Maikel de Vries
b43ce3080a
ai: prohibit movement if ai has command and climb down ladders correctly
2017-02-02 21:47:56 +01:00
Maikel de Vries
a61743a4d5
improve movement of defense boom attack
2017-02-02 21:47:56 +01:00
Maikel de Vries
c02a76119a
ai: fix script runtime errors in target finding
2017-02-02 21:47:56 +01:00
Maikel de Vries
d221289886
defense goal: fix awarding bonus after game has finished
2017-02-02 21:47:56 +01:00
Maikel de Vries
957d74bbae
update king of the hill to new ai and small improvements
2017-02-02 21:47:56 +01:00
Maikel de Vries
21f82e6c41
update defense enemies to new ai
2017-02-02 21:47:56 +01:00
Maikel de Vries
7d3062277a
ai: attack messages, logging and better target finding
2017-02-02 21:47:56 +01:00
Maikel de Vries
8159d73be6
ai: implement airship
2017-02-02 21:47:56 +01:00
Maikel de Vries
c5078b269e
windmill: remove obsolete HitCheck.c
...
Done by friendly fire rule.
2017-02-02 21:47:56 +01:00
Maikel de Vries
da6ce3d5d6
ranged ai: use upper ballistic angle if lower is blocked
2017-02-02 21:47:56 +01:00
Maikel de Vries
706f4455d4
ai: add protection using the club
2017-02-02 21:47:55 +01:00
Maikel de Vries
4f420766b7
ai: implement healing
2017-02-02 21:47:55 +01:00
Maikel de Vries
ef69ee9d5f
move ai protection and target finding into separate definitions
2017-02-02 21:47:55 +01:00
Maikel de Vries
a6fd976a77
ai: fix saving & editor props, make public calls safe
2017-02-02 21:47:55 +01:00
Maikel de Vries
8d56434fc5
fix possible script runtime error in aim manager library
2017-02-02 21:47:55 +01:00
Maikel de Vries
a89af833c7
ai: fix ai getting and implement axe + club
2017-02-02 21:47:55 +01:00
Maikel de Vries
ff51f07eeb
fix double static declaration warnings in defense scenarios
2017-02-02 21:47:55 +01:00
Maikel de Vries
8ad872930b
rework AI: new effects, use effect target
...
This is a big change but does make it possible to separate the different scripts into different definitions.
2017-02-02 21:47:55 +01:00
Maikel de Vries
2aa1b961ea
AI: don't increase normal throw speed for javelin
...
Javelin uses ranged mechanism for using/throwing.
2017-02-02 21:47:55 +01:00
Maikel de Vries
3282806d7d
move AI ranged and melee control to separate files
2017-02-02 21:47:55 +01:00
Maikel de Vries
7fb300896a
fix AI SetGuardRange
2017-02-02 21:47:55 +01:00
Maikel de Vries
3fb539522d
clean up AI script
2017-02-02 21:47:55 +01:00
Julius Michaelis
80c07d34e4
Add [Landscape] Secret to Scenario.txt to default-disable black NO_OWNER viewports
...
Related to: c569036d1d
2017-01-24 18:50:30 +01:00
Maikel de Vries
8208a19c8f
delete interaction menu effect when menu is closed
...
This prevents a lot of effects without command target from floating around.
2017-01-22 10:49:58 +01:00
Sven Eberhardt
b51dbc3717
Fix duplicate static definitions in Hot Ice
2017-01-21 21:31:57 -05:00
Sven Eberhardt
3f06882a4c
Krakatoa: Add German translation of intro messages
2017-01-21 21:27:45 -05:00
Lukas Werling
ef4f1d9231
Merge branch 'ipv6'
2017-01-18 21:59:16 +01:00
Maikel de Vries
8cc30baf02
add option to gravestone rule to fade them out
2017-01-18 18:21:12 +01:00
Maikel de Vries
5b796dd6d0
improve boom attack movement
2017-01-17 21:14:27 +01:00
Maikel de Vries
075f751a89
defense goal: scoring and achievements
2017-01-17 18:08:34 +01:00
Maikel de Vries
9466dd4b9b
move script player control to defense goal
2017-01-16 18:57:00 +01:00
Maikel de Vries
c632a6ed15
improve king of the hill scenario
2017-01-16 18:57:00 +01:00
Maikel de Vries
43d6abc802
order defense scenarios
2017-01-16 18:57:00 +01:00
Sven Eberhardt
218961f6a8
Add DuroLava liquid object #1879
...
The extra object is called "Magma" to distinguish it from Lava and has a slightly different color on the symbol. In the pump menu, only "Lava" is shown and magma is turned on/off with it automatically.
It would be nice to have only one object and control a flag somehow. However, this is bound to cause us headaches later on (combining materials, etc.). This solution is probably least error-prone.
2017-01-16 12:54:34 -05:00
Martin Strohmeier
1586ff9635
Remove difficulty from I am rich Scenario.txt
2017-01-15 17:57:18 +01:00
Maikel de Vries
3f9d06aaa7
add new defense scenario (king of the hill)
...
This is still experimental and needs some fine-tuning.
2017-01-15 15:38:33 +01:00
Maikel de Vries
3b1dd87b8b
improvements to defense goal
2017-01-15 15:38:33 +01:00
Maikel de Vries
008e037864
fix script error in basement
2017-01-15 15:38:33 +01:00
Maikel de Vries
73de90ea8f
make friendly fire rule work for projectiles
2017-01-15 15:38:33 +01:00
Maikel de Vries
1f5f34b559
improve friendly fire rule to allow inclusion of objects
2017-01-15 15:38:33 +01:00
Maikel de Vries
d1c0750095
show wealth in tutorial 1
2017-01-15 15:38:33 +01:00
Maikel de Vries
85ce25fb0f
add editor button to place basement under a structure
2017-01-15 15:38:33 +01:00
Maikel de Vries
f9e3639d91
silence some warnings in the defense scenarios
2017-01-15 15:38:33 +01:00
Maikel de Vries
e00f1e9672
fix aiming of defense boom attack
2017-01-15 15:38:32 +01:00
Maikel de Vries
6dc9850ebd
fix possible script error in boom attack
2017-01-15 15:38:32 +01:00
Maikel de Vries
accc1b82dd
gidl: use defense boom attack object
2017-01-15 15:38:32 +01:00
Maikel de Vries
ef27c1d760
windmill: use defense boom attack object
2017-01-15 15:38:32 +01:00
Maikel de Vries
18a313c962
add defense ai control object
2017-01-15 15:38:32 +01:00
Maikel de Vries
eec8127e8a
add defense boom attack object
...
This is the standard wave attack weapon and is part of the goal in some sense.
2017-01-15 15:38:32 +01:00
Maikel de Vries
a03c67a7a2
add defense wave control object
2017-01-15 15:38:32 +01:00
Maikel de Vries
7a8032e96d
add defense enemy control object
2017-01-15 15:38:32 +01:00
Maikel de Vries
1063610369
add defense goal
...
This is the goal in defense scenarios and controls the waves. In the future a league interface can also be build. The goal is to adapt the existing defense scenarios to this format (mostly internal changes and infinite waves). Also this should allow for easier creation of defense scenarios.
2017-01-15 15:38:32 +01:00
Maikel de Vries
5e6cf4e7b8
show goal name in goal menu
2017-01-15 15:38:32 +01:00
Mark
6b0d0e1c60
IronPeak: Fix function access during intro
2017-01-13 05:50:06 +01:00
Mark
38648dedcc
UseControl: #1873 Prevent use while a menu is opened.
...
Using objects was blocked by the GUI menus and the ObjectControl() function anyway, but (!) it was not blocked for the old style menus that can still be used.
2017-01-13 00:05:35 +01:00
Mark
92e53fe09f
UseControl: Merge the two if-blocks that share the same condition
2017-01-12 23:58:38 +01:00
Lukas Werling
6c7d8b7bbb
Clarify discovery error message
2017-01-09 20:35:04 +01:00
Nicolas Hake
102047f537
Implement IPv6 support to C4NetIO
2017-01-09 20:34:43 +01:00
Martin Strohmeier
0fd9d1f40b
Updated descriptions for scenario: I am rich
2017-01-07 18:40:28 +01:00
Martin Strohmeier
daf23b9b32
New scenario: I am rich
2017-01-07 18:19:52 +01:00
Maikel de Vries
e6819bf020
use no friendly fire rule in defense scenarios
2017-01-07 17:13:46 +01:00
Maikel de Vries
918e5ded0d
add rule to prevent friendly fire
2017-01-07 15:39:34 +01:00
Maikel de Vries
220d427915
silence warning for chippie inherited death calls
2017-01-07 07:52:25 +01:00
Mark
8aa442cb2c
Defense: Fix typo
2017-01-07 02:22:37 +01:00
Mark
4b33beb9db
MoltenMonarch: Clean code
...
The king size weapons overloaded entire functions from their original objects. This was replaced by adding interfaces that allow for the manipulation of the desired values.
2017-01-07 02:21:22 +01:00
Mark
db9451dcce
MoltenMonarch: Fix musket/blunderbuss
2017-01-07 02:10:00 +01:00
Mark
dfc4483ae9
Hideout: Fix typos
2017-01-07 01:35:08 +01:00
Mark
80b3ceb560
Hideout: Make code more readable
...
Avoiding duplicate code.
2017-01-07 01:33:46 +01:00
Mark
df031f600e
Hideout: Fix warnings (shadowing local variable e), clean code
2017-01-07 01:09:55 +01:00
Mark
172613e0c9
Clonk Control / Ladder: Add possibility of triggering a jump with ydir
...
This was part of a bugfix in the ladder for Hazard: The ladder lets the Clonk execute a jump with Clonk.JumpSpeed / 2 at the top. This is useful for extra jumps and other things where you want to force the clonk to jump.
Regarding the ladder: The most of the problems with ladders arise from the OC implementation. Further commits may follow.
2017-01-06 21:58:13 +01:00
Mark
2168a6948a
Base Material: Remove more duplicate code
2017-01-06 15:38:16 +01:00
Mark
879f21acaf
Base Material: Add brackets.
2017-01-06 15:34:25 +01:00
Mark
65850d4015
Base Material: Extracted function for accessing the player's base material
...
Reduces duplicate code.
2017-01-06 15:27:11 +01:00
Mark
32245bfb20
Base Material: Rename 'def' to 'material'
2017-01-06 15:19:15 +01:00
Mark
2b5a2740b4
Base Material: Rename 'cnt' to 'amount'
2017-01-06 15:18:11 +01:00
Mark
548d2a7b13
Base Material: Rename 'plr' to 'player'
2017-01-06 15:16:02 +01:00
Maikel de Vries
1d211c9466
fix burning and destruction of vines
2017-01-05 21:06:17 +01:00
Maikel de Vries
948ef66723
fix AI scaling on ladders
2017-01-05 21:05:28 +01:00
Maikel de Vries
1ad0cb7cab
remove unused object bigboomattack
2017-01-05 13:47:33 +01:00
Clonkonaut
dad7156f6a
Airplane now has just one fire button (Mouse Left / CON_Use), Mouse Right (CON_UseAlt) instead cycles through the firing modes.
...
As suggested by Maikel (http://forum.openclonk.org/topic_show.pl?pid=32751#pid32751 ).
2017-01-05 01:18:34 +01:00
Clonkonaut
e4cfd39fdc
Let plants grow less crowded, especially different kinds of plants ( #1607 ).
...
This will need some testing whether all scenarios are still playable.
2017-01-04 03:33:28 +01:00
Clonkonaut
3fe83986ce
Crash: made airplane invincible ( #1754 ).
2017-01-03 23:03:51 +01:00
Clonkonaut
fc9a25d215
Fixed fuse positioning when creating a new one.
...
Fuses were created at 0,0 and everything looked ugly!
2017-01-03 22:45:20 +01:00
Clonkonaut
b7771d6906
Krakatoa: fix goal icon.
2017-01-03 22:35:24 +01:00
Clonkonaut
92f5eda3e9
Locomotive: fixed goal icon.
2017-01-03 22:33:45 +01:00
Clonkonaut
a8d0f8f75e
Chine: fix goal icon.
2017-01-03 22:30:33 +01:00
Clonkonaut
d901a8952a
Acid Rift: fixed superfluous declaration of global vars.
2017-01-03 22:25:50 +01:00
Clonkonaut
0eed215bbd
Clonkomotive: fixed (deprecated) implicit declaration of for loop var.
2017-01-03 22:11:00 +01:00
Clonkonaut
06151bc5e5
Clonkomotive: fixed superfluous declaration of global vars.
2017-01-03 22:09:52 +01:00
Clonkonaut
c423ec5de2
Made airplane touchable ( #1663 ).
...
Made it untouchable in all missions.
2017-01-03 22:04:48 +01:00
Maikel de Vries
2ac4f2aa97
move windmill defense sounds to general folder
...
So that other rounds can use them as well.
2017-01-03 18:16:32 +01:00
Mark
83486fceb8
Control: Format scripts
2017-01-03 18:04:10 +01:00
Mark
fa28a7a643
Control: Extract library for using menus
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:49 +01:00
Mark
39c54c323c
Control: Extract library for using objects
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:32 +01:00
Maikel de Vries
577da1566a
fix defense home base menu buy icon
2017-01-03 17:56:03 +01:00
Maikel de Vries
422207b54d
add icons for buying and selling
2017-01-03 17:56:03 +01:00
Clonkonaut
e6af3d216a
Treasure Hunt: fixed superfluous declaration of global vars.
2017-01-03 16:50:13 +01:00
Clonkonaut
b984704812
Raid: fixed superfluous declaration of global vars.
2017-01-03 16:38:47 +01:00
Clonkonaut
1fb8e4f757
Deep Sea Mining: Fixed crystal communicator graphics position.
2017-01-03 16:29:22 +01:00
Clonkonaut
e2b238c381
Deap Sea Mining: fixed superfluous declaration of global vars.
2017-01-03 15:56:20 +01:00
Clonkonaut
7ec3f90127
Dark Castle: fixed airplane health hack to correct property name.
2017-01-03 15:49:52 +01:00
Clonkonaut
99d4fcb5ba
Dark Castle: fixed superfluous declaration of global vars.
2017-01-03 15:48:39 +01:00
Clonkonaut
4fce224238
Crash: adjusted merchant dialogue to new flag behaviour.
2017-01-03 03:56:52 +01:00
Clonkonaut
145be7d097
Mt Brame: fixed goal icon.
2017-01-03 03:41:05 +01:00
Clonkonaut
7be2bd33fa
Moved airplane smoke a bit out of the way and made less prominent, added water stirring effect when flying low!
2017-01-03 01:55:18 +01:00
Maikel de Vries
efed830df3
fix liquid container accepting materials and show them in interaction menu
2017-01-02 18:33:14 +01:00
Maikel de Vries
8fa5de35a9
fix airplane parachute mode
2017-01-02 18:29:23 +01:00
Maikel de Vries
c5590d851a
add liquid test which causes an error on material change
2017-01-02 09:17:54 +01:00
Clonkonaut
c11ca2f3c6
Airplane: added a bunch of firing modes (switchable via the interaction menu):
...
Of course, kept the old two modes: bullet and rocket (boompack) firing.
Bomb dropping for dropping fused iron bombs and dynamite sticks.
Liquid spray for spraying the landscape with whatever you like (of course, with water you get a firefighting plane!).
Balloon parachuting for midair action drops!
Object dropping - drop whatever you want!
2017-01-02 01:52:08 +01:00
Sven Eberhardt
8cd2432c58
Allow non-editor collection of objects by dialogue helper object
...
Also revert Clonkonaut's crash landing into hotfix
2017-01-01 17:00:57 -05:00
Sven Eberhardt
e015cdef8d
Add basement width editor property
2017-01-01 12:46:23 -05:00
Sven Eberhardt
dc9b948590
Editor: Add blit mode editor prop
2017-01-01 12:26:02 -05:00
Sven Eberhardt
52d0525886
Editor: Show proper name for default (nil) visibility property
2017-01-01 11:32:23 -05:00
Sven Eberhardt
a23e4f2707
Dynamite box fixes and improvements
...
* Correctly save in scenario: Dynamite count and fuses
* Allow recollection and placement of dynamite sticks
* Allow recollection of dynamite sticks into the box, in which case fuses are automatically cut
* Implement with less duplicate state (removed count, wire, wires and dynamite_sticks variables)
This also allows placement of more than five dynamite sticks from a single box by collecting more sticks after some of them are already on the wire. I don't see why not; it's fun and cannot really be abused.
2016-12-31 22:54:43 -05:00
Clonkonaut
8f972fd4b7
Airplane: float, to make it land on water ( #1097 ).
2016-12-30 03:55:31 +01:00
Clonkonaut
71d5e611a4
Airplane: carry up to 20 items and 3 clonks ( #1663 ). Also refactoring of the script.
2016-12-30 03:54:01 +01:00
Maikel de Vries
6fe22afe1a
fix script runtime error in pump
2016-12-29 18:57:33 +01:00
Maikel de Vries
9b133030dc
destruct airplane when crashing with low hit points
...
TODO: needs visual feedback when low on hitpoints.
2016-12-28 22:18:52 +01:00
Martin Strohmeier
c4ed3b56f4
Merge branch 'master' of git://git.openclonk.org/openclonk
2016-12-28 18:20:55 +01:00
Maikel de Vries
59961f3a17
remove base library
...
* remove library itself
* remove GetBase()
* change flagpole, etc.
* move basematerial library to vendor
2016-12-28 18:19:10 +01:00
Martin Strohmeier
ded408701b
Add Cavern.ogg to Music.ocg (Underground Music)
2016-12-28 18:18:46 +01:00
Clonkonaut
7968372dfa
Crash: minor fixes:
...
g_has_bought_plans was defined multiple times, the wooden cabin will be created 2 pixels lower to stop it from jittering.
2016-12-28 14:29:21 +01:00
Clonkonaut
b2d112b332
Crash: weird fix for the intro (see forum for details).
2016-12-28 14:29:21 +01:00
Sven Eberhardt
8ae8dd9c44
Add user action: Set player view
2016-12-28 08:54:01 -04:00
Sven Eberhardt
f2e8bc5814
Fix basement width scenario saving
2016-12-28 08:53:59 -04:00
Sven Eberhardt
ad2a0a8955
Save scenario: Ignore objects contained in ignored objects
...
E.g. do not save tools carried by crew.
2016-12-28 08:53:58 -04:00
Sven Eberhardt
b0429bdbcd
Add earthquake user action
2016-12-28 08:53:57 -04:00
Sven Eberhardt
bdb3118309
Add missing inherited calls to structure Definiton calls
2016-12-28 08:53:55 -04:00
Sven Eberhardt
16988e76f0
Add "flip" EditorAction to structures
2016-12-28 08:50:19 -04:00
Sven Eberhardt
eee156b5ac
Add sequence user action to trigger other sequences
2016-12-28 08:50:18 -04:00
Sven Eberhardt
93109e60f5
Fix solid check position for earthquakes launched from local calls
...
The effect is created in global coordinates, but the SemiSolidCheck was done in local coordinates.
2016-12-28 08:50:17 -04:00
Clonkonaut
308fc37e47
Remove extinguished flames.
2016-12-27 22:51:44 +01:00
Maikel de Vries
ee2f82860c
put pipe at structure bottom when cutting it
2016-12-26 20:30:29 +01:00
Maikel de Vries
2392f85358
fix another c4script error when updating power network
2016-12-26 17:55:45 +01:00
Maikel de Vries
aeddfd1b03
prevent bullet pack from sliding due to zero friction
2016-12-26 17:55:45 +01:00
Maikel de Vries
a422c6d6ec
power storage: save stored power and make editor property
2016-12-26 17:55:45 +01:00
Maikel de Vries
84d621fc5a
fix script runtime error when updating power networks
2016-12-26 17:55:45 +01:00
Mark
bace3b7d2b
#1710 : Remove logs for debugging
2016-12-25 19:21:16 +01:00
Mark
45f98ce03a
#1710 : Fix the bug
...
The problem was that the call to Actmap.*.StartCallLadderOverloaded happend parallely with the ladder search effect and finished after the search effect call was finished, starting a wall jump animation after the Clonk grabbed the ladder.
2016-12-25 19:21:08 +01:00
Mark
17d6bb0e1b
#1710 : Logs for debugging
2016-12-25 19:21:01 +01:00
Maikel de Vries
7f1b6ac19b
pumping air: fixed power need and high consumer priority
2016-12-25 19:07:26 +01:00
Maikel de Vries
525caa069a
properly implement air pumping: no source needed, only pump on air need
2016-12-25 18:53:43 +01:00
Maikel de Vries
42c8dbc2c8
make producer continue directly after production finishes
2016-12-25 17:48:07 +01:00
Maikel de Vries
135a7d8aff
fix support for multiple liquids in liquid containers
2016-12-25 12:48:15 +01:00
Maikel de Vries
0d0a61d4b0
change concrete production time to enable continuous pumping
2016-12-24 15:30:20 +01:00
Maikel de Vries
b9aaa2fda4
pump: implement gui interface for selecting materials to pump
2016-12-24 15:12:14 +01:00
Maikel de Vries
ae40126dbb
implement pumping specific liquids only
2016-12-24 14:09:47 +01:00
Maikel de Vries
d03ac67807
snow is not a liquid
...
We can make it a liquid if we want it to be used in the foundry, or adapt the foundry. But that should be done properly.
2016-12-24 14:09:47 +01:00
Maikel de Vries
203e8b8d1d
add a test scenario for liquid systems
2016-12-24 14:09:47 +01:00
Maikel de Vries
aa7eb1210e
fix an error when deleting a pipe when the end is contained
2016-12-24 14:09:47 +01:00
Maikel de Vries
c7afed1aeb
allow pumping liquids from container (foundry and steam engine)
2016-12-24 14:09:47 +01:00
Maikel de Vries
3aaf216582
tutorials: don't show tutorial helper objects in editor
2016-12-21 14:12:01 +01:00
Maikel de Vries
478265fe96
explain clicking on goal icon in tutorials ( #1683 )
2016-12-21 14:12:01 +01:00
Lukas Werling
f9305a1526
Editor: Fix crash when trying to save scenario into itself
2016-12-19 23:14:49 +01:00
Maikel de Vries
caef28c7f6
add concrete object ( #1572 )
...
This still needs some work to fully function with pumps and pipes.
2016-12-19 21:09:22 +01:00
Maikel de Vries
7715d961f5
add information about whether power storages are being filled to the power display
2016-12-18 12:20:36 +01:00
Maikel de Vries
95e520a941
initialize power library local vars in construction callback ( #1868 )
2016-12-18 11:08:51 +01:00
Clonkonaut
afc565a419
Re-enabled automatic bucket emptying ( #1867 ).
2016-12-18 00:50:35 +01:00
Maikel de Vries
60dfc86c55
fix power system test 22
2016-12-17 17:37:26 +01:00
Maikel de Vries
975269655f
pipe: fix scenario saving
2016-12-17 17:34:39 +01:00
Maikel de Vries
5846d33692
add another test with pumps to the power system tests
2016-12-17 17:30:18 +01:00
Maikel de Vries
32dc9e3133
pump: fix InsertMaterialAtDrain taking into account if pixels have been inserted
2016-12-17 17:29:28 +01:00
Maikel de Vries
2b610ecb1d
pipe: improve speed of GetConnectedLine
...
This leads to a factor 3 speed up for the pump.
2016-12-17 17:27:48 +01:00
Maikel de Vries
667b13c098
remove LifeCheck effects from progress bars
...
This check is done by the attachment action already and led to the creation of many useless effects.
2016-12-17 17:26:11 +01:00
Maikel de Vries
309b24c6fe
fix deprecated implicit declaration in for loop for tutorial arrow
2016-12-16 21:39:37 +01:00
Maikel de Vries
7ef0fc5568
don't let producers empty extra slots ( #1864 )
2016-12-16 21:37:47 +01:00
Maikel de Vries
d47c5eba2f
fix construction goal ( #1866 )
2016-12-16 21:02:45 +01:00
Mark
46450a689f
Fix additional UTF-8 warnings
2016-12-16 10:26:56 +01:00
Lukas Werling
68ddeb3bed
Convert all text files in planet to UTF-8
2016-12-11 21:19:13 +01:00
Maikel de Vries
1d258d3d48
fix ( #1846 ) for real now
2016-12-01 23:02:43 +01:00
Maikel de Vries
7552fd94f7
fix ownership changes of moving flags ( #1846 )
2016-11-28 00:53:48 +01:00
Mark
d356d9db3d
Fix inherited() calls
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The ... operator should be added so that the parameters are passed down. In some cases even the named parameters were not passed down.
2016-11-26 18:57:31 +01:00
Mark
94ec4e336b
Fix inherited(...) calls
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The named parameters have to be handed down, because the ... operator only passes all the unnamed parameters.
2016-11-26 17:56:41 +01:00
Mark
5fc6ae05f8
HUD Modularity: Move library as suggested by Clonkonaut
2016-11-26 11:12:09 +01:00
Mark
202e1ed682
HUD modularity: Callback for controller ID
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I think that the call GUI_Controller->GetControllerID() has more appeal, but it makes the code confusing maybe.
2016-11-26 11:10:35 +01:00
Mark
b557719287
HUD modularity: Library for HUD controller
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Extracted the basic functionality for HUDs from GUI_Controller to a library. This way, if you want to create a new HUD, you only have to include the library and all the desired components. Previously you had to copy the script from GUI_Controller, too. This holds of course only if you want to actually remove components from the HUD, and not just add to it.
Currently the GUI_Controller is referenced as the ID for the HUD, will change this to a callback.
2016-11-26 11:10:29 +01:00
Sven Eberhardt
551d9968f5
UserAction: Fix default value assignment on "Any" evaluators
2016-11-23 23:34:04 -05:00
Sven Eberhardt
b12421bff8
Add inscription EditorProp to guidepost2
2016-11-22 23:25:27 -05:00
Sven Eberhardt
1cde52e060
Editor: Add "Export packed" file menu item
2016-11-20 22:43:44 -05:00
Sven Eberhardt
290d606bc5
Fix boiling liquid visibility, saving and activity in cave maps
2016-11-20 21:52:33 -05:00
Sven Eberhardt
a5de44b4e9
Add UserAction: Set shader
2016-11-20 13:43:46 -05:00
Sven Eberhardt
04b5f82080
Editor: Add "open in network" to file menu and to new scenario dialogue
2016-11-20 13:24:09 -05:00
Sven Eberhardt
4b508134f8
Add clonk EditorAction: Turn around
2016-11-20 13:15:03 -05:00
Sven Eberhardt
27291ec977
Automatically move dropped items from dialogue to dialogue target
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Because it happens easily when editing.
2016-11-20 13:15:02 -05:00
Sven Eberhardt
615e08a137
UserAction evaluator: Object alive
2016-11-20 13:15:02 -05:00
Sven Eberhardt
fb400456ce
Add MovingBrick editorprops and graph movement
2016-11-20 13:15:01 -05:00
Sven Eberhardt
4a31ce0fd8
Add editor prop for neutral flagpoles
2016-11-20 13:14:59 -05:00
Sven Eberhardt
8ac9a1e2bf
Add Rule_BaseRespawn editor props
2016-11-20 13:14:58 -05:00
Sven Eberhardt
bcf782a5a8
Improve diamond+socket scenario saving and editor visibility
2016-11-20 13:14:57 -05:00
Mark
f2870dfa16
Object.c: New functions
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Needed AddSpeed() in a project and thought that it would be a good addition. AddVelocity() is not used so far, maybe we should remove it again.
2016-11-19 19:05:27 +01:00
Fulgen301
399a619e4c
Aerobatics: German translation added.
2016-11-13 21:57:16 +01:00
Maikel de Vries
bfc830a103
fix wrongly turned catapult ( #1838 )
2016-11-11 20:10:12 +01:00
Fulgen301
fb882d693e
Ropebridge: German translation added.
2016-11-11 18:43:35 +01:00
Fulgen301
db61e047ee
Tutorial 06: German translation added.
2016-11-11 18:43:35 +01:00
Fulgen301
863213fe76
Rapid Refining: German translation added.
2016-11-11 18:34:35 +01:00
David Dormagen
83435a89fa
Fixed typo in German localization ( #1848 )
2016-11-11 18:20:59 +01:00
David Dormagen
ae2000f0a1
Contents menu: sort extra-slot containers to front to make items jump around less
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With the highest items being in the front, the tight grid layout has less reason to resort a major amount of the items every time items are added or removed. This results in a generally more stable layout.
2016-11-07 20:09:37 +01:00
David Dormagen
12e808263b
Contents menu: use tight grid layout ( #1842 )
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This makes extra-slot containers not block an extra row anymore. However, they might jump around a bit. It might be a good idea to set their priority lower to make them always appear first.
When they would be in front, the tight grid layout would likely not move them around.
2016-11-05 15:35:15 +01:00
David Dormagen
8a8593e0ba
Script GUI: added TightGridLayout style (requirement of #1842 )
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The TightGridLayout fills spaces more aggressively. This is slower but makes for a tighter layout. Finding the best layout is NP-complete. This here is just O(N^2) or so.
2016-11-05 15:35:15 +01:00
Sven Eberhardt
02dffb8af1
Allow rotation of guideposts
2016-10-31 10:10:29 -04:00
Sven Eberhardt
8e281103b0
Improve guidepost editor placement and rotation
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* Shows correct size in preview (by setting the scaling on the definition instead of in Construction)
* Can be oversized
* Avoid angles where all signs are facing parallel to the camera
* Unfortunately, rotation doesn't work well with Mesh Transform (uses the wrong rotation center for the graphics)
2016-10-31 00:34:48 -04:00
Sven Eberhardt
aed3f92982
Fix dialogue sequence assignment
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It used to be set by reference instead of copying, which means all dialogues created in a single session would reference the same sequence.
2016-10-30 21:56:08 -04:00
Sven Eberhardt
d048ca01dc
Fix resource goal scenario saving
2016-10-30 20:33:55 -04:00
Sven Eberhardt
a07d26c839
Fix conditional UserAction in loops
2016-10-30 20:33:55 -04:00
Sven Eberhardt
3712c6ed2f
Change MoveTo function signature in experimental CableLorry
2016-10-30 20:33:54 -04:00
Sven Eberhardt
2b6eb83e48
Fix some parameter count errors
2016-10-24 21:28:31 -04:00
Sven Eberhardt
591b20b6ca
Fix some variable name shadowing errors
2016-10-24 21:21:55 -04:00
Sven Eberhardt
0d20551ab6
Fix some "function variable hides local variable" warnings
2016-10-24 21:05:17 -04:00
Sven Eberhardt
342916a1ed
Fix some implicit for loop declaration errors
2016-10-24 21:02:02 -04:00
Sven Eberhardt
7f543e8390
Add AI control UserActions
2016-10-24 21:02:02 -04:00
Sven Eberhardt
2e73343814
EnemyAI: Add "active" setting
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This allows disabled AI clonks (to be used by UserActions)
2016-10-24 21:02:01 -04:00
David Dormagen
83260c5e69
Key object: updated graphics
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This one has a higher resolution and should also look decent when bigger (e.g. as an inventory picture). Made by me with Blender.
2016-10-24 18:12:45 +02:00
Sven Eberhardt
8fb8be9cec
Sequence: Store trigger offset to allow non-synchronized triggers at the same interval
2016-10-23 00:20:26 -04:00
Sven Eberhardt
a0580580aa
Add rdir parameter to user action object creation
2016-10-16 21:47:20 -04:00
Maikel de Vries
0d6a8497fc
allow setting the rotation of an created object in editor user actions
2016-10-16 19:59:54 +02:00
Maikel de Vries
9aaec9a009
add option to door to lock it with a given key
2016-10-16 18:47:45 +02:00
Maikel de Vries
5e7ce466e1
add key object
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Can be used to open doors, etc. Editor interactions and stuff are still on the todo.
2016-10-16 18:47:45 +02:00
Maikel de Vries
ff2c32b77e
play keypad sounds only for operating player
2016-10-16 18:47:45 +02:00
Maikel de Vries
e124433cd5
fix playing sound when trying to enter enemy door
2016-10-16 18:47:45 +02:00
Maikel de Vries
b4cdeb3da4
base material & production: add fail safes and remove entries with zero material
2016-10-16 18:47:45 +02:00
Mark
44b2fda439
Cloud: Insert snow only if allowed to
2016-10-14 18:43:35 +02:00
Sven Eberhardt
15d850e4ec
Editor: Add effects to property viewer
2016-10-14 10:50:17 -04:00
Maikel de Vries
ce92a3cc16
add floor switch object to Decoration.ocd
2016-10-13 23:11:58 +02:00
Mark
0996c6e31e
Cloud: Play sound at rain impact location
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The cloud does this with a helper object.
2016-10-11 21:51:32 +02:00
Mark
7df951fb65
Cloud: Mode without material insertion
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Added a mode where the cloud does not extract or insert any materials, so that the rain is just a decorative element of the game.
2016-10-11 21:19:21 +02:00
Sven Eberhardt
4eae2b28d7
Editor: Fix drop cursor drawing
2016-10-10 21:26:10 -04:00
Sven Eberhardt
eee79366d0
Add tool tip to "test sequence" button
2016-10-10 16:45:24 -04:00
Sven Eberhardt
6e6f642be6
Add tool tip to dialogue editor action
2016-10-10 16:45:24 -04:00
Sven Eberhardt
244650bb17
Add base material to player spawn object.
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Set the default to a lot of clonks. This is useful so the "respawn at flagpole" rule works as expected even if users don't know about the base material setting.
2016-10-09 13:27:20 -04:00
Sven Eberhardt
b0e42e35d1
Sequence: Default action to empty sequence
2016-10-09 13:27:20 -04:00
Mark
2957a777b3
Goal: Extracted function NotifyPlayerHUD
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Removed duplicate code in the process.
2016-10-09 11:53:25 +02:00
Mark
35e8a43f82
Goal: Optimize HUD updates
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No more lacking behind the fulfillment status.
2016-10-09 11:50:06 +02:00
Mark
84dd95df34
Goal controller: Player parameters for goal display functions
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Allows goals with different symbols per player.
2016-10-09 11:34:13 +02:00
Mark
9fcd3ee13e
Goal controller: Extracted functions
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Made the variable names consistent between GoalSubMenu() and OnGoalUpdate();
Extracted the functions GetGoalSymbol() and GetGoalGraphics();
2016-10-09 11:26:47 +02:00
Mark
b18a7b7a3f
Goal controller: Readability
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The change in call structure should not make that much of a difference in performance.
2016-10-09 11:18:10 +02:00
Mark
0d22f58b52
Goal controller: Get short description only once.
2016-10-09 11:13:12 +02:00
Mark
0732b7dc87
Goal controller: Code cleanup
2016-10-09 11:11:51 +02:00
Mark
b235c5e9e4
Goal controller: Simplified code
2016-10-09 11:11:28 +02:00
Mark
f52159b835
Goal controller: Variable definitions
2016-10-09 10:58:37 +02:00
Mark
be207737bc
Goal controller: Slight optimization
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No need to call the function twice. This is trivial though, the call is not expensive usually.
2016-10-09 10:51:48 +02:00
Sven Eberhardt
c05ee7e644
Add gravestone inscription editor props
2016-10-08 23:29:50 -04:00
Mark
7c169c7905
Moved object interaction menu sidebar icons to separate overloadable functions
2016-10-08 17:46:39 +02:00
Maikel de Vries
2505dc77f1
add room door to Decoration.ocd
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This is a door which leads to nowhere, but they can be connected via script or serve other purposes. Graphics by Apfelclonk.
2016-10-06 18:43:04 +02:00
Clonkonaut
f37eda9508
Moved HUD proplist definitions to separate, overloadable functions.
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See http://forum.openclonk.org/topic_show.pl?pid=32552#pid32552 for more information.
2016-10-06 01:47:45 +02:00
Lukas Werling
ddb34ab5cb
Disallow interaction with actively controlled Clonks
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This prevents inventory stealing which is undesirable in cooperative
scenarios with competitive elements (e.g. some races) and confusing to
players.
2016-10-05 22:14:40 +02:00
Maikel de Vries
89be9bd158
implement scenario saving for liquid tank, pump & pipe
2016-10-03 18:07:49 +02:00
Sven Eberhardt
4756fb0ba1
Unify moving brick graphics size.
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Otherwise, there were still graphics artifacts sometimes.
2016-10-03 00:02:46 -04:00
Sven Eberhardt
76ce8089af
Fix display of moving bricks with size<4.
2016-10-02 23:47:02 -04:00
Sven Eberhardt
d48dbfba82
Add optional size parameter to Particles_Flash
2016-10-02 23:47:01 -04:00
Maikel de Vries
1483620b2b
fix c4script runtime error in power system when pump is initialized
2016-10-02 23:23:20 +02:00