It was already done when blasting free and when digging out existing objects, but the case of digging out new materials was still missing. This helps collect firestones when digging in firestone material.
This should improve cache coherency by having all surface tiles adjacent
instead of strewn across the heap. This will also remove an indirection
in the common case of only using one tile.
When moving attached objects, it will now move the attachment target along with the object. This makes moving elevator cases and wind generators a lot easier.
Instead of using the preprocessor to filter out debugging code, we might
want to make more use of the optimizer's DCE. That way, renaming and
moving a function or variable won't immediately break a rarely tested
configuration.
When OC fails while in startup code, resetting the gamma ramp was trying
to use an uninitialized C4Draw, which would result in writes to invalid
memory.
- Increase light fade-in/fade-out quite a bit (4 times stronger)
- Fixed normal jump when multiple lights intersect (will make things a
little less nice with only one light, but this takes priority)
- Don't draw objects without light in light-debug mode
Printing pointers from the crash handler has been broken starting
with an update to MinGW at some point in the past, when they stopped
using printf from MSVCRT, instead replacing it with a private
implementation. Fix this by checking for inttypes.h availability, and
using it (and its format macro) when possible.
The "b" value returned by the new find_cross function had basically
nothing to do with what the old version did (it was for the other
pair of coordinates *and* sign-switched). This is not cosmetical - the
algorithm depends quite a bit on this being consistent.
Additionally, most of the list modifications in CalculateTriangles were
wrong (didn't reprocess last triangle for ascend shadowing, and the descend
case was removing the wrong triangle). I admit the old code was probably a
bit too tricky with how it handled "i", so I attempted to refactor it to
make it less easy to screw up in future.
Useful e.g. for ingame scripting when you want to grant extra construction plans. Additionally, this kind of behavior is known from some other functions with per-player parameters like e.g. Sound().
CreateObject() now does not reposition an object after it has been created, but rather grows it around the center of said object.
To that end a new parameter has been added to DoCon() and SetCon() and the documentation has been updated.
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
With this change, an additional rectangle is stored in C4FoWRegion that
represents the area covered by the viewport in fractional floating point
coordinates. This allows the light texture to be created for an arbitrary
portion of the landscape, and the coordinate transformations for the
shaders will still work.
Also, since the additional rectangle uses floating point precision, the
computed coordinate transformations do now give the exact same result as for
the landscape pixel-by-pixel, and there should not be any offsets left.
I also hope that this change improves or fixes the single-pixel-lines of sky
that are sometimes seen at the edges of the viewport.
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton
This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)
Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
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.
src/script/C4Script.cpp:159:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (long i = 0; i < sizeof(values) / sizeof(*values); ++i) \
^
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).
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.
There were two problems with the previous transforms:
1) For inverting the Y axis for the ambient map, the total height of the
output window is needed, not only the viewport region.
2) The Y offset to only use the part of the light texture that is being
rendered to was not applied.
In order to keep the transformations more readable, a new lightweight class
C4FragTransform has been introduced which can only handle translations
and scales in x and y.
This allows to ignore slice declarations using `#define slice(x)`, which
mill be useful for custom mesh material shaders, allowing to write them
such that they can be used standalone in a mesh viewer but also as slices
for OpenClonk, in which case lighting and color modulation will be applied
automatically.
Animations are now part of the skeleton, and skeletons are loaded before meshes. They are stored in a map in StdMeshSkeletonLoader. This is only the first part of changes for #1180.