Julius Michaelis
cd92f35ab1
Merge
2011-09-05 22:47:43 +02:00
Maikel de Vries
19a466bd93
Overcast: Some fixes and moving bricks clear materials
2011-09-05 19:35:50 +02:00
Julius Michaelis
c1123cff55
Update the visibility docs.
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Very small fix to C4Object::IsVisible
2011-09-05 17:13:44 +02:00
Maikel de Vries
693c1f68aa
Overcast: Completely redesigned
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The old map had at least the flaw that there was room for campers.
2011-09-05 17:07:00 +02:00
Maikel de Vries
7f6006fe83
Objects: Moved MovingBrick from Overcast to objects.ocd
2011-09-05 17:06:02 +02:00
Julius Michaelis
f389ee0781
Removed CheckVisibility from Commits.c and made the engine function C4Object::IsVisible available instead.
2011-09-05 13:51:34 +00:00
Tobias Zwick
bbf422173d
frozen fortress: color correction for stone doors
2011-09-05 00:35:19 +02:00
Tobias Zwick
d6a3db3ed8
fixed #639 : solidmasks on zoomed graphics
2011-09-05 00:35:01 +02:00
Tobias Zwick
686b048e00
cleared up more sound file licenses+authors
2011-09-04 23:02:26 +02:00
Tobias Zwick
f51df71078
clear up some info about licenses of sound files
2011-09-01 15:04:52 +02:00
Felix Wagner
324d27f412
The HUD now works with cursors that do not have breath or healt and as well not
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"GetItem". Cursors wanting to show their items need to have HUDShowItems()
implemented with return value true.
Otherwise every non-clonk cursor object causes a lot of errors!
2011-09-04 18:42:43 +01:00
Maikel de Vries
dd0ea8d674
Scenarios: Fixed Ruins and Hideout
2011-09-03 13:55:47 +02:00
Maikel de Vries
8cd1eb6405
Scenarios: Fixed Scorched Garden and Frozen Fortress
2011-09-03 13:06:15 +02:00
Günther Brammer
04bb45d0fb
Make C4Landscape::ChunkyRandom produce somewhat random numbers
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Also choose the "cro" seed better.
2011-09-03 01:22:12 +02:00
Maikel de Vries
ae0d956f4e
Scenarios: Fixed some brickedges
2011-09-02 22:32:06 +02:00
Maikel de Vries
ca1fc50b52
Engine: MapZoom defaults to 8
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This goes better with 512x512 textures(brick), we still need to adapt some scenarios. In the future we should release only scenarios with MapZoom = 8
2011-09-02 14:35:43 +02:00
Günther Brammer
ec232bbfaf
copyright notices update 2011 part II
2011-09-01 20:22:35 +02:00
Günther Brammer
c46c2cfa5e
cmake: Make switching to GTK3 after first run of cmake work
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For some reason, the result of a pkg-config run is cached indefinitely,
even if the arguments change.
2011-08-31 19:40:22 +02:00
Günther Brammer
9bc61db360
copyright notices update 2011
2011-09-01 16:58:52 +02:00
Sven Eberhardt
3161904bf4
fix C4DrawTransform::IsIdentity
2011-09-01 15:35:12 +02:00
Nicolas Hake
fe747db554
Clean up copyright notices
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Use real names for copyright attribution wherever they are known,
drop duplicates
2011-09-01 12:47:54 +02:00
Nicolas Hake
021f464365
Add copyright header to CMakeLists.txt
2011-08-31 23:20:17 +02:00
Tobias Zwick
1efeb3af84
crlf
2011-08-31 18:37:33 +02:00
Tobias Zwick
ca3b42d83b
adjust most scenarios to have a mapzoom of 8
...
... so that the bricks are displayed correctly
2011-08-31 18:30:46 +02:00
Tobias Zwick
5264249e3e
updated stone door and moving brick graphics to reflect the new brick texture
2011-08-31 17:22:59 +02:00
Tobias Zwick
330a80c1cb
update authors and license information
2011-08-31 17:20:25 +02:00
Felix Wagner
550409166d
Backed out everything concerning Railways from Objects.ocd
2011-08-31 01:24:57 +02:00
Günther Brammer
69225246f1
editor/gtk: Also open the properties dialog when switching to edit mode
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And remove the last remains of the win32 implementation, too.
2011-08-30 20:21:19 +02:00
Nicolas Hake
5c243fb048
win32: Always open property dialog when switching to C4CNS_ModeEdit ( #635 )
2011-08-30 15:23:49 +02:00
Nicolas Hake
a08afa38b6
editor: Don't adjust VP zoom/position in minimized windows
2011-08-30 15:05:27 +02:00
Peter Wortmann
bd400cf7bb
Removed special sorting of lines
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It causes an assertion and shouldn't really be needed anymore.
In case we want this behaviour, we should just set the plane
directly.
2011-08-29 23:42:13 +01:00
Tobias Zwick
dd5291b5ab
crlf
2011-08-29 23:45:14 +02:00
Tobias Zwick
49729a61ae
renamed ominous "Smooth" texture to "none", removed reference in docs to Smooth and made it 512x512
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In OC, actually every material has its predefined set of textures, so the default texturing of >=CR is obsolete. The "Smooth" texture is a relic of that which is currently only used because of the "Vehicle" material.
2011-08-29 23:41:41 +02:00
Tobias Zwick
89d9a43244
clouds license info
2011-08-29 22:28:05 +02:00
Tobias Zwick
69ba1fa9af
new Clouds1.jpg
2011-08-29 22:25:39 +02:00
Tobias Zwick
32d8d447c3
removed warnings from scenarios
2011-08-29 22:04:40 +02:00
Tobias Zwick
67a84d9a32
moving brick texture (3x...)
2011-08-29 21:44:40 +02:00
Tobias Zwick
aa091cfaa6
new brick texture
2011-08-29 21:43:10 +02:00
Tobias Zwick
5a2096a393
replaced some textures
2011-08-28 23:19:03 +02:00
Maikel de Vries
d41ad12350
Adapt scenarios to 7caae2ec4be0 and remove some tools from shiver peak
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Shiver peak is actually more fun with the more classic approach without shotguns and grapplers. We already have enough parkours with the grappler and there is no reason to overdo it.
2011-08-29 18:10:02 +02:00
Maikel de Vries
f997d939e3
Objects: Parkour checkpoint may now clear materials behind it
2011-08-29 18:07:37 +02:00
Peter Wortmann
6489ff2252
Fixing a stupid mistake disabling shader walkarounds
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Yeah, I forgot to test that. How did you know?
2011-08-27 22:04:53 +01:00
Peter Wortmann
60d1d8368b
Not giving TextureOverlay defaults to first entry in TexMap
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This makes it easier to stay in sync to the TexMap, especially if
using an animated texture. I only changed it for Water, but I
think it would make sense for just about every material.
2011-08-27 17:10:31 +01:00
Peter Wortmann
253c41eebe
MassMover tries to use local textures for materials as well
2011-08-27 17:08:46 +01:00
Maikel de Vries
58d1720370
Fixed windmill defense evaluation data
2011-08-24 16:41:35 +02:00
Nicolas Hake
e128e64d46
Drop "debian/" directory
2011-08-22 18:27:55 +02:00
Peter Wortmann
52ca51ae2f
Cleaned up shader code a bit (especially logs)
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Actually more chatty than ever before, logging exactly what its
internal configuration was, together with some statistics. I feel
we might need them once we release.
Also we now test all *combinations* of workarounds.
2011-08-21 20:58:07 +01:00
Peter Wortmann
bba996800e
Prefer surface sizes close to power-of-two for landscape texture
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This might help prevent rounding issues in the shader for some GPUs
2011-08-21 20:50:57 +01:00
Peter Wortmann
b8523eb76f
Material objects dug free can be forced to be collected
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The idea is that for some materials (e.g. earth chunks) it really
doesn't make sense to not immediately collect them - they would just
collide with something and recreate the material you just dug out.
So instead, this allows materials to specify that they want their
dug out objects to be collected immediately - if not, they simply
don't get created.
Note that this doesn't mean that material is lost, as it will simply
acumulate in the digger's material list instead. We might want to
cap that at some point though.
2011-08-20 15:43:58 +01:00
Peter Wortmann
d444b16290
Earth chunks actually look like earth
2011-08-20 15:40:07 +01:00