Commit Graph

3323 Commits (562816cfe5c361b90a489e7454c14ff6ef5e0150)
 

Author SHA1 Message Date
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.
Very small fix to C4Object::IsVisible
2011-09-05 17:13:44 +02:00
Maikel de Vries 693c1f68aa Overcast: Completely redesigned
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
"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
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
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
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
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
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
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
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
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
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
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)
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
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
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