Maikel de Vries
d2214de19f
rockfall spawns away from crew members
2015-01-26 20:38:50 +01:00
Maikel de Vries
c92a5b5652
make dynamite box explode in lava
2015-01-26 18:50:47 +01:00
Günther Brammer
a92c22a7b3
Merge various build system fixes and cleanups
2015-01-25 18:50:29 +01:00
Sven Eberhardt
c5415aa330
DarkCastle: Fix cannoneer grabbing cannon in intro. ( #1248 )
2015-01-22 20:44:01 +01:00
Maikel de Vries
4311ea9aac
no FoW for Overcast and Thunderous Skies
2015-01-20 19:35:05 +01:00
Maikel de Vries
4e9f054ca5
don't incinerate clonk with fire arrow when blocked by shield
2015-01-19 21:29:38 +01:00
Pyrit
576922dd5e
Fix holes in landscapes that used the Granite-rock entry before.
...
Added Granite-granite with index 42 to the TEXMAP.TXT
2015-01-19 20:03:11 +01:00
Sven Eberhardt
9ac3bd6c1b
Some new weapons for DarkCastle enemies.
2015-01-18 19:21:48 +01:00
Sven Eberhardt
3286095755
AI can use grenade launcher.
2015-01-18 19:13:10 +01:00
Sven Eberhardt
282b937a60
Fix null pointer when coniferous burns down.
2015-01-18 15:20:25 +01:00
Sven Eberhardt
4c4d4233bf
Fix non-free BaseRespawn on neutral flagpoles.
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It would try to buy clonks from player -1, which never worked.
2015-01-18 15:19:46 +01:00
Sven Eberhardt
caec5939b0
Fix right-click buying when many items are available.
2015-01-18 15:18:39 +01:00
Sven Eberhardt
7e45475cbe
Scenario saving: Concatenate multiple equal calls to CreateContents.
2015-01-18 14:28:10 +01:00
Sven Eberhardt
c5af9bc7f2
Fix bomb arrow name.
2015-01-18 13:45:28 +01:00
Maikel de Vries
26aca1abe2
make the lava chunk a small light source
2015-01-18 12:50:53 +01:00
Maikel de Vries
8b5a1f7e18
fix AI test scenario
2015-01-18 12:47:00 +01:00
Sven Eberhardt
763f9de0ec
Fix player knowledge in DeepSeaMining ( #1239 )
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The section is switched when the first player joins, so the second player will initialize from the Scenario.txt of the intro section.
2015-01-17 23:10:55 +01:00
Sven Eberhardt
f815d7ea6c
Fix EditCursor selection and deselection callbacks when duplicating objects.
2015-01-17 22:53:21 +01:00
Sven Eberhardt
6fac0f0567
Clip AI guard range to landscape size.
2015-01-17 22:39:09 +01:00
Sven Eberhardt
4d1d869760
Add editor commands to clonks to enable enemy AI.
2015-01-17 22:36:19 +01:00
Sven Eberhardt
f69872c401
AI guard range can be adjusted via drag+drop in editor.
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Just select the clonk and move the corner markers.
2015-01-17 21:22:29 +01:00
Sven Eberhardt
7c19f0e0c3
Elevator adjusts case and rope position when moved in editor.
2015-01-17 21:21:27 +01:00
Sven Eberhardt
49c5b22591
Remove some empty graphics files.
2015-01-17 18:22:06 +01:00
Sven Eberhardt
d33dfd6c55
Scenario Saving: Select between CreateObject/CreateObjectAbove and fix some unnecessery property saving issues.
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* CreateObject for goals/rules/environment, rotated, contained and earth objects
* Allow properties to overwrite default behavior of CreateObject vs CreateObjectAbove
* Random initialization of seaweed phase instead of saving it
* Do not save color of ColorByOwner objects that have their owner color
* Fix block spacing between objects of same type if objects of different type occur inbetween but are not saved
2015-01-17 17:00:58 +01:00
Pyrit
742390fe92
Change default granite texture from rock to granite.
2015-01-16 01:03:11 +01:00
Pyrit
e2f50324ee
Add normal maps to landscape materials.
2015-01-16 01:02:21 +01:00
Sven Eberhardt
6e99843fec
Add editor helper functions to open and close stone doors and connect spin wheels.
2015-01-15 22:06:05 +01:00
Maikel de Vries
e993b0725e
lorry ejects contents on destuction from explosion
2015-01-15 18:34:35 +01:00
Maikel de Vries
75cb5ce800
more tests for exploding containers
2015-01-15 18:31:23 +01:00
Maikel de Vries
91cd68d641
improve explosions propagating inside containers
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This fixes the double damage done to containers and iterates through all parent containers until one is found which contains the blast
2015-01-15 17:46:54 +01:00
Maikel de Vries
a0faaf9082
add Test scenario for explosions in containers
2015-01-15 17:46:54 +01:00
Maikel de Vries
4ea0cb0ca6
make ContainBlast a property instead of DefCore entry
2015-01-15 17:46:53 +01:00
Peter Wortmann
1aa8585fa1
Cosmetic light improvements
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- Increase light fade-in/fade-out quite a bit (4 times stronger)
- Fixed normal jump when multiple lights intersect (will make things a
little less nice with only one light, but this takes priority)
- Don't draw objects without light in light-debug mode
2015-01-15 12:30:50 +01:00
Mark
f9369f9eb4
Different implementation of CreateObject() ( #1214 )
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CreateObject() now does not reposition an object after it has been created, but rather grows it around the center of said object.
To that end a new parameter has been added to DoCon() and SetCon() and the documentation has been updated.
2015-01-13 21:03:27 +01:00
Sven Eberhardt
92ce539b69
DarkCastle: Add FireArrow, BombArrow, GrenadeLauncher and Torch to construction plans.
...
Also removed a bogus line from DarkCastle scenario script.
2015-01-13 00:07:57 +01:00
Sven Eberhardt
ebd55cabe8
Improve enemy AI behavior when dropping out of guard range.
...
When taking damage, clonks will now search and attack enemies even if outside their dedicated guard range. This should help for clonks that fell down from their guarding post.
2015-01-11 23:10:04 +01:00
Mark
d7a88eea62
Use CreateObject() in scripts ( #1214 )
...
Objects with id Rule_*, Goal_*, and Environment_* are created with CreateObject() now.
2015-01-11 19:04:42 +01:00
Mark
850bf1b9d4
CreateObject/CreateObjectAbove ( #1214 )
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Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
Maikel de Vries
d977d913ce
fixed interaction image for coconut tree
2015-01-11 09:17:14 +01:00
Maikel de Vries
79e2d8d822
add relaunches option to Dark Mine
2015-01-10 10:04:55 +01:00
Maikel de Vries
e9513218bf
add relaunch count to relaunch callback in last man standing goal
2015-01-10 10:04:26 +01:00
Maikel de Vries
3cc644f6fc
reduced fire and explosive arrow strength
2015-01-09 23:37:04 +01:00
Maikel de Vries
9c0263faef
add title image to Acid Rift
2015-01-09 20:00:41 +01:00
Maikel de Vries
14123b0325
Use fixed array manipulation in Dark Mine again
2015-01-09 19:49:36 +01:00
Sven Eberhardt
1213a2eef5
Torch knowledge for Golden Mountain.
2015-01-09 00:03:28 +01:00
Maikel de Vries
85bbf5c595
improved Dark Mine vegetation and item locations
2015-01-07 21:55:15 +01:00
Maikel de Vries
872a64ff89
add Place() functionality to Trunk
2015-01-07 21:55:15 +01:00
Maikel de Vries
0ecd30ad9e
dynamite after fusing not collectible, but can be put into containers
2015-01-07 20:05:25 +01:00
Julius Michaelis
8ff7d7c520
Torches for settlement tutorial
2015-01-07 12:14:58 +09:00
Maikel de Vries
36b29fd32e
adapt scenarios to rank->branch change
2015-01-07 00:04:44 +01:00
Maikel de Vries
6ae4e71e6e
Rank -> Branch, rename and Place() functionality
2015-01-07 00:04:44 +01:00
Maikel de Vries
2d741dfb70
fixed mixed up variables in Loc_Wall()
2015-01-07 00:04:44 +01:00
Maikel de Vries
6f3518d733
fixed lights in Rock Bottom
2015-01-07 00:04:44 +01:00
Maikel de Vries
a3bb831b33
add torch to basic knowledge for all worlds
2015-01-07 00:04:44 +01:00
Mark
10b343dba9
Append and include skeletons ( #1180 )
...
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton
This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)
Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
2015-01-06 18:25:08 +01:00
Maikel de Vries
ab52803a4f
Rock Bottom: add more weapons and clean up script
2015-01-05 20:31:46 +01:00
Maikel de Vries
8f6c8ae141
Cool Cavern: add torch
2015-01-05 19:55:39 +01:00
Maikel de Vries
c92fb8b2fe
Shiver Peak: add torch and fix chest placement
2015-01-05 19:54:19 +01:00
Tobias Zwick
7e570c05b4
improve the smoke trail and fireworks with the new particle system a bit
2015-01-04 22:09:02 +01:00
Sven Eberhardt
9092a42c65
Added missing Maze.ocs/ParameterDefs.txt file.
2015-01-04 15:56:28 +01:00
Sven Eberhardt
89c3f79398
Maze (Heart of the Mountain) parameters for map size and coop/race mode added.
...
Medium (default) size is a bit smaller than the previous default, because the map got a lot harder due to fog anyway.
Also removed superfluous Landscape.txt.
2015-01-04 15:55:23 +01:00
Maikel de Vries
d610be43b6
new scenario: Dark Mine, a melee using the lights system
2015-01-04 13:29:13 +01:00
Maikel de Vries
6c4db47f43
added torch with basic functionality
2015-01-04 13:29:13 +01:00
Sven Eberhardt
2696dd04a2
HotIce weapons reworked and fog of war disabled.
...
All chests now contain the same stuff, including bomb and fire arrows. Also gave a wind bag to everyone from the start.
With the wind bag, you can hop between islands and usually reach the chests early. This should add more action to the scenario and prevent stalemates due to people not being able to get to each other.
2015-01-04 12:23:32 +01:00
Maikel de Vries
32754c8a4e
add bomb arrow
2015-01-04 09:18:40 +01:00
Maikel de Vries
8e54a567c4
add fire arrow
2015-01-04 09:17:59 +01:00
Maikel de Vries
629b4ee3d2
clean up arrow script and reduce its mass
2015-01-04 09:16:43 +01:00
Tobias Zwick
0993b3e2a2
change shake strength by distance calculation the same as for audibility
2015-01-03 23:25:28 +01:00
Tobias Zwick
b64d379579
tweak fadeoff of the shake effect
2015-01-03 22:53:01 +01:00
Tobias Zwick
659a697cf2
fix ShakeViewport effect, especially for explosions
...
* The shake effect used to have a target object, which made it vanish as soon as it is removed (and on Explode, it is immediately). So, the shake was never visible. The shake effect is now global and manages all shakes currently on the landscape
* Additionally, if there are several explosions that cause a shake, they were not added up correctly
2015-01-03 22:53:01 +01:00
Sven Eberhardt
98093961ec
Add packet logging option.
...
This should reduce log spam in network games.
2015-01-03 18:15:41 +01:00
Armin Burgmeier
1e77de1044
Merge branch 'lights'
...
Conflicts:
src/c4group/C4Components.h
2015-01-03 16:00:20 +01:00
Sven Eberhardt
59fe944e15
Make light effect static.
...
Otherwise, it would fall down [Maikel].
2015-01-03 13:03:52 +01:00
Tobias Zwick
f5ecd4776d
new function SetLightRange (replaces SetPlrViewRange)
2015-01-02 01:06:00 +01:00
Günther Brammer
3bb75fabf1
Remove unused language strings from Language*.txt
2015-01-01 22:13:56 +01:00
Tobias Zwick
2e6e6e341c
turn off light debug
2015-01-01 21:40:14 +01:00
Sven Eberhardt
369262f423
Ignore fog of war on parkour checkpoints ( #1203 ).
2015-01-01 21:04:51 +01:00
Tobias Zwick
b94f1f5bd7
fix debug view of light normals
2015-01-01 21:01:59 +01:00
Sven Eberhardt
cc17194a2b
Ignore fog of war for parkour goal direction arrow.
2015-01-01 20:46:47 +01:00
Sven Eberhardt
019b618623
Change DuroLava in VolcanoEscapeExtreme to always be overground.
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This makes it more visible.
2015-01-01 17:38:53 +01:00
Tobias Zwick
196c62fbe8
slightly elevate the lights in z direction from the landscape (making the light throw less shadows on visible materials and objects)
2015-01-01 16:07:24 +01:00
Tobias Zwick
12f127b4bd
weaken the effect the material normal map has on the total landscape normal calculation
2015-01-01 16:07:23 +01:00
Sven Eberhardt
2b997b994a
Add light effect to explosions.
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Currently, all players see the light. In the future, we may want limit it to the controller of the explosion.
2014-12-31 13:36:22 +01:00
Maikel de Vries
588b75955f
correct bottom open for Chine.ocs
2014-12-30 14:13:34 +01:00
Armin Burgmeier
4c3235bbc9
Ifdef-out unused shader code in ObjectLightShader.glsl
2014-12-29 22:26:18 +01:00
Armin Burgmeier
be92651219
Make the clonk a bit brighter
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This compenates for the fact that the ambient and emissive part of
mesh materials are not taken into account anymore.
2014-12-28 17:22:32 +01:00
Armin Burgmeier
a3049207c9
Use full ambient lighting in global viewports
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This allows to see the whole landscape without any areas covered by FoW
in the global viewport. Basically the ambient lighting is set to 1.0
independent of the ambient light map. In the course of this, a second
shader for the landscape has been introduced.
2014-12-28 15:07:42 +01:00
Armin Burgmeier
8686441d45
Make mesh shaders use the C4Shader slice machinery
2014-12-22 22:56:30 +01:00
Armin Burgmeier
8c42704181
Rename some shader files and add basic shader for meshes
2014-12-22 22:56:30 +01:00
Armin Burgmeier
7f1cf15274
Change slice syntax such that positions appear in parentheses
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This allows to ignore slice declarations using `#define slice(x)`, which
mill be useful for custom mesh material shaders, allowing to write them
such that they can be used standalone in a mesh viewer but also as slices
for OpenClonk, in which case lighting and color modulation will be applied
automatically.
2014-12-22 22:56:30 +01:00
Maikel de Vries
1e5d5b56da
fix IsPowerAvailable function in power library
2014-12-21 20:20:25 +01:00
Maikel de Vries
2d1647ea77
improved prioritizing of power consumers
2014-12-19 21:47:08 +01:00
Maikel de Vries
289f59a872
moved consumer and producer library into power library folder
2014-12-19 14:59:46 +01:00
Maikel de Vries
22dfab63aa
clean up scripts of power library
2014-12-19 14:56:01 +01:00
Tobias Zwick
4981182cf8
Merge remote-tracking branch '_origin/master' into lights
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Conflicts:
src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Nicolas Hake
6c2995fe41
Squelch varargs warnings in System.ocg
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The engine (extra)warns whenever you use Par() or ... inside of a
function that is not declared as taking a variable number of arguments.
Change the declaration of all System.ocg varargs functions so it is
immediately obvious.
2014-12-12 23:27:17 +01:00
Maikel de Vries
c6802b8776
increase game content version entries to 6.0
2014-12-12 22:58:16 +01:00
Sven Eberhardt
d17226bbc2
Added ambience test version of DeepSeaMining.
2014-12-09 23:51:40 +01:00
Sven Eberhardt
2808a3983b
Move FlightlessBird from Objects.ocd to Experimental.ocd.
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Moved because it causes annoying errors on startup. It's not even a full definition and the material doesn't seem to be used anywhere.
2014-12-09 23:37:38 +01:00
Sven Eberhardt
bb3203ff63
Added new ambience object to Experimental.ocd.
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Controls the music playlist according to the situation the player's clonk is currently in.
2014-12-07 19:54:17 +01:00
Armin Burgmeier
89f8fb9fef
Add (auto-generated) normal maps for most resources
2014-11-26 17:58:52 -05:00
Armin Burgmeier
254e1e4631
Apply drawtransform on sprite normal map
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This makes the normals point into the correct direction for transformed
objects, which is for example the case when they are rotated with SetR.
2014-11-26 17:56:43 -05:00
Armin Burgmeier
e58b62920c
Change extension of shader files from .c to .glsl
2014-11-25 11:54:36 -05:00
Armin Burgmeier
192dddec6f
Use the new shader system for rendering sprites
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This now also avoids the use of conditionals in shaders by using different
shaders instead.
2014-11-24 14:51:08 -05:00
Armin Burgmeier
a7f9ba1e91
Compute ambient texture coordinate based on fragment coordinate
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This will allow to use the same shader slice also for the sprite and mesh
shaders.
2014-11-24 14:51:08 -05:00
Peter Wortmann
e0ce489587
Treat light values below a certain threshold as darkness
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This is the "lazy" fix for the problem that lightness never returned to
full zero. On the other hand, it probably is also the right one - after
all, with smoothing the last 8 or so light intensity values are lost to
us anyway.
2014-11-23 20:03:57 +01:00
Armin Burgmeier
db6df15377
Add SetAmbientBrightness and GetAmbientBrightness script functions
2014-11-20 17:07:31 -05:00
Peter Wortmann
7fea618221
Collected trivial bug-fixes
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Turns out we actually can't optimise out the second texture normal
lookup - it makes a noticeable difference in-game. Also there was
possible slice collision, it might be worth warning about this kind
of stuff.
Also removed unused variable, and made error messages more consistent
in terms of whitespace.
2014-11-20 21:44:11 +01:00
Peter Wortmann
72289713f9
Modular shader system
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The idea here is that we compose shaders out of "slices", which can
come from the engine ("built-in"), from files or possibly even from
models. This should allow us to more easily share the code between
different rendering shaders (e.g. for lights / normals).
TODO: Workarounds not yet implemented, so this might degrade less
gracefully.
2014-11-20 11:52:14 +01:00
Armin Burgmeier
48456f5f99
Fix transparency in regions with no ambient and low dynamic light
2014-11-18 16:33:27 -05:00
Armin Burgmeier
ee33c58cfe
Don't apply the dot product to transparency in lighting calculation
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This fixes the transparency issue with the coconut tree.
2014-11-17 20:51:18 -05:00
Armin Burgmeier
88f8f75441
Add ambient lighting
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This introduces a new texture, an ambient light map, that is generated
automatically at the beginning of the round by the sky portion of the
landscape. This basically makes everything that is close to sky visible
by default.
The shaders have been adapted so that they deploy direction-independent
lighting for the ambient component, and the current (diffuse) behaviour
for the diffuse component. This makes the shaders use an additional
texture unit that represents the ambient light. We can think about merging
this information into the light texture, but the coordinate systems are
different at the moment, so this could be performed at the stage of light
texture generation.
For meshes, the ambient material is not actually used, but instead a
diffuse light from the front is used. This makes many meshes look more
interesting, maybe also because the ambient material setting of most
meshes are not set correctly at the moment.
2014-11-17 09:35:50 -05:00
Armin Burgmeier
00447dd524
Merge branch 'master' into lights
2014-11-12 08:47:43 -05:00
Maikel de Vries
fb707a8634
fixed tutorial 3 flint drop ( #1171 )
2014-11-09 14:38:30 +01:00
Armin Burgmeier
a1d653415d
Fix typo in elevator description (github #3 )
2014-11-07 20:25:16 -05:00
Armin Burgmeier
53f4185958
Add auto-generated normal maps for the firestone graphics
2014-11-07 15:29:32 -05:00
Armin Burgmeier
219fa8597c
Implement light calculations for meshes
2014-11-06 15:56:19 -05:00
Armin Burgmeier
a6d949d313
Merge branch 'master' into lights
2014-11-04 11:26:45 -05:00
Armin Burgmeier
e9b4ddc426
Fix texture name in normal map shader
2014-11-03 14:38:17 -05:00
Maikel de Vries
856e37a360
fix c4script error in clonkcontrol library
2014-10-28 18:01:59 +01:00
Maikel de Vries
dd239b97a5
fix c4script error when producer creates object that deletes itself
2014-10-28 18:01:12 +01:00
Maikel de Vries
0c883b0948
balance structure costs
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This reduces the time to construct a basic settlement, which should improve game play.
2014-10-27 19:30:45 +01:00
Armin Burgmeier
d09651ab1b
Add base mesh material for normal maps
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This can be derived from by other materials to actually use a normal map
with a single base texture.
2014-10-26 21:32:08 -04:00
Maikel de Vries
8c16a9b4d7
moved all particle definition into separate folder Particles.ocd
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This adds a bit more structure to Objects.ocd and particles could be further organized into different subfolders.
2014-10-26 19:49:22 +01:00
Maikel de Vries
868b17b6d7
improved difficulties for Krakatoa
2014-10-26 15:58:48 +01:00
Maikel de Vries
399524330d
new title image for Krakatoa
2014-10-26 11:27:25 +01:00
Maikel de Vries
e715fd4e70
Krakatoa: new goal and intro sequence
2014-10-24 21:57:05 +02:00
Maikel de Vries
3e48809c20
removed unused var effect in expansion goal
2014-10-24 20:24:13 +02:00
Maikel de Vries
1fa2cffe4b
moved crashed airplane skin to Decoration.ocd
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This allows other scenarios to use the skin besides DarkCastle
2014-10-24 18:05:03 +02:00
Maikel de Vries
add7f23251
moved plane crash sound to plane object
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This makes it usable in other scenarios besides DarkCastle
2014-10-24 17:50:55 +02:00
Maikel de Vries
6c1e45519d
fixed player spawning in Krakatoa
2014-10-22 16:32:22 +02:00
Maikel de Vries
717ea1a031
reworked Krakatoa landscape, is now map script
2014-10-22 16:23:32 +02:00
Sven Eberhardt
aadd8176cb
AcidRift: Fix scale precipitation, meteorites and rockfall by map size.
2014-10-21 21:18:10 +02:00
Sven Eberhardt
516cd46c37
AcidRift: Scale precipitation, meteorites and rockfall by map size.
...
(in addition to scaling on difficulty)
2014-10-21 20:48:09 +02:00
Maikel de Vries
f05c5a3439
move ownership radius on movement of the flag
2014-10-20 20:27:14 +02:00
Maikel de Vries
b2daf0453d
power producers which include flag library are not staticback any more
2014-10-20 18:56:13 +02:00
Sven Eberhardt
0a4b941a97
Rockfall dissolves when hitting the ground in acid.
2014-10-19 20:19:47 +02:00
Sven Eberhardt
257cbf1a9f
Insane difficulty of Acid Rift tweaked.
2014-10-19 20:01:55 +02:00
Sven Eberhardt
8a7a96a453
More rain in Acid Rift.
2014-10-19 17:12:17 +02:00
Sven Eberhardt
896ea0a875
Make acid a bit less corrosive.
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It currently eats through everything and destroys itself in the process. Maybe this change makes it actually a bit more deadly than before.
2014-10-19 17:03:19 +02:00
Maikel de Vries
b5a84eba87
move TransposeArray to System.ocg functions
2014-10-19 10:49:12 +02:00
Maikel de Vries
c6d87151d4
allow to cut the pump's source and drain ( #1144 )
2014-10-18 19:12:55 +02:00
Maikel de Vries
406821f92a
correct difficulty for acid rift
2014-10-18 18:42:30 +02:00
Maikel de Vries
85646c7a8e
removed cloud vertices
2014-10-18 18:41:56 +02:00
Maikel de Vries
13ab324603
improved smoke for some structures
2014-10-18 15:49:44 +02:00
Maikel de Vries
d72338f167
add test scenario for power system
2014-10-18 15:41:49 +02:00
Maikel de Vries
83930ee27f
fixed cloud movement in ironpeak( #1149 )
2014-10-18 12:52:06 +02:00
Maikel de Vries
1d34c12431
fixed underwater dropping of second hand item ( #1155 )
2014-10-18 12:00:49 +02:00
Maikel de Vries
18ee7b0496
increased chest content count and make cabin non-enterable ( #1159 )
2014-10-18 11:47:23 +02:00
Maikel de Vries
46c4b8df5c
added object name to menu item tooltips ( #1146 )
2014-10-18 09:57:49 +02:00