Commit Graph

3078 Commits (4a517e06b64c28f6f3e74a91ad0eca975615ebdc)
 

Author SHA1 Message Date
Charles Spurrill 806ea2cf4f Fixed water jump 2011-06-04 14:07:02 -07:00
Peter Wortmann 96df6a9c95 Fixed SAppend string recursion in C4Language.cpp 2011-06-04 21:08:54 +01:00
Nicolas Hake 351896c921 Drop netpuncher from the default build, add script shell 2011-06-03 21:47:12 +02:00
Nicolas Hake 23f67b4c8d #606: Accept CSM_Mesh_Bone_Assignment chunks in CSM_Mesh 2011-06-03 21:41:39 +02:00
Charles Spurrill b7bc9bc755 Clonk can jump off walls (with new animation). 2011-06-03 12:11:23 -07:00
Nicolas Hake b7244f8ca3 #589: Make c4script target compile on MSVC 2011-06-02 22:10:52 +02:00
Nicolas Hake 7a49f22698 Test/win32: Add wchar_t conversion, registry access tests 2011-06-02 22:02:29 +02:00
Maikel de Vries 643b9b24c0 Parkour: Safety against creating checkpoints outside landscape bounds 2011-06-02 20:07:24 +02:00
Maikel de Vries 173a95a878 Tutorials: Fixed AI movement for swordman 2011-06-02 17:15:58 +02:00
Peter Wortmann c70bf4b355 Also fallback through workarounds on shader link failure
Apparantly a lot of drivers don't tell you that they don't like your
shader until you try linking.
2011-05-31 22:39:03 +01:00
Peter Wortmann b44a980d5d Honor texture GL 3D texture size limits
For now this will just crop the texture. In theory, we could try to
reduce the size in future, maybe by scaling the texture down? We'll
have to see what works best.
2011-05-31 22:22:42 +01:00
Charles Spurrill 9e9e6005eb Butterfly works correctly and stuff 2011-05-31 11:36:01 -07:00
Charles Spurrill 7b7c1f5e89 Removed Clonk50.ocs, removed that damn wolf, and cleanup in tests 2011-05-31 09:36:58 -07:00
Charles Spurrill 747cf2be39 Clonk doesn't contort or moonwalk when using shield with right hand 2011-05-31 07:22:47 -07:00
Charles Spurrill 6a901fa9c0 Tweak: Clonk rolls a shorter distance 2011-05-31 06:27:34 -07:00
Charles Spurrill 2135defa3c Updated authors.txt for sounds 2011-05-31 04:46:45 -07:00
Charles Spurrill 2c4196a02d Add skin changer function; differentiate gender for vocal sounds 2011-05-31 03:20:02 -07:00
Charles Spurrill 15c61d3216 The Clonk can roll! Oh my god! 2011-05-31 03:08:45 -07:00
Charles Spurrill adf84d7e9b updated meshes for foundry and steam engine 2011-05-30 18:16:13 -07:00
Tobias Zwick 922df79c0c Resize foundry and steam engine 2011-05-31 00:50:07 +02:00
Tobias Zwick 6ce8ab3aac Cleaned up C4Landscape.cpp, fixed bug that pickaxe does not produce any materials 2011-05-31 03:04:38 +02:00
Tobias Zwick 1dad7b2a1e Segfault fix: resize vertices instead of reserve 2011-05-31 00:46:11 +02:00
Tobias Zwick 8c490dca05 Implemented free shapes (=polygons) to be added or cleared from the landscape:
+ Refactored the ShakeFree, BlastFree, DigFree, DrawQuad etc. functions and
  removed unused functions ClearRectDensity, DigFreeMaterial,...
+ Moved the polygon fill algorithm from StdSurface8.cpp to C4Landscape.cpp
+ Clearance functions which used to subtract a circle now subtract something
  that looks more like a chunk
+ Pickaxe works with BlastFree now
+ Removed Dig2ObjectRequest
2011-05-31 00:33:35 +02:00
Tobias Zwick e07761a195 Classic landscape render is not that dark anymore 2011-05-30 21:21:25 +02:00
Tobias Zwick fceefae785 new function DrawMaterialPolygon 2011-05-29 22:37:40 +02:00
Charles Spurrill 0760763a47 same as previous changeset for steamclonk 2011-05-29 23:41:10 -07:00
Charles Spurrill 648ca5ce43 Animation overhaul for jump and kneel. Roll animation added, though not yet used. 2011-05-29 23:34:30 -07:00
Peter Wortmann 1ea024f8c6 Use green color channel for scaler ("JPEG" part 2)
Look at 34f1315bc0b9 for the explanation but the wrong fix.
2011-05-29 16:27:12 +01:00
Peter Wortmann 5738bdb86f Use texture2DLod again, fallback to texture2D
Using the walkaround mechanism we can now safely try whether the
driver has a problem with texture2DLod getting used in the
fragment shader. It might be against the standard, but I see no
reason why I shouldn't try - it did improve things for my old
driver.
2011-05-29 16:13:01 +01:00
Peter Wortmann 30836199de Fixed "JPEG" artefacts
They were actually caused by the scaler texture only rarely truly
reaching RGB(255,255,255), instead maxing out somewhere in the
RGB(248,252,248) region. This caused pixels that had only remote
contact with another material still taking over about 3% of the
material's texture. That was obviously most noticable for high-
contrast edges like Sky.

For now this tries to fix it in pre-processing of the scaler. Might
want to look into the scaler generation sooner or later though. Still
no idea where that color error came from.
2011-05-29 16:07:42 +01:00
Peter Wortmann 26f51432c8 Fixed brightness calculation 2011-05-28 23:07:41 +01:00
Tobias Zwick 84f1e288b0 cleaned up authors.txt of sound files 2011-05-24 16:39:27 +02:00
Peter Wortmann 3c0c99e553 Fixed sky getting corrupted by mipmapping 2011-05-28 18:24:45 +01:00
Peter Wortmann 7075f00c62 Improved edge handling
Now using the best algorithms I could think of, meaning that quite
a lot of information is stashed into the scaler texture in order to:

1. Reliably find the "other" pixel to interpolate towards using the
   scaler. The approximation used before would use invalid texture
   coordinates when interpolating.

   This now allows us to calculate the shading for this "other"
   pixel as well, which actually caused even more visible artifacts.

2. Decide how to calculate the shader for the point rendered. In
   case we are in the middle of a material, we want GL to interpolate
   the normal so we get a nice smooth sub-pixel gradient. On the
   edges, however, we would get interpolation between normals of
   different materials, which looks ugly.
2011-05-28 18:22:56 +01:00
Peter Wortmann 8204c8d644 Introduced a woraround for missing array support. Some major clearnups.
Now especially has a few debugging options that make it easier to
spot when texture coordinates are not calculated accurately. Use
DEBUG_SEPERATOR_TEXTURES to add nasty stripe textures that should
(in theory) never be visible. Set DEBUG_SOLID_COLOR_TEXTURES on top
of that to replace all materials with dark solid colors to make the
stripes more clearly visible.
2011-05-28 15:18:40 +01:00
Peter Wortmann d672211ef5 Use power-of-two depth for material 3D texture
Otherwise the addressing using floats will not be entirely exact,
maybe leading to some bad implementations trying to interpolate
between 3D texture layers. That would be a very hard-to-spot
performance hog, therefore let's play it safe in exchange for having
to allocate a bit more texture memory.
2011-05-27 20:11:38 +01:00
Peter Wortmann ffc1463b69 Improved mip-map calculation
At least some site on the Internet claims that this is better. I
don't see a difference, but it's probably a bit less blurry, which
should be the right direction.
2011-05-27 01:53:03 +01:00
Peter Wortmann b22fed7364 Choose texture for dead PXS by surroundings where possible 2011-05-27 01:51:07 +01:00
Peter Wortmann 923efaf6f5 Landscape textures mip-mapping
Implemented manually, as 3D textures didn't work here properly with
automatic mip-mapping ones. That's no loss, as we can easily swap out
the full texture set for each drawing call.
2011-05-26 20:27:33 +01:00
Peter Wortmann 42bf0d9184 Do not disable GL_BLEND 2011-05-25 20:41:08 +01:00
Günther Brammer 68cda827f9 Do not disable GL_BLEND
This is generally assumed to be enabled. Code that doesn't need it needs to
disable and re-enable it, not the other way around.
2011-05-26 15:03:31 +02:00
Günther Brammer a533b93f10 Do not print a deleted-object-warning while warning about that object 2011-05-25 20:09:12 +02:00
Charles Spurrill abd1b13a5b Barrels shows what liquid they carry; metal barrel doesn't look awful :D 2011-05-24 21:00:16 -07:00
Charles Spurrill d6134a0bf2 Newer graphics for powder-keg 2011-05-24 20:58:52 -07:00
Charles Spurrill 4c6886c329 Removed Gunpowder object, substitute with local var in PowderKeg 2011-05-24 18:22:18 -07:00
Charles Spurrill 6f355411a9 Added earth_topSoil and earth_midSoil textures; desaturated tunnel texture a bit 2011-05-24 17:01:49 -07:00
Charles Spurrill 0d04ede845 Snowflakes much smaller 2011-05-24 16:48:14 -07:00
Günther Brammer 3ff6e907b3 Resized and touched up tunnel texture 2011-05-24 23:25:59 +02:00
Günther Brammer ce28ce5a7e Resized water and lava textures 2011-05-24 23:25:40 +02:00
Peter Wortmann ab618f9d3a Implemented sky - as in stop the shader from drawing over it 2011-05-24 22:00:02 +01:00