Commit Graph

5066 Commits (5fa9c391849c336d009fe84b4cf8b057cb5571ec)
 

Author SHA1 Message Date
Günther Brammer 5fa9c39184 docs: Don't show the search box in the chm
It only works when the page was loaded from a webserver with php, and chm
has built-in search anyway.
2013-02-24 14:38:50 +01:00
Günther Brammer 9ed2fad4bd docs: Humor hhc.exe's exit code 2013-02-24 14:38:50 +01:00
Günther Brammer 991845a5bb docs: Update Makefile documentation and cygwin instructions 2013-02-21 22:41:01 +01:00
Nicolas Hake e33521c7ab Win32: Fix build without -fpermissive 2013-02-21 00:28:58 +01:00
Sven Eberhardt e6df566ebe Fix theoretical crash when several objects dug free at the same time delete each other. 2013-02-21 00:22:50 +01:00
Nicolas Hake ca6e474a15 Win32: optionally embed a build ID into crash dumps/minidump files
In order to get an embedded build ID, add a new CMake cache variable
named OC_BUILD_ID. This variable can contain an arbitrary string, but
it is suggested that you use a hierarchical string starting with your
DNS domain, reversed, as in "com.example.openclonk.arbitrarystring"
(think java packages).
2013-02-21 00:06:34 +01:00
Nicolas Hake 0c04606707 Win32: clean up crash handler pointer string format selection 2013-02-21 00:06:34 +01:00
Nicolas Hake d2719bedd6 Win32: Make crash handler show the full EFLAGS register 2013-02-21 00:06:33 +01:00
Nicolas Hake 041016d087 Win32: Make crash handler properly show modules in stack traces 2013-02-21 00:06:32 +01:00
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
Nicolas Hake d518669abc CPNGFile: Reduce global state
This changes a global variable to an instance variable in order to make
the CPNGFile class usable from multiple threads, as long as each thread
uses its own instance of the class.
2013-02-19 03:09:17 +01:00
Sven Eberhardt cae188a5d8 Experimental scenario tweaks [ala] 2013-02-19 00:53:07 +01:00
Sven Eberhardt 437433776f C4Landscape::InsertMaterial use ptr instead of ref for insertion pos 2013-02-18 00:48:25 +01:00
Sven Eberhardt fdaa3a7956 Fix mape build 2013-02-17 18:48:50 +01:00
Sven Eberhardt 30e07f87b8 Added parameter to InsertMaterial() to return actual insertion position.
The insertion position might be pushed upwards if e.g. water is inserted to the bottom of a lake. However, we need the actual insertion position if we ever want to modify the pump to require/produce energy depending on the vertical distance of material pumped.
2013-02-17 18:29:44 +01:00
Sven Eberhardt 2693db2189 Experimental AcidGoldMine landscape tweaks 2013-02-17 18:00:53 +01:00
Julius Michaelis 40d991f51c .gitignore 2013-02-17 17:01:03 +01:00
Julius Michaelis 2df3b20a20 CMake: Adjust precompiles headers to new build division 2013-02-17 17:00:33 +01:00
Armin Burgmeier 55e9fc2717 Don't rethrow catched errors when compiling a shader
Just mark the technique as not available, if there are no available
techniques the material will not be loaded.
2013-02-12 22:40:30 +01:00
Armin Burgmeier 3bbf1314df Make sure not to use integers in generated shader code (#920) 2013-02-12 22:39:56 +01:00
Armin Burgmeier eb4a1f7884 Query the shader type with the correct command
GL_OBJECT_TYPE_ARB tells whether the object is a program or a shader,
whereas GL_OBJECT_SUBTYPE_ARB tells whether it is a fragment or a vertex
shader.
2013-02-12 22:39:05 +01:00
Günther Brammer 1cf1be1c6d Hold a reference to the temporary proplist used in case of script errors
The parser does not know whether the constant proplist it is about to fill
is missing because it was overwritten by a later local/constant, or because
the preparser was interrupted by a script error and didn't store its
proplist. Thus, the parser cannot simply give up at that point, and in
order to keep things simple it creates a throwaway proplist. This proplist
was thrown away too soon, though.

Thanks to Zapper for the testcase.
2013-02-12 01:11:31 +01:00
Günther Brammer 2a9d63cb2a gtk: Use higher-resolution logo as window icon
Metacity started to display bigger icons in the window list, so the higher
resolution is now actually useful for me. While at it, use gdk-pixbuf-csource
to generate the .h at build time from the .ico instead of duplicating the
data in the repository.
2013-02-12 01:08:02 +01:00
Günther Brammer 157406ccd8 autotools: Remove duplicate -lwinmm
configure already puts that in LDADD.
2013-02-11 22:23:05 +01:00
Günther Brammer df3fcd2b2b Document C4PropList internals a bit 2013-02-11 22:23:05 +01:00
Sven Eberhardt 13ead95b05 Cleanup main texture map. Remove unused and duplicate entries. Added Earth-earth.
Only one scenario (Arena.ocf\Ruins.ocs) was using any of the duplicate entries.

The missing earth definition caused earth borders to liquid to be rectangular sometimes.
2013-02-11 21:21:31 +01:00
Sven Eberhardt 2a05f16a73 Experimental AcidGoldMine landscape rework 2013-02-11 21:01:19 +01:00
Sven Eberhardt ffcd74e70d Check and warn against invalid texture indices in map when creating landscape. 2013-02-11 21:01:19 +01:00
Martin Plicht f9863f2b1b mac: Change type of K_* constants from int to C4KeyCode (int <-> long discrepancy) 2013-02-11 11:39:40 +01:00
Martin Plicht 6217a62c8d mac: cmake: Fix compilation of libmisc 2013-02-11 11:39:24 +01:00
Sven Eberhardt 8974355760 Experimental acid gold mine: Difficulty tweaked. 2013-02-10 19:15:56 +01:00
Sven Eberhardt f1d05785aa Shake free single pixels of diggable material 2013-02-10 18:28:48 +01:00
Sven Eberhardt af0b44a5ab Experimental AcidGoldMine minor stuff 2013-02-10 12:47:38 +01:00
Sven Eberhardt 377d709465 Experimental AcidGoldMine: Made a bit easier. 2013-02-09 16:47:24 +01:00
Sven Eberhardt 5bd634b02a Experimental AcidGoldMine: Gold mine in hostile environment. 2013-02-09 15:31:41 +01:00
Sven Eberhardt 8fde966ee5 LibraryStackable supports infinite stack counts for tutorials, AI enemies, etc.
Also renamed internal Update() function to avoid name collisions with other scripts/libraries.
2013-02-09 13:35:17 +01:00
Sven Eberhardt 31b87ef814 Optimize global func Sign. New version is between 10% and 50% faster! 2013-02-09 01:56:06 +01:00
Sven Eberhardt 7d12dff8dc Experimental: VolcanoEscape. Relatively hard, cooperative race. 2013-02-06 01:18:32 +01:00
Sven Eberhardt fef5605217 Parkour goal: Added function to disable respawn. 2013-02-06 01:11:08 +01:00
Sven Eberhardt f650eb8010 Ashes material is now instable. 2013-02-06 01:10:34 +01:00
Sven Eberhardt 6669e965a2 Fix Loc_Material without texture parameter 2013-02-05 00:35:04 +01:00
Oliver Schneider 3d98775701 Fixed a typo in Tutorial01 2013-02-04 23:50:17 +01:00
Nicolas Hake 365d72fee1 Fix incorrect reloading of animations (#837)
Animation nodes accidentally did not have the correct
animation parent set when they were deserialized.

Closes #837, #872, #916.
2013-02-04 19:06:08 +01:00
Sven Eberhardt 3ee1cbe60b Experimental EvilCastle+HotIce wip 2013-02-03 22:38:46 +01:00
Nicolas Hake e91d4a4278 Update more various references to clonk.exe 2013-02-03 20:54:34 +01:00
Nicolas Hake 1f1333d5bd Update de.po to conform to standard formatting
Apparently some other software has felt like reformatting
our .po file in a different way than prescribed by docs/Makefile.

Reverted the reformat to get a clean patch for the actual
translation changes.
2013-02-03 20:31:07 +01:00
Armin Burgmeier 43a2836279 Implement texture unit blending in material scripts with a shader
This might make the rendering a bit quicker, since the whole texture
environment setup that we do every frame is no longer required --
instead only the shader is bound and a few variables uploaded. However,
this was not the main motivation behind this change.

It also simplifies the code a bit. The texture environment setup is
replaced by GLSL code generation. Another small benefit is that for
texture units in material scripts that do not use an actual texture
image no hardware TIU is being used. This reduces the number of hardware
TIUs required for rendering the Clonk from 3 to 2.

The main benefit of this change, however, is that material specific
and clonk specific color variations can be applied correctly. This mainly
concerns ClrModulation and MOD2 drawing. Before, the ClrModulation was
mixed with the material color, which could lead to incorrect results
depending on what the texture units were doing. Now it is being applied
by the shader after all texture units in the material scripts have been
processed.

Another motivation of this change is to implement support for custom
shaders, which is already foreseen by OGRE material scripts. The
specification has only to be implemented. With this change in place,
both custom shaders and "fixed" processing can share the same code in
the engine, since both end up using a shader for the mesh rendering.

The shader currently works only for directional lights, but should be
easy to extend to also support point lights.
2013-02-03 16:26:01 +01:00
Sven Eberhardt 7f14d6bdef Experimental EvilCastle: Message when you enter the mushroom cave + misc landscape/object stuff 2013-01-31 22:42:15 +01:00
Sven Eberhardt bf8655ab1d Fix Call() in global context (required for ScheduleCall) 2013-01-31 22:38:16 +01:00
Nicolas Hake d20ee02ad6 Abort SimFlight if no more movement can occur (#914)
In no-gravity situations, SimFlight would enter an endless
loop when trying to project an unmoving object, waiting for
a collision that would never happen.

Similarly, in negative gravity, SimFlight would continue
calculating objects that left the top boundary of the land-
scape, only aborting the simulation once the coordinates
underflowed to values below the landscape.
2013-01-30 14:00:08 +01:00