 4465236d1b interaction menu: added contents count to "Inventory" (#1697)
..I am open to discuss the exact design of this.
2016-03-04 08:18:20 +01:00
David Dormagen c6dd261d05 Surrounding helper: added ContentsCount overload
..which is a pre-requisite to showing the current / max. contents count in the interaction menu.
2016-03-03 10:46:11 +01:00
Günther Brammer b54ddc7663 Merge branch script 2016-03-01 03:04:17 +01:00
Nicolas Hake fe91cec2b7 Merge remote-tracking branch 'github/pull/14' 2016-02-29 14:05:45 +01:00
David Dormagen 85fad425e2 updated docs for PV_Random and PV_Cos 2016-02-27 12:39:18 +01:00
David Dormagen 3d71dfbfa9 Particles: added a "seed" parameter to PV_Random (#1198) 2016-02-27 12:24:15 +01:00
David Dormagen bc5fededaf particles: added PV_Cos 2016-02-27 11:45:13 +01:00
David Dormagen 4c6d347c4d C4ValueArraySortStringscomp: silenced string-to-bool-conversion warning
VisualStudio gave a "performance warning" about this implicit cast. I actually don't know why, but this change makes the intention clearer anyway (since we are not returning the string contents but just whether they exist). So it's probably not bad regardless of whether the warning is weird.

http://stackoverflow.com/questions/1847860/why-is-there-a-performance-warning-on-cast-pointer-to-bool
2016-02-27 11:42:37 +01:00
Nicolas Hake 48ccc5f983 Render objects in front of landscape only once
The plane limits in C4ObjectList::Draw were not properly checked,
leading to objects in front of the landscape being drawn twice (once
before the landscape was rendered, and once after).
2016-02-25 01:09:48 +01:00
Nicolas Hake bfd9989fc6 Landscape Renderer: Create and bind 1D mat map texture before using
The landscape renderer used to store texture data into the default 1D
texture, which works but is a bad idea for several reasons (and would
have broken if we had a reason to use another 1D texture anywhere else).
2016-02-24 19:18:27 +01:00
Nicolas Hake f64f131f1b StdMesh*: Explicitly delete copy ctors/assignment ops 2016-02-24 01:46:58 +01:00
Nicolas Hake 72dc205582 GL: Add an object label to mesh IBOs 2016-02-24 01:46:58 +01:00
David Dormagen b69a304493 Fx*Damage reference: added "by_player" parameter; do not imply boolean return value
'whether' implies 'yes' or 'no'. That's wrong in this case.
2016-02-23 19:48:15 +01:00
Sven Eberhardt 65d6dd76a3 Meltign Castle: Fix item spawn after 4 minutes; add restart rule. 2016-02-21 17:36:29 -05:00
Sven Eberhardt 5963b9aed3 ItemSpawn: Add reset function to enable re-collection of item. 2016-02-21 16:56:19 -05:00
Sven Eberhardt e87ad1ecc1 MeltingCastle: Rebalance for slightly less rushing. 2016-02-21 16:31:20 -05:00
David Dormagen 63655f2763 global func Decay: some cleanups & added 'delay' parameter for decay speed 2016-02-20 17:57:55 +01:00
Armin Schäfer 9dca94a6b8 New Title image overlay. 2016-02-20 17:26:43 +01:00
Armin Schäfer 40016ae586 Replace old Decay methods in some animals.
# Conflicts:
#	planet/Objects.ocd/Animals.ocd/Bat.ocd/Script.c
2016-02-20 17:25:48 +01:00
Armin Schäfer 2893b22551 Add Decay function to Objects.ocg\System.ocg 2016-02-20 17:22:51 +01:00
Armin Schäfer 1ab375488f Fix AppendCommand(Jump) without target. 2016-02-20 17:21:31 +01:00
Maikel de Vries 4be356f4d9 diamonds: add option to place them not in groups 2016-02-19 22:13:09 +01:00
Maikel de Vries 46e18f5f9f kill tracing: add test for bomb arrow tumble kill 2016-02-19 22:13:09 +01:00
Maikel de Vries a0a5d98700 teleglove: add callback to reject control 2016-02-19 22:13:09 +01:00
Maikel de Vries 9266157a1e clonk: don't play doubt sound when exit command fails 2016-02-19 22:13:09 +01:00
David Dormagen 3227a43b17 HUD progress bar: fixed type of GUI positioning "Top" property
The method returns an int and we need a string. It's correct in all other places.
2016-02-16 19:01:03 +01:00
Julius Michaelis 68851106b4 Add a bit of documentation for the half-sold mask stuff. 2016-02-14 22:32:49 +01:00
Julius Michaelis c6a6b71c3a Specifically run python2 instead of python from the docs Makefile.
If this breaks anywhere, please revert this commit.
2016-02-14 22:32:29 +01:00
Maikel de Vries 1b94d0fcc8 reduce javelin damage
This way it really does what was promised in the last commit (ac8d5934), and not kill someone with 2 good throws.
2016-02-14 18:31:39 +01:00
Nicolas Hake 25deef7857 Merge fix for AnimationNode deserialization crash 2016-02-13 23:28:09 +01:00
Nicolas Hake ad01c2e48f Fix NULL deref when deserializing CustomNode AnimationNodes (GH #13) 2016-02-13 23:22:21 +01:00
Günther Brammer c9c8b0c408 Move modifier key masks to the keycode definitions 2016-02-13 22:36:41 +01:00
Günther Brammer 544c1cbb4b CMake: Remove unused HAVE_X11_KEYSYM_H 2016-02-13 22:36:41 +01:00
Nicolas Hake ec0055f260 Link to terminfo or one of its compat libraries in add'n to readline
Unmodified readline relies on, but doesn't link to, a termcap library.
Several Linux distributions patch this, but others don't; to avoid build
failures, we'll just link to a library that provides termcap symbols
even though we don't use them ourselves. Fixes Github #15.
2016-02-13 22:15:35 +01:00
Nicolas Hake acafce33b0 CMake: Use target_compile_definitions instead of setting the property 2016-02-13 21:56:34 +01:00
Sven Eberhardt a69958554f Melting Castle: Add IceWallKit spawn
To promote more waling attacks and walling defenses.
2016-02-13 10:43:42 -05:00
Lukas Werling 97f06fd0cd Fix openclonk-server build 2016-02-12 22:40:55 +01:00
Günther Brammer c332fe940b Merge branch 'sdl-mouse' 2016-02-12 21:11:21 +01:00
Lukas Werling 24ef8b43af Grab the mouse while in-game (#1637)
This only implements this for the SDL port for now.
2016-02-12 21:09:40 +01:00
Günther Brammer 92217e51e0 GLX: Use gdk instead of XLib to make glXCreateContextAttribsARB not exit 2016-02-12 20:39:39 +01:00
Günther Brammer 0c0c64642a Remove unused #define in C4AulParse 2016-02-12 17:15:46 +01:00
Lukas Werling f505b31032 SDL: Fix mouse button handling
- The right mouse button didn't work at all.

 - The left mouse button stopped working when clicking multiple times
   without moving the cursor.
2016-02-11 22:29:10 +01:00
Lukas Werling 392b7bab72 SDL: Add support for the mouse wheel
Fixes #0001682
2016-02-11 22:17:42 +01:00
Mark 5224eb5b18 Goal Resource: Variable amounts of exploitation
It is possible to set the amount of resources to be extracted with an additional parameter in SetResource() now. The default amount to be extracted is 95 percent, which is the same behaviour as before the changes.
2016-02-11 22:16:19 +01:00
Mark 3993a41cea Goal Resource: Code comments
Some more fine tuning, code comments.
2016-02-11 22:04:22 +01:00
Mark 03d4662811 Goal Resource: Readability
Made the lines more readable.
2016-02-11 21:56:14 +01:00
Mark f122346241 Goal Resource: exploitable_units
Renamed mat_cnt. Will make the lines more readable in the next commit.
2016-02-11 21:50:50 +01:00
Mark 9fa4632a48 Goal Resource: ExploitableObjectCount()
Extracted the division by blast_ratio to a function. This should help again when expanding to diggable materials.
2016-02-11 21:42:19 +01:00
Mark a4d2edd0d2 Goal Resource: ObjectCount2MaterialCount()
Deciphered what some of the functions are good for, since the original code is kind of cryptic. This should help again when expanding to diggable materials.
2016-02-11 21:35:59 +01:00
Mark 50b4d6bae8 Goal Resource: AvailableObjectCount()
Replaced the ObjectCount() calls with a function. This should make it easier to expand the script to diggable materials later.
2016-02-11 21:20:13 +01:00