Commit Graph

6752 Commits (5f29846b7d6e7fc60c9e71a6f05a0ebd259f80c0)
 

Author SHA1 Message Date
hasufell 5f29846b7d Fix USE_SYSTEM_TINYXML
* fix the if-conditional
* don't use pkgconfig (there is no .pc file upstream)

Signed-off-by: Julius Michaelis <caesar@hg.openclonk.org>
(Added license to FindTinyXML.cmake)
2015-03-28 22:58:53 +09:00
Maikel de Vries fce2bce58e clonks do not attempt to scale underwater (#1176) 2015-03-26 19:52:26 +01:00
Maikel de Vries 9c60cf0949 fix vertex changing when swimming (#1176) 2015-03-26 19:52:25 +01:00
Nicolas Hake d951827f17 Particles: Don't force vertex buffer workaround on Win32
Win32 now uses a single rendering context, so it's no longer necessary
to disable VBA use in the editor.
2015-03-26 15:51:03 +01:00
Nicolas Hake c58e474f76 win32/GL: Reuse the same rendering context for everything
Some resources can't be shared across different rendering contexts while
others can. Additionally, the standard GLEW library does not support
multiple rendering contexts (that's what GLEX MX is for), even though it
might work on some (or even most) cards. WGL supports reuse of a
rendering context across multiple windows as long as the pixel formats
are the same.
2015-03-26 15:51:01 +01:00
Nicolas Hake b2f742f997 gl: Check glew for GL_KHR_debug support
Debian wheezy's glew doesn't support GL_KHR_debug yet, so make sure
we're only using it if we can.
2015-03-25 23:15:45 +01:00
Nicolas Hake be1a148915 Aul: Remove C4AulAccess enum
We're not doing access controls anyway, so tracking information about it
isn't useful.
2015-03-25 22:32:19 +01:00
Nicolas Hake cd266d2352 gl: Attach debug labels to objects
Doing GL debugging is way easier if your logs talk about "Clonk/VBO"
instead of "buffer object 21".
2015-03-25 22:00:36 +01:00
Maikel de Vries 67cf7cd4fe fix mushroom bugs (#1051) and (#1291) 2015-03-25 20:04:52 +01:00
Nicolas Hake 5562b09dc4 Remove a lot of disabled legacy code, round 2
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
Maikel de Vries a24dd229c4 producer does not depend on partial fuel amounts 2015-03-24 22:39:18 +01:00
Maikel de Vries 61a5c88157 remove Flame graphics and clean up script 2015-03-24 21:37:51 +01:00
Martin Plicht e796fc48d1 MoltenMonarch.ocs/System.ocg/King_Javelin.c: fAiming -> aiming 2015-03-23 20:30:15 +01:00
Martin Plicht a0030526e3 Ambience_DeepSeaMining.ocs: Extraneous } 2015-03-23 20:21:22 +01:00
Maikel de Vries 85c2173404 fix script error for the fire effect 2015-03-23 19:50:29 +01:00
Maikel de Vries 302c3db0b3 correct league parameter values for Acid Rift 2015-03-23 18:12:35 +01:00
David Dormagen df56689946 added Armin's particle fire
http://forum.openclonk.org/topic_show.pl?tid=3070
Only some optimizations have been added.
2015-03-22 10:22:15 +01:00
David Dormagen d07893dadc fixed player names, clonk names and selector info being zoomed (#687) 2015-03-22 09:58:43 +01:00
David Dormagen f555ca15d0 fix particles only rendering in one editor viewport by always enabling VBA&VBO workaround in editor mode (#1195)
The problem was caused by every window using an own OpenGL context and certain objects not being shared between those.
The best solution would still be to make all windows use ONE OpenGL context. But this would probably need a more or less large rewrite?

This solution has to be considered a workaround with basically no negative side-effects, as the loss of speed is most likely irrelevant in editor mode.
2015-03-22 09:52:34 +01:00
Nicolas Hake d6f219a3df Use 3x4 bones on low MAX_VTX_UNIFORM_COMPS (#1285)
4x3 matrices use the same number of uniform components as 4x4 ones.
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.
2015-03-18 23:38:20 +01:00
Nicolas Hake 59cad71797 Add copyright header and descriptive comment to default object VS 2015-03-18 20:50:27 +01:00
Nicolas Hake f0579f7f93 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.
2015-03-17 22:55:12 +01:00
Maikel de Vries 2226575dce new icon for Acid Rift (#1284) 2015-03-17 19:54:49 +01:00
Maikel de Vries 97ee9b6fab trees shake a little when hit by an axe 2015-03-16 21:19:56 +01:00
Nicolas Hake 84b758541f C++14 §7
simple-declaration:
   decl-specifier-seq(opt) init-declarator-list ;

Notice something?

The semicolon at the end doesn't have (opt).
2015-03-16 19:28:11 +01:00
Nicolas Hake 77383de728 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.
2015-03-16 18:15:31 +01:00
Peter Wortmann fc62f635fa Another eta, this time for the fade cross check
This was behind the rare "white dots" issues. Boy, floating point numbers
are fiddly to work with - corner cases everywhere.
2015-03-15 22:46:23 +01:00
Peter Wortmann 4bbf96b593 Remove self-shadowing debug code
I believe this isn't needed any more?
2015-03-15 22:46:23 +01:00
Nicolas Hake bfc2659003 Point out that the source code license is the ISC license
Most of the permissive free software licenses look similar enough that
pointing out which one it is may be useful for people giving the file a
quick glance.
2015-03-15 20:18:27 +01:00
Kevin Zheng fd6914f9cb Fix linking with SDL 2015-03-15 19:26:57 +01:00
Maikel de Vries 1bf222ab7e don't place branch and trunk in liquids 2015-03-15 18:08:14 +01:00
Nicolas Hake 4cb97e7a03 OS X: Make app bundle renamable
XCode automatically sets EXECUTABLE_NAME correctly. We have to do it by
hand if we're not using XCode.
2015-03-15 16:03:44 +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 922a87527c Use magic STL instead of magic numbers for TODO file location count. 2015-03-05 16:19:50 +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 179498984d Upload dummy bone for boneless meshes (#1278)
As long as we're not actually using a different shader for meshes
without bones, we need to upload an identity matrix so there's defined
data in the bone slot.
2015-03-05 13:09:40 +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 ee0bc7b7ff introduce a constant for no category 2015-03-02 20:42:34 +01:00
Nicolas Hake 2db2992f85 Don't check for errors in C4ShaderCall::Finish
Calling CStdGL::CheckGLError calls glGetError, which is really, really
slow because it has to flush the pipeline to check whether there's an
error or not. Plus it's not like we can do anything about it anyway. If
you want to be notified when an error happens, pass --debug-opengl to
the executable.
2015-03-01 22:42:23 +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