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