The global System.ocg should not cause any errors even if Objects.ocd is not loaded. This means that any functions that depend on certain definitions (e.g. FindLocation) will just not be available.
This means that you start a roll currently with walking left/right and tapping [down]. OR falling a great height and just holding left/right when landing. When you let go of left/right, you will instantly walk again. This reduces the possibility of the players rolling into an abyss.
Objects now stack iff CanBeStackedWith returns true. The displayed symbol is now the first object of the stack (instead of the definition).
Also fixed barrel to not overwrite the custom name just after setting it.
One of Sven's private functions. I also renamed the control to CON_ModifierMenu1 (from CON_ModifierInventory1), because it's actually supposed to be the menu modifier in general - even if it's mapped on the inventory key.
Or more generally: added support for any modifier key for any other command without the requirement to define a new command based on the old one plus the key. This can be helpful in situations where the player commands are decoupled from the script engine control handling (e.g. with menus).
Currently Shift+Click is only used by the inventory menu to transfer all items of a certain kind.
This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
It was always either used in conjunction or forgotten. If someone wants invincibility while still allowing fire (e.g. an unkillable fire golem), there's now a parameter to allow it.
Added the global function DoShockwave. Updated documentation. Changed the way explosions deal damage: Every object at the center of the explosion gets full damage. Every object inside the explosion radius gets half damage.
(cherry picked from commit 22298a6d1389b5344ebe7aea56f3c371b5ad845f)
Conflicts:
planet/System.ocg/Explode.c
Added damage override parameter to the explosion functions. Updated the documentation as well.
(cherry picked from commit 59f802c2d3f269d54c12489ac9659ee3ca57a857)
Conflicts:
planet/System.ocg/Explode.c
Merged the three if-blocks in DoExplosion() into one if-block. If there was no container in the first if, there should be no container in the following calls.
(cherry picked from commit d504b1109de115f507a09e9e895104bd9552ac53)
Shift instead of Ctrl is more consistent with dropping items, which is on Shift+Number. Incidentally you can now also decide to drop an item to make space for a new one DURING the collection process. Really rather rad.
People have complained that the implicit roll (if you don't know how it worked) could lead to death and severe injury. The roll is now explicit. Always and everywhere.
It doesn't have any other effect though; todo: reduce hit area and/or squash vertices of Clonk during roll
The old implementation was buggy as it would disallow the location if it had too much space (and PathFree2 returns nil). It also doesn't make sense to ask for a location that has space in either direction of a dimension because the location is not automatically adjusted to lie at the center of that space. For example, it would effectively cause fish to spawn directly at walls sometimes.