Commit Graph

203 Commits (544c1cbb4bb6da97d30571ff28772660c7ad5969)

Author SHA1 Message Date
Maikel de Vries 04877e33da do not test permeable solid mask on the elevator case in master
This messes up so many things as one could have expected. Instead we do the sensible thing and enable it only in the test scenario. For future reference all sequences involving an elevator and NPC clonks are broken with this feature.
2016-02-08 15:27:58 +01:00
Maikel de Vries 2000f741c3 kill tracing: fix relaunching tests 2016-02-01 22:02:09 +01:00
Maikel de Vries c2131ee122 kill tracing: reduce code duplication in tests 2016-02-01 21:21:30 +01:00
Maikel de Vries 00b43d3d60 kill tracing: add test for blasting free objects 2016-02-01 21:21:30 +01:00
Maikel de Vries ce6cbc1cf6 add more kill tracing tests 2016-01-29 18:56:09 +01:00
Maikel de Vries 8cabf67845 clean up tests: remove Teams.txt fix some titles 2016-01-20 19:44:28 +01:00
Maikel de Vries db9e3aa133 remove grapple bow test
Seems to be outdated and can be tested in rope test
2016-01-20 19:30:33 +01:00
Maikel de Vries ac122e4aa3 remove pump test scenario
Does not do anything and the pump is sufficiently tested in the power test.
2016-01-20 19:23:12 +01:00
Clonkonaut 7538a5bd12 Added simple testing scenario for permeable solid masks.
In there, it's also activated for basements and bridges.
2016-01-20 19:17:45 +01:00
Maikel de Vries 775746d78d fix power system tests (due to object changes) 2016-01-20 12:07:46 +01:00
Mark 8719ee8b58 Test scenario for SetGraphics()
Scenario that tests SetGraphics() in various ways: Setting graphics of meshes/sprites to other objects, overlaying objects onto other objects.
The scenario is not in the Issues.ocf folder, because it addresses multiple issues #1458 and #1538 and the status of the issues has not been acknowledged yet.
2016-01-07 19:09:18 +01:00
Maikel de Vries 7b4fe4452f killtracing: more tests and more precise test descriptions 2016-01-05 18:19:49 +01:00
Maikel de Vries af4819aa81 killtracing: add additional tests 2016-01-03 20:18:06 +01:00
Maikel de Vries 471470f1fb killtracing: more tests 2016-01-03 14:39:24 +01:00
Maikel de Vries d6a16f7ff1 killtracing: more tests and overview table 2016-01-03 13:30:11 +01:00
Maikel de Vries 5ba7519b79 killtracing: add test scenario 2016-01-03 09:57:06 +01:00
Armin Burgmeier 0538d1e57f Fix the planet/Tests.ocf/ColorfulLights.ocs test scenario
The TexMap.txt was outdated
2016-01-01 22:28:22 -08:00
Armin Burgmeier 9b9d9e378f Fix PXSAndSmoke.ocs test scenario
It contained an outdated TexMap.
2016-01-01 22:28:21 -08:00
Günther Brammer 00a4c6c428 Replace BorderBound DefCore value with BorderBound object property 2016-01-01 22:18:41 +01:00
Maikel de Vries d4a6c50d4d rope bridge can now be placed by a clonk
There are still some things to fix/implement: breaking of bridge ropes when the posts move to far apart, animations for placement and retraction.
2015-12-27 00:18:17 +01:00
Maikel de Vries 42cf57afb6 improve drawing speed of ropebridge (and further clean up) 2015-12-26 15:57:30 +01:00
Maikel de Vries 5ffc97f2f0 rope bridge clean up and cleaner way to create a bridge
Now use Ropebridge->Create(x1, y1, x2, y2) to make a bridge, this allows for some more clean up in a commit to follow.
2015-12-25 19:27:00 +01:00
Maikel de Vries e4b1fe94ca clean up grapple bow scripts 2015-12-25 16:11:17 +01:00
Maikel de Vries dea3b7f1c3 fix invertion of clonk on top ladder elements (#775) 2015-12-17 19:40:15 +01:00
Maikel de Vries 281733a689 remove Snore.wav from SkeletonAppend test
Not used, no license and it is a test for something unrelated...
2015-12-16 17:41:34 +01:00
David Dormagen dcfb986e34 moved sounds into subfolders
This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Maikel de Vries 6065571742 fix rope particles on ladder and clean up rope related scripts
The ladder only had one of the ropes drawn and the clean up resulted in some small speed up for the rope related objects. See also (#1143).
2015-12-11 23:32:33 +01:00
Maikel de Vries fb5a910d0c add test scenario for rope and related objects 2015-12-08 16:26:21 +01:00
Maikel de Vries 7a8de4fc55 fix power loss bug when producer moves out of base area (#1447) 2015-11-28 18:05:17 +01:00
Maikel de Vries d5ac4e338f power system test: move producer outside of energy range 2015-11-26 23:18:20 +01:00
Maikel de Vries b1228bea2f additional power system test for bug #1447 2015-11-22 11:34:24 +01:00
David Dormagen 08c51288ad added smaller variation of the piranha (new Piranha texture by Matthi) 2015-10-22 10:57:14 +02:00
Maikel de Vries e2c5158275 rename S2AI to AI
This in preparation for a more general AI (in the far future).
2015-10-14 20:44:38 +02:00
Clonkonaut 1178d8f0ce Prevent dead clonks from sitting upright (#1358).
Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Sven Eberhardt e39dab3d68 Revert accidental extra changes done in 675db52e38. 2015-10-09 14:52:47 -04:00
Sven Eberhardt 675db52e38 Texture shape coverage fix and mape build fix. 2015-10-09 14:49:31 -04:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
David Dormagen 910aa4efaa squid: updated behavior & added angry squid
The default squid is still friendly (with a new texture now). Setting friendly=false during Place()ment creates red, angry squids.
Being in an ink blot drains a Clonk's breath faster now (because of the panic and increased heart-rate of course).

The friendly squid texture was created by Matthi as well.
2015-10-02 18:34:48 +02:00
Randrian45 8076075c5b added firefly and test scenario for it
squashed:
adjusted fireflies to style guidelines
* fireflys emmit light
+ added firefly and test scenario for it
2015-10-01 18:40:14 +02:00
David Dormagen a8943f88d5 added squid
Model and texture by Matthi.
2015-09-30 18:31:44 +02:00
Maikel de Vries 881f2f817e fixed using two grapple bows 2015-09-05 16:16:38 +02:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Maikel de Vries a63e8f4955 improve the AI testing scenario 2015-08-19 08:11:43 +02:00
David Dormagen 36544bd56c Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Foundry.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Branch.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Trunk.ocd/Script.c
	planet/System.ocg/FindLocation.c
2015-08-02 19:24:04 +02:00
David Dormagen d5f4805f18 fixed desync
The desync was caused by PropList->GetProperties returning the properties in an arbitrary order. They are now sorted first.
The debug logs are left in place, because I assume that I will need them again and they prove to be helpful.
2015-08-02 19:12:09 +02:00
Sven Eberhardt 0d48105b46 Added shape library.
Also fixed some coconut tree reproduction issues.
2015-07-31 00:42:01 -04:00
Mark 02fd798631 Colored lights
The color of object lights can now be changed. This includes the following changes:
- added light test scenario, based on DarkCastle, with some lights,
- new functions SetLightColor() and GetLightColor() with C4Script documentation,
- third drawing pass for rendering the light color, the drawing passes are now referenced by enum,
- the blending of light from multiple colored light sources works correctly with alpha blending,
- light color value affects the intensity of the light,
- alpha blending of the light depends on color value and lightness. This means that brighter (= more value) and lighter (= more whiteish) light will be preferred in blending over other lights,
- the object light color is rendered to the lower half of the fow light texture now,
- the shader accesses the brightness/direction information and color information correctly,

The patch was created from the following commits:
dab898a SetLightColor()
f57286e Color texture experiment
d0702f5 Dynamic color
fa14cdf Light test scenario
f99203d Alternate lights
474bade Bugfixes
3113698 Brightness handled better
516fb21 GetLightColor
1d91ec9 Improvements
3cfbf6c Documentation
95ec185 Improvements: Light Shader
a63bffc Scope of alpha
20c7ca0 Improvement: C4FoWLight
17d9123 Undo code style
d79411b Cleaner code

(cherry picked from commit 36dec610e36860b88417e91ce727250673bc2ec2)

Conflicts:
	src/landscape/fow/C4FoWRegion.cpp, merged
2015-06-28 21:28:40 +02:00
David Dormagen 196f528201 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
	planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
	planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
	planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
	src/game/C4Game.cpp
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
Maikel de Vries 5b12d6c240 deactivate power producers correctly on over production 2015-03-09 21:50:19 +01:00
Maikel de Vries ca04f00a58 add test for underproduction of power 2015-03-09 18:55:18 +01:00