Commit Graph

62 Commits (5f3c32c81f43c8a273e58179a85d911625b31d38)

Author SHA1 Message Date
Clonkonaut d291623f24 Merge remote-tracking branch 'remotes/origin/master' into heavy-resources
Conflicts:
	planet/Arena.ocf/Hideout.ocs/Material.ocg/Amethyst.ocm
	planet/Arena.ocf/Hideout.ocs/Material.ocg/Ruby.ocm
	planet/Missions.ocf/AcidDrilling.ocs/Scenario.txt
	planet/Missions.ocf/DeadlyGrotto.ocs/Scenario.txt
	planet/Missions.ocf/GoldenMountain.ocs/Scenario.txt
	planet/Missions.ocf/MineRescue.ocs/Scenario.txt
	planet/Missions.ocf/Skylands.ocs/Scenario.txt
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Worlds.ocf/AcidGoldMine.ocs/Scenario.txt
	planet/Worlds.ocf/GoldRush.ocs/Scenario.txt
	planet/Worlds.ocf/IronPeak.ocs/Scenario.txt
	planet/Worlds.ocf/Krakatoa.ocs/Scenario.txt
	planet/Worlds.ocf/RubyCave.ocs/Scenario.txt
2014-05-09 19:45:52 +02:00
Clonkonaut d70f8e1de2 Removed 4 lines of useless code. 2014-05-02 00:53:56 +02:00
Clonkonaut c35c352c46 Fixed clonk freezing in mid-run when building loam bridges (#943). 2014-05-02 00:52:20 +02:00
Sven Eberhardt 07ee3ee4e1 Objects levitated by TeleGlove do not hit Clonks while they're being held and 5 frames after release.
Previously, the TeleGlove was just stupidly strong for fighting. You can still fling the object and have it hit the enemy after release, but you cannot just follow the enemy to cause permanent tumbling.
2014-04-20 19:04:17 +02:00
Clonkonaut b371e6b51f Merge branch 'master' into heavy-resources
Conflicts:
	planet/Objects.ocd/Items.ocd/Resources.ocd/Nugget.ocd/Script.c
2014-01-24 00:48:06 +01:00
Sven Eberhardt 2f0ea1ec09 Always save direction of Clonks when saving scenarios.
Direction is randomized at creation and there's no good way to find out if the user wanted that specific direction. So just always save it, because that's what scenario designer usually wants.
2013-12-29 17:54:36 +01:00
Sven Eberhardt 27f8647a55 Clonk can consume bubbles while swimming to regain breath. 2013-06-10 19:53:56 +02:00
Clonkonaut d3fc01abd5 Clonks hold breath for 20 seconds 2013-05-23 17:25:13 +02:00
Sven Eberhardt 3937fcd3b1 Sorted all playable scenarios from experimental folder into settlement/parkour/arena folders 2013-05-16 19:33:10 +02:00
Sven Eberhardt b02676a6e7 Auto-collect fragile objects (i.e.: Firestones) when digging.
See http://www.clonkspot.org/comic/1
2013-02-20 21:12:50 +01:00
Charles Spurrill f37c461d31 Clonk: All skins share Clonk.ocd directory and Clonk.skeleton. Nicer looking pickaxe animation. 2012-11-01 01:20:26 -07:00
Maikel de Vries db5ce4ffd9 Fixed gravestone rule and added it to the arenas 2012-10-22 20:05:23 +02:00
Sven Eberhardt b01ee77095 Fix Clonk skin selection for skin==0 2012-10-15 10:55:40 +02:00
Charles Spurrill c28ef14f00 #752: Gravestones Rule Added. On clonk death, a gravestone is created (collecting the clonk's corpse to hide it) 2012-07-26 15:01:23 -07:00
Günther Brammer 24bfd6345d Use Action.Attach even when Action.Procedure is not nil
But default to the previously used value when Attach is not set. Use 0 to
override the default.
2012-06-16 03:01:47 +02:00
Felix Wagner 36e55443e1 GetPlrClonkSkin returns nil on NO_OWNER, fixed clonk's gender setting. 2012-05-12 15:56:41 +01:00
Maikel de Vries 37b5bb9c6d Clonk closes eyes on death (#752) 2012-04-29 13:27:50 +02:00
Maikel de Vries 4a56f8d7c1 Replaced defcore values related to fire with properties 2012-04-28 16:17:38 +02:00
Bernhard Bonigl b938ca98fd Merge default into heavy-resources 2012-04-08 02:17:07 +02:00
Bernhard Bonigl 367af8ba9f Fixed error when updating attach before attaching 2012-04-14 16:51:01 +02:00
Martin Plicht a4194c22e9 Replace 0 with nil wherever string/object/array is expected 2012-04-12 11:48:23 +02:00
David Dormagen a78d8a1858 IsJumping now returns true only for actions that contain "Jump" (used to return true for Tumble) 2012-04-10 23:29:31 +02:00
Felix Wagner 9b7d9449bf Decrease physical abilities of the clonk when carrying heavily 2011-12-30 15:53:10 +00:00
Bernhard Bonigl 5587ed0618 Backback and Hands share one Inventory now
New Inventory Display at the left side
Inventory fades out if not locked
Inventory fades in if something changes, or mouse hovers there
Left/Right Mouse Click on an Inventory-Slot selects it for the corresponding hand
Icons to show which Slot is selected by left/right hand
Inventory can be reordered via Drag&Drop
Dragging an Item from a Slot onto the Landscape drops it
Changed Shift+Number to Ctrl+Number for selecting crew
Changed Number to Shift+Number for using Action-Bar
Changed Number to select inventory-slots now
2012-02-26 01:48:58 +01:00
Maikel de Vries b1adfde389 Allow clonk to use tools during wall jumps 2012-02-13 20:13:13 +01:00
Felix Wagner cdd1f5f358 CrewExtraData overrides GetPlrClonkSkin 2012-01-31 13:58:43 +00:00
Felix Wagner 5a28794482 +GetPlrClonkSkin(iPlr) 2012-01-29 02:17:00 +00:00
Charles Spurrill b585d25295 Gender-neutral munching sounds 2011-10-14 01:44:54 -07:00
Julius Michaelis 0f12b3485e Find sounds with all extensions instead of only wav, so Sound() does no longer require .ogg extensions
Do not replace * with ? in sound name wildcards anymore, adjust scripts
2011-10-12 23:09:22 +02:00
Felix Wagner d29a81646e Proper eating animation 2011-10-08 22:28:49 +01:00
Felix Wagner 07ad0805a4 Eat(object) for clonk, munch sound! 2011-10-08 20:48:18 +01:00
Richard Gerum 3cde4e3922 seperated animations from clonks script 2011-10-08 19:04:57 +02:00
Charles Spurrill 2f77fa18df Newcomer: The Farmer Clonk! (skin index is 3) 2011-10-08 08:30:02 -07:00
Felix Wagner 15d8caead4 imported patch Footsteps.diff 2011-10-08 05:16:35 +01:00
Charles Spurrill 0469fe5c81 Drive animation/pose for plane; clonk doesn't swim inside containers 2011-10-01 08:34:35 -07:00
Charles Spurrill 677ff6b691 fixed wall-jump 2011-09-20 11:04:48 -07:00
Richard Gerum 1fc5addd10 655#: no jumping backwards 2011-09-19 12:53:58 +02:00
Charles Spurrill 1a3b8aef94 Fixed bug where spawned clonks used default skin instead of the defined one:
moved the skin-setting script to Recruitment instead of Construction, since it is crew data queried
2011-09-18 18:30:24 -07:00
David Dormagen e3a1cdcc3f the HUD optimizations now mostly use the old callbacks 2011-09-18 19:15:31 +02:00
David Dormagen 170c61226d performance optimizations for the backpack and health/breath tubes 2011-09-18 10:56:43 +02:00
Charles Spurrill 1b22905492 Update clonk data to work with catapult 2011-09-13 00:22:40 -07:00
Charles Spurrill 415aae6c53 Save selected skin to crew-member extra-data 2011-09-10 00:51:47 -07:00
Charles Spurrill 6555edab8a Fully implemented clonk alchemist skin 2011-09-06 10:53:25 -07:00
Tobias Zwick 258c82604d moved RelaunchPlayer callback to engine 2011-08-02 15:46:24 +02:00
Tobias Zwick 480ff384f8 refactored most effects to use meaningful names for their variables 2011-07-31 17:59:51 +02:00
Richard Gerum 3cd964b3bd fixed jump animation again (thanks to ringwaul for the merge) 2011-07-25 10:06:15 +02:00
Maikel de Vries 964ba3a62a Objects: Fixed wave color for liquids other than water 2011-07-20 17:27:35 +02:00
Richard Gerum 2a0ddd34f9 added graphic rotation during scaling and animation for scaling top corners 2011-07-20 17:09:41 +02:00
Maikel de Vries e2db1bc85a Actions default to COMD_Stop, Decel for float and swim procedures
With this change everything should behave as normal, still not a fan of these numerous float hacks.
2011-07-06 19:11:12 +02:00
Maikel de Vries d550f7c7da Differentiate between COMD_None and COMD_Stop
Was necessary after 267ebb600481 and current abuse of FLOAT procedure. None keeps the current motion, Stop halts the current motion of a procedure.
2011-07-06 18:13:39 +02:00