Commit Graph

9317 Commits (6524136c9d7b2ab86f5148e36d1ed0df1252c94d)
 

Author SHA1 Message Date
David Dormagen 6524136c9d inventory: collect directly into pushed lorry when using Shift
As suggested by Dmyst: http://forum.openclonk.org/topic_show.pl?pid=32169#pid32169
2016-06-22 09:53:52 +02:00
Clonkonaut c766078b50 Added a new variation of coniferous tree by Nachtfalter. 2016-06-21 19:16:40 +02:00
Clonkonaut c77ab10b55 Added an additional guidepost, a decorative object by Nachtfalter. 2016-06-21 19:15:57 +02:00
Clonkonaut fd98ed3246 Fixed dimensions of coniferous burned 3. 2016-06-21 19:14:54 +02:00
Clonkonaut 72c4a55d78 Added texture to Sproutberry Bush, by Pyrit. 2016-06-21 19:14:23 +02:00
David Dormagen 890c430a17 controls: allow to put items into pushed containers via [throw]
as requested by Dmyst here http://forum.openclonk.org/topic_show.pl?pid=32082#pid32082
2016-06-19 20:23:29 +02:00
Nicolas Hake e490428f29 Win32: Drastically improve load times with unpacked planet/
C4Group::SearchNextEntry would waste lots of cycles looking up file
attributes that were never inspected afterwards. Since all we want is
the file size, and we already get that for free from FindFirstFile and
FindNextFile, store it with the directory iterator instead of querying
it at every iteration.

This reduces load times on my machine by almost half, tested across
several different scenarios.
2016-06-19 17:08:50 +02:00
Tobias Zwick 0ad8e15c8a in the documentation, always have "docs" preselected in the search shown in the header 2016-06-19 17:00:18 +02:00
Nicolas Hake e9c5facf91 GL: Disable hardware-based skinning on old Intel devices
Our hardware-based skinning doesn't work on certain Intel graphics
devices. Fall back to software skinning on GPUs that return an OpenGL
3.1 context even though we explicitly request a 3.2 one.

Might fix #1459, #1689.
2016-06-19 13:45:12 +02:00
Nicolas Hake 9555bf737f GL: Bail earlier when encountering degenerate matrices 2016-06-19 11:22:04 +02:00
Clonkonaut ecc386e6e7 Fix Dark Castle goal description (#1667). 2016-06-19 00:18:58 +02:00
Clonkonaut ff92f958ac A different brick texture by Matthi. 2016-06-19 00:10:27 +02:00
Clonkonaut 3637e1f072 Fix the clonk sometimes stuck in infinite jump animation when actually scaling with one vertex. 2016-06-18 19:47:39 +02:00
Clonkonaut 5d2ae6a251 Fixed normal map for brick and brickback textures, by Tarte. 2016-06-18 19:47:04 +02:00
Clonkonaut b6ca10d11a Constructor library: Changed to search through all available knowledge and filter using an overloadable function.
The hammer will now only construct definitions that have the callback "IsHammerBuidable". This will exclude all C4D_Structure objects that are not buildings and can't be build in a meaningful way.
Also, with the carry heavy branch I want to test adhoc built lorries (lorries as construction sites). Sven suggested this.
2016-06-18 19:45:45 +02:00
Lukas Werling 19395b23ae Fix SetMatAdjust() (for kenny) 2016-06-18 17:17:43 +02:00
Maikel de Vries 3620e22061 fix launching of javelins
Bug was introduced when TakeObject changed.
2016-06-12 11:39:11 +02:00
Maikel de Vries c538a0d617 add missing neutral pipe interaction menu tooltips for liquid tank 2016-06-11 20:57:06 +02:00
Nicolas Hake 49a98e54a5 Add test for 57a35bf fix
So it turns out that the fix stops the engine from crashing, but it
still doesn't seem to generate valid code - Aul emits an internal error
at runtime.
2016-06-05 13:36:32 +02:00
Mark d51a8cfa6d Liquds: Liquids can be passed either as a string or as a definition 2016-06-05 12:05:48 +02:00
Mark 923ee485ec Liquid container: PutLiquid(*, nil, *) inserts maximum amount of liquid
Added unit test.
2016-06-05 12:05:42 +02:00
Lukas Werling 6bd26b047f Fix typo 2016-06-03 23:18:44 +02:00
Lukas Werling 4920ed743f UPnP: Another try for Debian compatibility 2016-06-03 22:16:39 +02:00
Maikel de Vries 695680cb6c objects on fire inflame inflammable materials 2016-06-03 22:08:14 +02:00
Maikel de Vries 548215d448 make flames consume oil when burning 2016-06-03 22:08:14 +02:00
Lukas Werling 91e2c137d9 UPnP: Fix compatibility with Debian's old versions 2016-06-03 21:58:19 +02:00
Lukas Werling 55c52a69a5 Merge branch 'miniupnpc' (GH-23) 2016-06-03 17:21:20 +02:00
Maikel de Vries bb33abee2f foundry accepts water for loam production and has max liquid amount 2016-06-02 13:04:02 +02:00
Maikel de Vries e004006fdc add descriptions to liquid objects 2016-06-02 13:02:25 +02:00
Mark e1413a941d Producer: Commented out log output
This was there for debugging purposes only.
2016-06-01 20:42:03 +02:00
Mark 98dc6fa252 Fix Bug #1742
Fixed and tested other problems in tutorial 3 and 4, too
2016-06-01 20:40:26 +02:00
Mark 46ac671ef4 Fixed producers unit test #6
The problems here were:
- the syntax for GetComponent() was wrong.
2016-06-01 20:14:11 +02:00
Mark 10c918d4a2 Fixed producers unit test #5
The problems here were:
- the pickaxe component list returned [[Metal, 1], [Wood, 1]] instead of [[Wood, 1], [Metal, 1]]. This may be a result of the new component system with proplists; probably the components are sorted alphabetically now
2016-06-01 20:08:55 +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
Mark ad74d44943 Foundry can be fueled by pipe.
A pipe from a pump can be connected to a foundry now, so that oil can be pumped into the foundry.
2016-06-01 19:10:42 +02:00
Nicolas Hake 2a59ece97c Merge pull request GH #22
Add OpenClonk to StrategyGame and ArcadeGame categories.
2016-06-01 10:40:12 +02:00
Lukas Werling b1b72b003a Do Linux UPnP mappings asynchronously 2016-05-31 18:23:41 +02:00
David Dormagen 092b012430 chest: stay open when empty (#1699)
This is debatable. Let's see how this feels ingame and revert it in case we don't like it.
I like it because I think it gives valuable feedback to the players (and thus can reduce frustration coming from unnecessary actions). But it might also feel like a bug to players.
2016-05-30 10:19:49 +02:00
David Dormagen 6696ee679c carry heavy: do not prevent scrolling through inventory (#1738) 2016-05-30 09:57:39 +02:00
David Dormagen 58bb6af75a barrel: prevent entrance of arbitrary objects
You could put e.g. tools into the barrel using the interaction menu. This would lead to a script error later, when the barrel did Contents()->GetLiquidType().
PS: And the RejectStack function is part of a private internal interface. I made that clear so the next one does not have to look it up again.
2016-05-30 09:56:39 +02:00
Lukas Werling dbaaec268a Change C4Network2UPnPP forward declaration to class 2016-05-29 23:39:10 +02:00
Lukas Werling 07e8c75bac Replace libupnp with miniupnpc
- The new code works with my router while libupnp didn't. :)

 - There are some unexplainable crashes in libupnp: #1640

 - Using miniupnpc seems to be less complex than libupnp.

 - Apparently, miniupnpc also works on Windows, so we may be able to use
   it for all platforms.

Disadvantage: UPnP queries aren't asynchronous anymore, but they seem to
be pretty fast (< 1 s).
2016-05-29 23:38:12 +02:00
Philipp Kern 672c5d3b9b Add OpenClonk to StrategyGame and ArcadeGame categories. 2016-05-29 09:39:17 +02:00
David Dormagen acde7c923a fix possible crash on cleaning up particles
It could happen that the objects were cleared (after evaluation screen / on section change) but a particle list would remain that would still point to an object (and would then access it).
I am not exactly sure how that could happen, because objects should clear their particle lists on removal (and thus shouldn't really need a ClearPointers).
There is a tiny chance that this points to another bug somewhere in the object removal - that's just a random guess though.

Anyway, this should fix the infamous Knüppeln crash.
2016-05-28 23:22:33 +02:00
David Dormagen 2df2946016 OnInIncendiaryMaterial: check for object removal after energy loss 2016-05-27 22:19:41 +02:00
Günther Brammer 57a35bf01b Don't crash on functions declared inside other functions
Declaring a local variable inside any function works the same way as
declaring it in top-level scope, which gets a bit weird if done inside a
function inside a constant proplist, but is at least consistent.

Thanks to Flinti for reporting this.
2016-05-25 01:06:10 +02:00
Lukas Werling a71ca69f1d Make ingame mouse cursor size configurable
On High-DPI displays, the mouse cursor is very tiny. We'll probably want
some high-resolution cursor graphics at some point, but the current ones
scale good enough.
2016-05-23 21:14:03 +02:00
Lukas Werling 435fe98b71 SDL: Handle key repeats 2016-05-22 23:27:57 +02:00
Maikel de Vries fb60bf41b8 remove spurious comment in flagpole script 2016-05-21 13:34:35 +02:00
Maikel de Vries 3455fa24f9 add some variation to the maximum size of trees 2016-05-21 13:34:34 +02:00