Maikel de Vries
59961f3a17
remove base library
...
* remove library itself
* remove GetBase()
* change flagpole, etc.
* move basematerial library to vendor
2016-12-28 18:19:10 +01:00
Sven Eberhardt
16988e76f0
Add "flip" EditorAction to structures
2016-12-28 08:50:19 -04:00
Maikel de Vries
2392f85358
fix another c4script error when updating power network
2016-12-26 17:55:45 +01:00
Maikel de Vries
a422c6d6ec
power storage: save stored power and make editor property
2016-12-26 17:55:45 +01:00
Maikel de Vries
84d621fc5a
fix script runtime error when updating power networks
2016-12-26 17:55:45 +01:00
Maikel de Vries
42c8dbc2c8
make producer continue directly after production finishes
2016-12-25 17:48:07 +01:00
Maikel de Vries
7715d961f5
add information about whether power storages are being filled to the power display
2016-12-18 12:20:36 +01:00
Maikel de Vries
95e520a941
initialize power library local vars in construction callback ( #1868 )
2016-12-18 11:08:51 +01:00
Clonkonaut
afc565a419
Re-enabled automatic bucket emptying ( #1867 ).
2016-12-18 00:50:35 +01:00
Maikel de Vries
7ef0fc5568
don't let producers empty extra slots ( #1864 )
2016-12-16 21:37:47 +01:00
Lukas Werling
68ddeb3bed
Convert all text files in planet to UTF-8
2016-12-11 21:19:13 +01:00
Maikel de Vries
1d258d3d48
fix ( #1846 ) for real now
2016-12-01 23:02:43 +01:00
Maikel de Vries
7552fd94f7
fix ownership changes of moving flags ( #1846 )
2016-11-28 00:53:48 +01:00
Mark
d356d9db3d
Fix inherited() calls
...
The ... operator should be added so that the parameters are passed down. In some cases even the named parameters were not passed down.
2016-11-26 18:57:31 +01:00
Sven Eberhardt
342916a1ed
Fix some implicit for loop declaration errors
2016-10-24 21:02:02 -04:00
Maikel de Vries
e124433cd5
fix playing sound when trying to enter enemy door
2016-10-16 18:47:45 +02:00
Maikel de Vries
b4cdeb3da4
base material & production: add fail safes and remove entries with zero material
2016-10-16 18:47:45 +02:00
Maikel de Vries
1483620b2b
fix c4script runtime error in power system when pump is initialized
2016-10-02 23:23:20 +02:00
Sven Eberhardt
22af9f0e8c
Fix landscape placement functions ( #1820 , #1821 )
2016-09-14 21:30:57 -04:00
Sven Eberhardt
5db45c0f47
Merge branch 'master' into qteditor
2016-08-06 21:45:19 -04:00
Clonkonaut
48b5f27f14
Fix effect removal of 'IntUpgradeProductProgressBar' when closing the interaction menu of a producer ( #1796 ).
2016-07-25 17:42:15 +02:00
Sven Eberhardt
58faf41068
Sequence: Add more triggers.
...
* Player enters circular region
* Game starts (after player joins)
* Player joins
* Player removed
* All goals fulfilled
* Clonk death
* Construction of structure
* Production of item
2016-07-22 01:51:29 -04:00
Sven Eberhardt
36685a3119
Add HideInCreator=true to internal/helper/library definitions
2016-07-10 22:06:48 -04:00
Mark
e1413a941d
Producer: Commented out log output
...
This was there for debugging purposes only.
2016-06-01 20:42:03 +02:00
Mark
ffcbdc7fd0
Fixed producers unit test #7
...
The problems here were:
- the foundry cannot take 400 water from ice if it has a fill limit
- the pump cannot pump anything into the object if it has no fill limit
2016-06-01 19:10:46 +02:00
Maikel de Vries
e92e7a2e2c
fix producer components call after liquid_container branch merge
2016-05-21 13:34:34 +02:00
Maikel de Vries
1df322b7ff
adapt objects and scenarios to new component implementation
2016-05-21 13:34:34 +02:00
Nicolas Hake
8e18a3fc96
Change (int)0 to nil where deprecated
2016-05-13 17:13:34 +02:00
Mark
853af2c155
Merge 'master' into liquid_container
2016-05-01 08:43:05 +02:00
Maikel de Vries
3c267bb7dc
making buying in flagpole work when flag is in non-nil object layer
2016-04-24 13:21:16 +02:00
Maikel de Vries
cea685f7ea
fix flickering wealth entries for non-first players
2016-04-23 22:20:01 +02:00
Mark
72c7e4dd87
Merge remote-tracking branch 'origin/master' into liquid_container
2016-04-23 11:10:26 +02:00
David Dormagen
cdcb9a5a53
power display: made text GUI_FitChildren
...
.. so that small resolutions do not lead to even smaller scrollbars next to the power information. It's still not very aesthethic when it's multiline (because it's just so much text) but now it doesn't look horribly broken at least.
2016-04-17 22:28:34 +02:00
Maikel de Vries
0686fdb2fc
fix shift of buy menu entries when clicking an entry
2016-04-16 15:38:34 +02:00
Mark
cf81014785
Fix: Corrected commit "Vendor: allow rebuy"
...
The parameter is an object, but should be an id. This was not detected at runtime.
Fix for commit 89718f35a4
2016-04-12 06:46:06 +02:00
Mark
8fea6827f5
Fix: Corrected commit "Vendor: allow rebuy"
...
The parameter is an object, but should be an id. This was not detected at runtime.
Fix for commit 89718f35a4
2016-04-12 06:25:22 +02:00
Mark
b6b5f5a79f
Merge branch 'master' into liquid_container
2016-04-11 21:23:28 +02:00
Mark
89718f35a4
Vendor: Allow rebuy
...
Added a callback QueryRebuy(int for_player, object base) in the vendor library. If an object that will be sold returns true in that function then the object will not be added to the base material of the selling player.
Currently the only objects that are sellable are Diamond, GoldBar, Nugget, Ruby. They cannot be rebought, just as in the previous implementation.
2016-04-11 21:21:41 +02:00
Maikel de Vries
6bcd8fd596
implement uncash sound for buying at the vendor library
2016-04-10 12:21:41 +02:00
Maikel de Vries
79beb8de47
compactify buy menu entries a little
...
This prevents unnecessary scrolling and there was a unused little whitespace.
2016-04-08 22:09:22 +02:00
Maikel de Vries
43c7e92fd8
show no power need rule in flagpole interaction menu overview
2016-04-08 21:30:29 +02:00
Maikel de Vries
fbb365fd65
fix playing sounds in vendor library
2016-04-07 19:27:27 +02:00
Mark
b00290f5f7
Vendor: Added parameter for the base that is selling the object.
...
This way the barrel can sell its contents, leaving behind an empty barrel.
2016-03-29 20:11:41 +02:00
Mark
bc9538200c
Merge branch 'master' into liquid_container
2016-03-29 20:06:14 +02:00
Mark
7110882813
Vendor: Extracted functions for ejection of contents
...
In certain overloads of the object I want to be able to not eject contents, or eject only certain objects. The default behaviour of ejecting ALL contents whenever someone buys something is annoying in certain structures, such as a marketplace.
2016-03-28 22:33:58 +02:00
Mark
52542d7977
Refactoring: Liquids: Removed GetLiquidID() and changed CreateLiquid()
...
CreateLiquid() can be called from definition context now, to create a certain amount of liquid.
2016-03-25 19:34:36 +01:00
Mark
dd7bf3e89e
Merge remote-tracking branch 'origin/master' into liquid_container
...
Conflicts will be merged in the next commit:
planet/Objects.ocd/Items.ocd/Tools.ocd/Pipe.ocd/PipeLine.ocd/Script.c
planet/Objects.ocd/Items.ocd/Tools.ocd/Pipe.ocd/Script.c
2016-03-25 17:15:39 +01:00
Mark
db061b5cad
Refactoring: Simplified script.
...
Unit tests still pass.
2016-03-25 16:31:17 +01:00
Mark
b491260fac
Refactoring: Producers: Removed another special case from IsCollectionAllowed()
...
This special case was handled by the fact that liquid items are components anyway, and the ice object is handled differently.
2016-03-24 22:26:09 +01:00
Mark
0ef237988e
Refactoring: Producers: Removed special case in IsCollectionAllowed()
...
The special case can be handled in RejectCollect(). Unit tests passed.
2016-03-24 22:20:55 +01:00