This makes the selection of the Q slot slightly more awkward because you select the target slot in between. Or to say otherwise: it is kind of like it was before.
Will construct the construction without the needed material. I often needed to test stuff with construction sites and always had to script-create all the material which is tedious.
All GetCarry* callbacks receive a parameter whether they are held in this slot and can then return a different display mode!
I also took the opportunity to restructure many scripts in a similar way.
Values are used for all starting clonks and all clonks created later in the game for this player (e.g. respawns) after spawning from the spawn point with these settings.
I deserialised the skeleton file and removed some bone positions that I guess were wrongfully included because they concerned the left (non-carrying) arm. I think I didn't break anything but if so, this patch is to be reverted.
The GTK code does not work with the Qt editor. The simpler SDL2 platform
does, so we have little reason to keep the GTK code.
Note that GTK is still a dependency for mape.
Discussion: http://forum.openclonk.org/topic_show.pl?tid=3328
As suggested by Zapper in this posting: http://forum.openclonk.org/topic_show.pl?pid=31073#pid31073.
This way is probably the only way item usage will ever work on Q. For now, this reverses the previous changes. Q will again react on key down.
This makes a very fundamental change with quick switch: The switching action is now performed on the key release instead of the key press. Let's see if this performs badly for players.
This will prepare the quick switch system according to Maikel's suggestion (http://forum.openclonk.org/topic_show.pl?pid=31070). The highlighting method is open to discussion. Currently, font colour and style are similar to the interaction key above the action bar icon. But it is very well possible that this will look bad when the key name is very long.