David Dormagen
6524136c9d
inventory: collect directly into pushed lorry when using Shift
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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]
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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
e9c5facf91
GL: Disable hardware-based skinning on old Intel devices
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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
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.
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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
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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
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
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Added unit test.
2016-06-05 12:05:42 +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
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
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This was there for debugging purposes only.
2016-06-01 20:42:03 +02:00
Mark
98dc6fa252
Fix Bug #1742
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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
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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
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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
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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.
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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
David Dormagen
092b012430
chest: stay open when empty ( #1699 )
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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
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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
David Dormagen
2df2946016
OnInIncendiaryMaterial: check for object removal after energy loss
2016-05-27 22:19:41 +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
Maikel de Vries
18f2b4831a
add max size option to StartGrowth
2016-05-21 13:34:34 +02:00
Maikel de Vries
e92e7a2e2c
fix producer components call after liquid_container branch merge
2016-05-21 13:34:34 +02:00
Maikel de Vries
6c8c4c9c19
allow more components than def for Oversize objects
2016-05-21 13:34:34 +02:00
Maikel de Vries
2a731b2545
implement Components as a property lookup table
2016-05-21 13:34:34 +02:00
Maikel de Vries
62ad9eb53b
reimplement components scaling with object completion
2016-05-21 13:34:34 +02:00
Maikel de Vries
a81ccaab22
add function to make properties writable
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Thanks to Guenther for the implementation details, documentation will follow when it is considered a stable solution.
2016-05-21 13:34:34 +02:00
Maikel de Vries
1df322b7ff
adapt objects and scenarios to new component implementation
2016-05-21 13:34:34 +02:00
Maikel de Vries
4833f839d2
script implementation of GetComponent and SetComponent
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This allows to remove the engine functionality and is based on the property Components = [[def1, amount1], [def2, amount2], ...]. Follow up commits will remove the engine functionality.
2016-05-21 13:34:33 +02:00
Maikel de Vries
c40edd3fbd
remove duplicate moss object in Experimental.ocd
2016-05-21 13:34:33 +02:00
Maikel de Vries
accd897b91
rename NoComponentMass to NoMassFromContents
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This had nothing to with components, and risk of backwards compatibility is minor.
2016-05-21 13:34:33 +02:00
Maikel de Vries
183ab4c4a0
remove unused function ComposeContents
2016-05-21 13:34:33 +02:00
Maikel de Vries
5841b55f7e
remove unused function GetNeededMatStr
2016-05-21 13:34:33 +02:00
David Dormagen
c820dac7c3
classic menu style: only show count if applicable
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Otherwise, it would show "0x" for stuff where the count did not matter.
2016-05-21 13:19:49 +02:00
Günther Brammer
d23ffde361
Merge script branch
2016-05-15 19:21:26 +02:00
Günther Brammer
ef515cc3c7
Script: Prototypes for CreateEffect should inherit from Effect
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This makes the special effect properties useable without the "this." prefix,
makes the various useful global functions available as well as
effect-specific functions.
2016-05-15 15:22:42 +02:00
Nicolas Hake
8e18a3fc96
Change (int)0 to nil where deprecated
2016-05-13 17:13:34 +02:00
David Dormagen
a20b7834c0
OneMillionParticles.ocs: removed some randomness in the amount of particles in the final test
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It's easier to compare runs this way.
2016-05-10 22:29:30 +02:00