Commit Graph

2684 Commits (6681a2cd7daf5c65effdc64985651dddfea47538)

Author SHA1 Message Date
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
Sven Eberhardt cae188a5d8 Experimental scenario tweaks [ala] 2013-02-19 00:53:07 +01:00
Sven Eberhardt 2693db2189 Experimental AcidGoldMine landscape tweaks 2013-02-17 18:00:53 +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
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 8974355760 Experimental acid gold mine: Difficulty tweaked. 2013-02-10 19:15:56 +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
Sven Eberhardt 3ee1cbe60b Experimental EvilCastle+HotIce wip 2013-02-03 22:38:46 +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
David Dormagen 6f9a11b817 further improved the right-click info message for structures 2013-02-02 21:41:20 +01:00
David Dormagen 8be38a0a6e made Dummy graphics transparent 2013-02-02 21:38:33 +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
David Dormagen 34fc771911 merged master into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
2013-01-30 21:37:31 +01:00
David Dormagen e6487533c2 added first version of object information dialogue on right-click 2013-01-30 21:27:09 +01:00
Sven Eberhardt 320b0f4672 Experimental: HotIce. A short, new arena scenario. 2013-01-28 22:25:40 +01:00
David Dormagen c8e6b84319 it is now easier to hit objects with the club (#905) 2013-01-28 21:10:18 +01:00
Sven Eberhardt 3b73955e6f Experimental EvilCastle Horax moar stronk! 2013-01-27 18:40:45 +01:00
David Dormagen 6395e77e6a added remaining files for Rule_EnergyBarsAboveStructures 2013-01-27 18:24:45 +01:00
Sven Eberhardt 82cf8a0892 Experimental EvilCastle: Mushroom poison improvement. Upside-down shrooms now work as well! 2013-01-27 18:06:23 +01:00
Sven Eberhardt c87a40f28d Placeholder graphics for EnergyBarsAboveStructures
Zapper: Please commit yours! At the moment, the engine spits out tons of errors for every structure.
2013-01-27 17:22:46 +01:00
Sven Eberhardt 0b5e5cd020 AI test scenario 2013-01-27 17:21:30 +01:00
Sven Eberhardt 237e44034b Experimental Enemy AI: Evasion and shield usage. EvilCastle: EnergyBars 2013-01-27 17:17:55 +01:00
Sven Eberhardt b44466729a Experimental EvilCastle: Some more textures for castle materials 2013-01-26 23:39:14 +01:00
Sven Eberhardt 63a34ab9ba Experimental: Lots of small improvements on EvilCastle and EnemyAI.
EnemyAI:
* Try to avoid shooting allies standing between AI and target. Jump to get free path.
* Fix some cases of AI stuck in wall scaling action
* Ranged enemies face their targets when they shoot
* Catapult handling: If catapult is empty, let go and attack with melee weapon
* Change ranged targets if current is unreachable
* Encounter callbacks to game script and ally wakeup

EvilCastle:
* Lock player view (Prohibit mouse scrolling)
* Encounter messages for some enemies
* Enemy aggro ranges tweaked
* Some landscape reworks
* Icon changed
2013-01-26 17:24:48 +01:00
Günther Brammer a62e556b63 Script: Reimplement GameCall in C4Script 2013-01-23 21:36:21 +01:00
David Dormagen 50fd0ebc39 added Rule_EnergyBarsAboveStructures and adjusted Krakatoa to use that 2013-01-22 18:44:29 +01:00
David Dormagen 8970913fc7 added System.ocg/EnergyBar.c which provides AddEnergyBar() to show an energy bar over any object, adjusted Tutorial04 to use that 2013-01-22 18:44:29 +01:00
David Dormagen ddeb338dc9 added progress bar style: GUI_ShadedSimpleProgressBar which looks like the currently used HP bar 2013-01-22 18:44:28 +01:00
Sven Eberhardt 1ed3e9d648 Experimental EvilCastle now has a goal! 2013-01-20 17:12:07 +01:00
Sven Eberhardt 34831fd821 Experimental EvilCastle: Intro, startup materials, relaunch, enemies. Still no goal :( 2013-01-20 13:26:34 +01:00
Sven Eberhardt c8edaab426 Experimental: EvilCastle scorching ruins and some enemies 2013-01-20 01:45:00 +01:00
Sven Eberhardt 1f32bce29b Experimental: EvilCastle now with evil mushroom cave! 2013-01-20 00:45:17 +01:00
Sven Eberhardt 18c7525420 Experimental: EvilCastle 2013-01-19 17:49:08 +01:00
Sven Eberhardt 68e445aa2e Experimental: Enemy AI 2013-01-19 17:46:53 +01:00
Sven Eberhardt 9bcf7ca725 fix typo in catapult script 2013-01-18 23:12:17 +01:00
Günther Brammer ce87faaf9e Fix #including a definition that has local variables with proplists
The missing break meant that the freshly created copy of the proplist would
get overwritten by the original, which was thankfully caught and announced
with "internal error: constant proplist has the wrong parent".

Thanks to Zapper for the testcase.
2013-01-18 01:45:06 +01:00
Maikel de Vries 6742013d11 Krakatoa health bars in front of structures (#860) 2013-01-14 20:12:35 +01:00
Maikel de Vries b6b8e559a0 Moved Raiders.ocs to Experimental.ocf
This is where experimental scenarios belong.
2013-01-14 20:06:27 +01:00
David Dormagen 38bdfd296d FindLocation: added parameters, improved documentation, now uses Par(i) 2013-01-14 10:41:10 +01:00
Nicolas Hake 016f626cbe planet: Normalize line endings 2013-01-13 19:00:12 +01:00
Tobias Zwick 28e2bdbb92 fix #724: revers the order in which GetCrew(plr,index) returns the crew 2013-01-13 15:45:51 +01:00
Tobias Zwick b85b08687f fix #907: name of the construction site is not localized 2013-01-13 14:16:43 +01:00
David Dormagen 7ba10ca3cf added IsPointInRectangle(point, rectangle) to System.ocg/Math.c 2013-01-12 18:15:51 +01:00
David Dormagen 00d5ffea03 added LargeCaveMushroom and Cave
the Cave-dummy-object has a Place() method which places a cave
2013-01-12 18:15:51 +01:00
David Dormagen 1cd7ffec6a added a FindLocation function in System.ocg/FindLocation.c 2013-01-12 18:15:50 +01:00
Sven Eberhardt 58ea47a4fd Added support for function pointers to ScheduleCall/AddTimer/ClearScheduleCall/RemoveTimer 2013-01-02 00:50:01 +01:00
David Dormagen 6ba993bc37 fixed/adjusted ShiftContents for objects that use Library_Inventory 2012-12-29 18:42:56 +01:00
David Dormagen 299cc7e478 when not able to execute an Use-command (f.e. shield when not walking), the command is remembered and executed when possible 2012-12-29 18:42:19 +01:00
David Dormagen 80ac9a9503 more one-hand cleanups 2012-12-29 14:08:53 +01:00
David Dormagen d7eb93be1b split ClonkControl.ocd into five libraries
Library_Inventory: handles slots and an arbitrary amount of hands, generic and not only Clonk-related
Library_InventoryControl: interactions between the user and the inventory
Library_CarryHeavyControl: interaction with carry-heavy-objects
Library_ClonkGamepadControl: gamepad-related stuff
Library_ClonkControl: general Clonk control library
2012-12-25 12:19:23 +01:00
David Dormagen bc4fd5f9ed merged master into Controls 2012-12-23 15:17:23 +01:00
David Dormagen 4dcc784d35 do not pass controls to disabled cursor anymore (i.e. via SetCrewEnabled) 2012-12-22 17:11:06 +01:00
Sven Eberhardt 829e83dcdb Production menu shows missing components/liquids/materials/fuel in red 2012-12-17 14:32:48 +01:00
Sven Eberhardt 159e2e49b6 Rebalance loam to require less water 2012-12-17 14:32:10 +01:00
Sven Eberhardt 430d59fc8c Merge branch 'master' of ssh://git.openclonk.org/openclonk 2012-12-17 13:53:59 +01:00
Sven Eberhardt 4cdbd8641c Rebalanced wood usage so you need fewer trees to get a settlement started.
* Wind generator down to 3 wood, 1 metal
* Flagpole down to 3 wood, 1 metal
* Sawmill down to 1 wood, 4 rock
* Trees give 5 wood (that's still 2 wood with direct chopping) to make the sawmill even more efficient
* Reduce maximum number of trees by ~20%, because trees tend to cause so much lag
* Reduce amount of power needed by sawmill to make sure one wind generator is enough even with moderate wind conditions
2012-12-17 13:52:53 +01:00
Nicolas Hake 2e71694710 Producers: consume required material (#885)
Instead of just checking whether the material is available, also
consume it.

I'm not quite certain whether we should return the removed material
along with the amount removed (to match the return value of the barrel's
GetLiquid), but since the bucket is not currently accepting wildcards
I don't think it's necessary.
2012-12-17 02:11:15 +01:00
Nicolas Hake db9ee644eb Fix walking animation with xdir=0 (#887)
When trying to get the sign of the horizontal velocity, a calculation
erroneously assumed that it could never be 0. When it did, a #DE was
raised. This changeset replaces the calculation with the Sign() function
from Math.c, which handles a zero argument correctly.
2012-12-17 02:11:03 +01:00
Sven Eberhardt 2e7d1e4ba7 Fix snow melting in lava/durolava 2012-12-16 18:51:44 +01:00
Sven Eberhardt 8c3e78cee4 Skylands: Map update with less rock, so building the double elevator is easier now 2012-12-07 23:21:34 +01:00
Sven Eberhardt 9cc2c0aca1 Skylands loam length tweak 2012-12-07 23:13:18 +01:00
Sven Eberhardt 7cbf11e39d Skylands
* Removed lift tower
* Fix scaffolds walls to no longer move Clonks on creation
* Reduce scaffold hit points
* Add flints to home base material and more flints to landscape
* Remodeled landscape and chests a bit
* Made plane parts destructible on damage, so you can destroy them if they get stuck
* Tweaked storm push a bit
2012-12-07 23:11:52 +01:00
Sven Eberhardt 7ab2fe0ec9 Change bridge length constant to a local for Loam.
This silences a warning about overloaded constants. Unfortunately, you cannot change it at runtime (using Loam.BridgeLength=newlength).
2012-12-07 22:18:11 +01:00
Sven Eberhardt c3ad022a25 Skylands made a bit easier 2012-12-02 21:33:17 +01:00
Sven Eberhardt fc10ae7b33 Skylands balancing... 2012-12-02 21:19:12 +01:00
Sven Eberhardt f7bde6706d Skylands now a bit more playable 2012-12-02 18:53:25 +01:00
Günther Brammer 0f48d92036 Move Minimal.ocs back to Tests.ocf
Minimal.ocs is not at all experimental. It has two uses: Testing aspects of
the game that do not depend on the scenario in a clean environment, and
checking that the default scenario settings still work.
2012-12-02 17:48:34 +01:00
Maikel de Vries 9489759d3a Renamed Tests.ocf to Experimental.ocf
This scenario folder is now intended more towards scenario testing purposes rather than containing random development stuff.
Both Experimental.ocd and Experimental.ocf should never be included in releases.
2012-12-02 16:55:53 +01:00
Maikel de Vries 365c6e94c6 Moved Experimental.ocd out of Tests.ocs to planet
This is necessary such that these objects are not automatically loaded for scenarios inside Tests.ocs
2012-12-02 16:42:37 +01:00
Maikel de Vries db9093c2d5 Renamed Lines.ocs to Playground.ocs
This is supposed to be a scenario where the player has access to all objects and can try them to his liking.
2012-12-02 16:39:17 +01:00
Maikel de Vries 016c616d1e Fixed a script error in Lines.ocs 2012-12-02 16:21:17 +01:00
Maikel de Vries 6a0e920879 Removed Settlement.ocs from Tests.ocf
And again, this is nowhere near releasing.
2012-12-02 16:20:52 +01:00
Maikel de Vries 529aef6941 Removed Materials.ocs from Tests.ocf
What was this even used for? I think a single material can be tested locally.
2012-12-02 16:13:19 +01:00
Maikel de Vries 50eabaf952 Removed MeleeMoutain.ocs from Tests.ocf
This scenario is not release material currently and has not been maintained in a long time.
2012-12-02 16:13:19 +01:00
Maikel de Vries 3224f4bf85 Removed MossTest.ocs from Tests.ocf and moved Moss.ocd to Experimental.ocd 2012-11-27 23:24:42 +01:00
Maikel de Vries ed30e35c30 Removed GrappleRace.ocs from Tests.ocf
Not maintained, nor near releasable.
2012-11-27 23:19:31 +01:00
Maikel de Vries 65acfd0867 Removed AirRace.ocs from Tests.ocf
Not maintained anymore and not close to publishing.
2012-11-27 20:24:26 +01:00
Maikel de Vries e14680de87 Removed PoT.ocs from Tests.ocf
This scenario is not used any more and outdated.
2012-11-27 20:21:38 +01:00
Maikel de Vries 6b53e21ea8 Removed Pyramid.ocs from Tests.ocf
This scenario is not maintained and outdated.
2012-11-27 20:20:15 +01:00
Sven Eberhardt 8fcd8e9fac Stormy Skylands: Added some missing files 2012-11-27 20:03:59 +01:00
Sven Eberhardt 555caffabd Stormy times in Skylands! 2012-11-26 23:15:26 +01:00
Maikel de Vries 1e76bbd969 Adapted stone door to open for all players if set team == 0 2012-11-23 23:07:40 +01:00
Günther Brammer cd14035a4e Prevent git from changing line endings in the game data
These files need to be the same everywhere to allow the network code to
check that they are in fact the same.
2012-11-21 20:34:53 +01:00
Tobias Zwick 348fb8c7a9 clean up mouse controls, reduced cursor graphics to the used ones 2012-11-16 17:29:42 +01:00
Maikel de Vries 13b9dd2e53 Added dummy object to fix script error 2012-11-15 22:07:21 +01:00
Matthias Rottländer 9ed8fcc2d4 Added model of the flightless bird 2012-11-15 15:56:40 +01:00
Felix Wagner 6f912365d2 Raiders of the Lost Castle WiP 2012-11-15 15:20:34 +01:00
Charles Spurrill 3bc2b3474a Added Hatch.ocd to Tests 2012-11-15 15:20:13 +01:00
Matthias Rottländer bf72b5aa3e New model for loom 2012-11-15 15:19:30 +01:00
Charles Spurrill 4be8e1f97b Shipyard texture 2012-11-13 20:18:46 -08:00
Charles Spurrill 1121425eca Airship: modules delete themselves when airship is removed 2012-11-12 18:09:58 -08:00
David Dormagen 4cdb4a6f3d fixed possible zero pointer error 2012-11-12 18:58:39 +01:00
Charles Spurrill bab481dbc9 Balloon: fixed "jump" when deploying 2012-11-11 18:49:06 -08:00
Charles Spurrill f70a66ceae Nicer smoke for chemlab 2012-11-11 16:51:22 -08:00
Charles Spurrill 162e125085 #374 Missing graphics: Scoreboard of Parkour and LastManStanding - Finished 2012-11-11 16:08:48 -08:00
Charles Spurrill 6ea36b5efb GetObjAlpha function added, to be consistent with SetObjAlpha 2012-11-11 12:43:20 -08:00
Charles Spurrill 9f867db1dc added global functions FadeOut(int time, bool del) and FadeIn(int time) 2012-11-11 11:44:03 -08:00
Charles Spurrill 5ce45b24d7 Fix sword rotation on clonk's back 2012-11-11 11:39:08 -08:00
Charles Spurrill 60556b80ad Pickaxe: Only hold the pickaxe in hand when swinging 2012-11-11 11:17:14 -08:00
Charles Spurrill 5cde2fa8de Fixed shield clipping through clonk's backpack 2012-11-11 11:15:01 -08:00
Charles Spurrill 277211cb3a Fixed rotation offset of secondary tool when using shield in primary hand 2012-11-11 10:56:37 -08:00
Charles Spurrill cc674ea6bb Temporary fix for "826: Can't dig out of sand if you're trapped in it" 2012-11-11 01:03:27 -08:00
Charles Spurrill 13cb097a86 Nicer wood graphics 2012-11-10 20:00:18 -08:00
Charles Spurrill 697281ffb5 Tweaked shield animation 2012-11-10 16:45:05 -08:00
Charles Spurrill 956674aa5e Fixed shield acting as though it was always pointing up. 2012-11-10 15:56:37 -08:00
Günther Brammer c613c86c37 Move the elevator case behind airships
Mostly so that moves them, and so that the airship doesn't appear to be
between the elevator and the elevator case. To prevent other objects from
doing that in the future, move the elevator itself to just behind the
elevator case.
2012-11-10 18:38:50 +01:00
Sven Eberhardt eb1256b855 Fix elevator case to properly carry lorries (#844) 2012-11-10 17:46:38 +01:00
Sven Eberhardt 20e33a378a ScorchedGardens Scenario.txt title fix 2012-11-10 14:24:06 +01:00
David Dormagen 0b0058da0f removing and adding Rule_NoPowerNeed while consumers are active has now the expected behavior (#828) 2012-11-10 14:19:59 +01:00
David Dormagen f0536d4b4f the elevator forcefully takes pushable objects with it now until the SolidMask bug is fixed 2012-11-10 13:31:21 +01:00
David Dormagen 9896106707 elevator now catches fire when case is destroyed (#822) 2012-11-10 13:06:26 +01:00
Andriel 487c71807e Improved chemlab's graphics 2012-11-08 19:33:24 -08:00
Charles Spurrill cc771a8baa Added untextured Inventor's Lab 3D graphics (uv-map ready to paint) 2012-11-07 23:04:41 -08:00
Maikel de Vries 4d3ed0ebc1 Correctly direct player from tutorial 4 to 5 2012-11-07 18:39:33 +01:00
Charles Spurrill 9ccc87056f updated StartupScenSelIcons.png again 2012-11-06 19:40:27 -08:00
Charles Spurrill f47ff5a4f1 Updated shovel graphics 2012-11-06 18:59:45 -08:00
Charles Spurrill 8b9b891abe Tutorial 4 leads to Tutorial 5 on completion, as per the others 2012-11-06 16:38:12 -08:00
Charles Spurrill 2b10141a4e Waterfall actually uses the mat defined in the CreateWaterfall function 2012-11-06 16:37:19 -08:00
Charles Spurrill 0db2b7f47d #858: Palm trees no longer drop coconuts after being chopped down 2012-11-05 18:09:21 -08:00
David Dormagen 544fd60838 fixed the shield always force-turning the Clonk 2012-11-05 21:30:34 +01:00
Peter Wortmann a4b4065206 Made material zoom configurable
Also set default to 8. This might be a pretty controversial change, but
the amounts of screenshots we have at zoom levels beyond 4 just calls for
a more high-res approach.
2012-11-05 17:17:12 +00:00
Peter Wortmann 41b51907c6 Officially make BROKEN_ARRAYS_WORKAROUND the default
Pretty awkward compromise, but the array version seems to confuse a lot of
drivers, without causing an actual error. So this is probably better in
practice until better drivers are more common.
2012-11-05 16:57:33 +00:00
Charles Spurrill 96960f429f Clonk.skeleton: Accidentally exported at the wrong animation rate 2012-11-05 00:02:38 -08:00
Charles Spurrill 14d0f347bc Allow PlaceGrass function to limit vertical area of grass placement 2012-11-04 22:48:46 -08:00
Charles Spurrill ae3af58f4b Clonk.skeleton: Fixed bow aim animation being incorrectly rotated 180° 2012-11-04 21:06:21 -08:00
Maikel de Vries 0bba79a742 Removed cannon debug message 2012-11-04 16:01:46 +01:00
Maikel de Vries 2de6c35658 Remove debug log from airship 2012-11-04 15:14:03 +01:00
Maikel de Vries 7613277191 Never do this again
This really is the last warning, after this I'll just revert!
2012-11-04 15:03:41 +01:00
Maikel de Vries 018589efd3 Fixed a c4script runtime error in tutorial 3 2012-11-04 14:03:36 +01:00
Maikel de Vries 279ce3b313 Objects: Added a waterfall and drain 2012-11-03 22:07:14 +01:00
David Dormagen df3caac0ac rewritten elevator case to be less hacky and adjusted its power-consumption-behavior 2012-11-03 16:17:30 +01:00
Maikel de Vries f69e43ca77 Fixed Hideout doors again 2012-11-01 21:49:53 +01:00
Maikel de Vries 90132453d3 Fixed time of day in tutorial 4 2012-10-31 18:43:16 +01:00
Bernhard Bonigl 1011c858cc Introduce QuickSwitch on Q (or Apostrophe for Dvorak)
QuickSwitch changes the current selection of the Inventory to the last selected one.
2012-10-07 15:44:01 +02:00
Bernhard Bonigl 89b035d35e Reduce the Clonks hand-slots to 1.
That means the clonk can only have 1 active item now. The old 2-hand-stuff still
exists and can easily be activated through an appendto for scenarios etc.
2012-10-07 15:12:36 +02:00
Tobias Zwick 28e30294b1 adapted some strings for open clonk 2012-10-05 00:09:33 +02:00
Tobias Zwick b5d0af513a remove splash video and option for it 2012-10-02 23:02:52 +02:00
Julius Michaelis 023aa90c0e Add config option for automatic windowed/fullscreen switching 2012-09-29 23:49:30 +02:00
David Dormagen e6d89b078d added model for the armory 2012-09-28 13:28:47 +02:00
David Dormagen 0953646175 added a Loom building with makeshift model (no script functionality yet) 2012-09-26 16:03:45 +02:00