Commit Graph

3394 Commits (569e0d0cb322a0930d09b9d3b6eaaf2d0fef5d2a)

Author SHA1 Message Date
David Dormagen 569e0d0cb3 added Armin's particle fire
http://forum.openclonk.org/topic_show.pl?tid=3070
Only some optimizations have been added.
2015-03-28 08:34:35 +01:00
Maikel de Vries fca649707a correct league parameter values for Acid Rift 2015-03-28 08:33:09 +01:00
Maikel de Vries ad88923cbe new icon for Acid Rift (#1284) 2015-03-28 08:32:52 +01:00
Maikel de Vries b94893f17a trees shake a little when hit by an axe 2015-03-28 08:32:27 +01:00
Maikel de Vries e7d66139eb don't place branch and trunk in liquids 2015-03-28 08:31:47 +01:00
Nicolas Hake 61ffb0fb28 gl: Use fewer uniform components to upload bones (#1285)
The last row of the bone transformation matrix always is 0,0,0,1 so
there's no point in uploading it. Also reducing the max bone count to 80
which means the uniform array will fit into the available space on 6000
and 7000 series Geforce GPUs.

If we're short on uniform components, don't transpose the transformation
matrix before sending it to the shader, and transpose it in the shader
itself instead, saving 4 components per bone.
2015-03-26 13:30:35 +01:00
Nicolas Hake 65cf1081ee Add copyright header and descriptive comment to default object VS 2015-03-26 13:28:20 +01:00
Nicolas Hake e87c486545 Fix bone transformation of normals
The binding pose had twice the influence on the final normal vectors
that it should have had. Change the shader calcs so the weights end up
correctly.
2015-03-26 13:26:28 +01:00
Maikel de Vries f9e4b0568b improve dynamite box explosion in lava (delay) and igniter handling 2015-03-12 22:21:51 +01:00
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
Maikel de Vries 7c08270ff4 make power need call susceptible to proplist function change 2015-03-09 18:40:45 +01:00
Maikel de Vries 33011b91f5 generator wheel has Plane = 1 to not trigger warning 2015-03-06 22:39:52 +01:00
Maikel de Vries 4841fb944b make hud bars staticbacks 2015-03-06 22:39:52 +01:00
Maikel de Vries 0ed8c2faa5 fix pumping downwards after source emptyness 2015-03-05 20:40:10 +01:00
Sven Eberhardt 90cca08d63 Add /todo message board command.
Adds text to local TODO.txt file. Useful for taking notes quickly e.g. when testing new scenarios in a network game.

TODO filenames are configurable. Default file is TODO.txt in the scenario file (if it's unpacked) and TODO.txt on the current path if access to the first location failed.
2015-03-05 16:04:07 +01:00
Nicolas Hake 4639ce1675 Merge GPU skinning
Doing skinning on the GPU shows a noticeable performance improvement in
pretty much any situation, but especially so in scenes with lots of
animated objects with high polygon counts.
2015-03-04 12:26:51 +01:00
Maikel de Vries 650447ff19 Fix category of wind generator wheel helper object 2015-03-02 22:35:10 +01:00
Maikel de Vries 599d57c33a in c4script: SetCategory(0) -> SetCategory(C4D_None) 2015-03-02 22:24:25 +01:00
Maikel de Vries 5e456cda8a flag marker category none
This ensures no interactions with other objects, also note a Plane needs to be set for a C4D_None object.
2015-03-02 20:46:48 +01:00
Maikel de Vries 46d9dfbf88 option for Branch/Trunk for underground-only placement 2015-03-01 21:33:52 +01:00
Maikel de Vries c303b745f5 remove unused pInventory variable in clonk script 2015-03-01 21:22:40 +01:00
Maikel de Vries 6af6348a32 clean up dummy object 2015-03-01 14:02:16 +01:00
Maikel de Vries 96af2bb84c GetActiveSequence function for sequence object
Can be used to test whether a sequence is already running, and did some clean ups as well.
2015-03-01 14:02:16 +01:00
Maikel de Vries 5e685be1cd make GetBases a single function in base respawn rule
This allows for more easy overloading.
2015-03-01 14:02:16 +01:00
Nicolas Hake d2563fe345 Do skinning in hardware
Instead of transforming all vertices on the CPU every time an animation
progresses, we now only recalculate the skeleton, leaving the heavy
lifting for the GPU. This also means we no longer have to push all
vertices onto the bus every frame, because the mesh isn't changing and
can therefore be stored in a GL_STATIC_DRAW VBO when it's first loaded.
The downside of this approach is that there's only a limited number of
uniforms and vertex attributes we can pass to the shader. At the moment
these limits are a maximum of 128 bones per skeleton, and no vertex can
be influenced by more than 8 bones at once. So far this is no problem,
as the most complex skeleton in the base game uses less than 64 bones
and no more than 6 bone weights per vertex.
2015-02-27 21:51:58 +01:00
Nicolas Hake 517e4e6e85 Load default object vertex shader from Graphics.ocg
Instead of having the default vertex shader hard-coded into the engine,
allow to load it from Graphics.ocg. There's still a fall-back version
wired into the engine because we can't return an error from
GetVertexShaderCodeForPass.
2015-02-26 21:04:12 +01:00
Maikel de Vries e5e5665294 add callback to object when it gets controlled by tele glove 2015-02-25 18:44:31 +01:00
Maikel de Vries bd9da84fcb allow developers to also let airplane face left 2015-02-23 11:13:02 +01:00
Maikel de Vries 94019dd335 callback for projuct ejection in producer library 2015-02-22 19:03:30 +01:00
Maikel de Vries ba9a5fd757 fix fire spreading (#1276) thanks to Armin 2015-02-18 21:52:39 +01:00
Maikel de Vries 40e0ea7bfc fix door control for wooden cabin 2015-02-18 18:25:49 +01:00
Maikel de Vries 1687b34fd3 fix script runtime error in fire effect when object is deleted on incineration 2015-02-17 20:55:17 +01:00
Maikel de Vries 15f75f072b show exit interaction when inside object (#1169) 2015-02-16 20:31:29 +01:00
Maikel de Vries d1577dce61 fix failure sequence for Chine.ocs 2015-02-16 20:29:45 +01:00
Maikel de Vries d2988163f5 fix flag marker redrawing on owner change 2015-02-16 17:17:18 +01:00
Maikel de Vries 49997045f6 fixed burned wind generator radiusin Mine Rescue 2015-02-16 14:17:05 +01:00
Maikel de Vries 346d5cd709 another batch of Graphics.png removals 2015-02-15 22:37:08 +01:00
Maikel de Vries 41040eebfd clean up dynamite box and fix (#1265) 2015-02-15 21:33:52 +01:00
Nicolas Hake a70433b6a7 Skip drawing line objects with less than two vertices (#1263)
A line object must have at least two points to plot a line through. At
any vertex count less than that, we were accessing invalid memory by
dereferencing the first element of an empty vector (VtxNum==1), or
issuing an OOB read from the vertex data (VtxNum==0).
2015-02-15 14:23:44 +01:00
Maikel de Vries 7f79c77af6 fix javelin direction when aiming 2015-02-15 12:25:03 +01:00
Maikel de Vries 6cd3b9775c fixed power need symbol display for elevator 2015-02-15 09:34:45 +01:00
Maikel de Vries a5b6066f25 fix removal of ownership on flag movement 2015-02-14 00:16:32 +01:00
Maikel de Vries de8ee9d840 fix flag removal effect on power network 2015-02-11 22:42:35 +01:00
Maikel de Vries cba73bafca implement flag ownership and network change on team switch and hostility change 2015-02-11 00:02:45 +01:00
Maikel de Vries 45a8c02cd0 clean up the animal library 2015-02-11 00:02:45 +01:00
Armin Burgmeier 8825b2c2fb Interpret normal maps for meshes in Clonk coordinates, not OGRE coordinates 2015-02-09 21:18:47 -05:00
Armin Burgmeier bcaa2399eb Fix shader compilation on old Intel drivers
See http://forum.openclonk.org/topic_show.pl?pid=28313#pid28313
2015-02-09 20:10:40 -05:00
Maikel de Vries 7f79caade5 flag library: fix on owner change and clean up 2015-02-09 19:32:15 +01:00
Maikel de Vries b7b6b187f7 clean up gold seller library 2015-02-09 19:32:15 +01:00