Sven Eberhardt
fed6f8d65f
Fix Linux/Mac build.
2015-01-03 19:03:18 +01:00
Sven Eberhardt
98093961ec
Add packet logging option.
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This should reduce log spam in network games.
2015-01-03 18:15:41 +01:00
Sven Eberhardt
49f991c819
Move shader logging into separate file and log only in editor mode ( #1209 )
2015-01-03 17:53:59 +01:00
Armin Burgmeier
1e77de1044
Merge branch 'lights'
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Conflicts:
src/c4group/C4Components.h
2015-01-03 16:00:20 +01:00
Sven Eberhardt
59fe944e15
Make light effect static.
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Otherwise, it would fall down [Maikel].
2015-01-03 13:03:52 +01:00
Sven Eberhardt
f25edc64df
Do not render lights of hostile objects on player-owned viewports.
2015-01-02 01:42:24 +01:00
Tobias Zwick
f5ecd4776d
new function SetLightRange (replaces SetPlrViewRange)
2015-01-02 01:06:00 +01:00
Günther Brammer
70cca346ec
cmake: Simplify special handling of the -std=gnu++0x flag
2015-01-01 22:13:57 +01:00
Günther Brammer
0e11bff939
win32: Only set mape cmake property if building mape
2015-01-01 22:13:56 +01:00
Günther Brammer
f1c937a143
win32: Only use the HAVE_NATUPNP_H cmake variable for the system header
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CMake remembers the variable in subsequent runs, so setting it to true
if the copy from thirdparty/natupnp needs to be used will prevent that copy
from being used after a rerun of cmake.
2015-01-01 22:13:56 +01:00
Günther Brammer
8889aeb128
win32: Compile Win32 scheduler for other GUI toolkits, too
2015-01-01 22:13:56 +01:00
Günther Brammer
3bb75fabf1
Remove unused language strings from Language*.txt
2015-01-01 22:13:56 +01:00
Günther Brammer
0dc87f761f
Remove unused SDLMain.nib/objects.nib (was from CR Macosx port)
2015-01-01 22:13:55 +01:00
Tobias Zwick
2e6e6e341c
turn off light debug
2015-01-01 21:40:14 +01:00
Sven Eberhardt
369262f423
Ignore fog of war on parkour checkpoints ( #1203 ).
2015-01-01 21:04:51 +01:00
Tobias Zwick
b94f1f5bd7
fix debug view of light normals
2015-01-01 21:01:59 +01:00
Sven Eberhardt
cc17194a2b
Ignore fog of war for parkour goal direction arrow.
2015-01-01 20:46:47 +01:00
Sven Eberhardt
019b618623
Change DuroLava in VolcanoEscapeExtreme to always be overground.
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This makes it more visible.
2015-01-01 17:38:53 +01:00
Tobias Zwick
3e307fc843
fix previous commit
2015-01-01 17:27:41 +01:00
Tobias Zwick
2a4b268087
fix the same bug as Sven2 10 minutes ago, but also clean up the update function, rename variables, add comments, etc.
2015-01-01 16:08:32 +01:00
Tobias Zwick
196c62fbe8
slightly elevate the lights in z direction from the landscape (making the light throw less shadows on visible materials and objects)
2015-01-01 16:07:24 +01:00
Tobias Zwick
12f127b4bd
weaken the effect the material normal map has on the total landscape normal calculation
2015-01-01 16:07:23 +01:00
Sven Eberhardt
9a87240d47
Fix off-by-one error in landscape X bias calculation.
2015-01-01 15:52:15 +01:00
Sven Eberhardt
2b997b994a
Add light effect to explosions.
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Currently, all players see the light. In the future, we may want limit it to the controller of the explosion.
2014-12-31 13:36:22 +01:00
Maikel de Vries
588b75955f
correct bottom open for Chine.ocs
2014-12-30 14:13:34 +01:00
Armin Burgmeier
61b05f92c3
Remove unused FoW tracking in C4Player
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The FoW decay mechanism is not needed anymore, either, because the light
system itself is already slowly fading out when the light changes.
2014-12-29 23:09:31 +01:00
Armin Burgmeier
748b565259
Remove objects from light sources when dead or removed
2014-12-29 23:09:04 +01:00
Armin Burgmeier
ae505e3c6b
Render FoW only if active for player
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This allows to enable or disable FoW individually for each player with
SetFoW().
2014-12-29 23:08:17 +01:00
Armin Burgmeier
a508fb38e7
Remove GL shade model changes
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This gets rid of GL state changes for questionable gain. It also fixes drawing
of fade sky backgrounds in global viewports (where, for some reason, the shade
model was set to GL_FLAT instead of GL_SMOOTH).
2014-12-29 22:27:49 +01:00
Armin Burgmeier
4c3235bbc9
Ifdef-out unused shader code in ObjectLightShader.glsl
2014-12-29 22:26:18 +01:00
Armin Burgmeier
2f08918393
Add FoWEnabled entry in Scenario.txt [Game] section ( #1178 )
2014-12-29 12:29:43 +01:00
Armin Burgmeier
be92651219
Make the clonk a bit brighter
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This compenates for the fact that the ambient and emissive part of
mesh materials are not taken into account anymore.
2014-12-28 17:22:32 +01:00
Armin Burgmeier
a3049207c9
Use full ambient lighting in global viewports
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This allows to see the whole landscape without any areas covered by FoW
in the global viewport. Basically the ambient lighting is set to 1.0
independent of the ambient light map. In the course of this, a second
shader for the landscape has been introduced.
2014-12-28 15:07:42 +01:00
Armin Burgmeier
c687ea4040
C4Viewport: Fix memory leak of C4FoWRegion object
2014-12-28 14:07:50 +01:00
Armin Burgmeier
2ebb15c5db
Fix crash on player elimination ( #1191 )
2014-12-28 12:28:25 +01:00
Armin Burgmeier
3306d9163c
Use default lighting for picture mesh graphics
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Instead of flat shading.
2014-12-27 20:05:28 +01:00
Armin Burgmeier
f65c08f041
Register clonk:// protocol handler on Linux
2014-12-26 21:48:17 +01:00
Armin Burgmeier
8116a96ed4
Fix fragment coordinate transforms ( #1192 )
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There were two problems with the previous transforms:
1) For inverting the Y axis for the ambient map, the total height of the
output window is needed, not only the viewport region.
2) The Y offset to only use the part of the light texture that is being
rendered to was not applied.
In order to keep the transformations more readable, a new lightweight class
C4FragTransform has been introduced which can only handle translations
and scales in x and y.
2014-12-26 16:16:09 +01:00
Armin Burgmeier
5bb8b48e5d
Update documentation for custom shaders
2014-12-22 22:58:09 +01:00
Armin Burgmeier
8686441d45
Make mesh shaders use the C4Shader slice machinery
2014-12-22 22:56:30 +01:00
Armin Burgmeier
fdd94a3311
Add named slice positions for vertex shaders
2014-12-22 22:56:30 +01:00
Armin Burgmeier
574149e289
Pick up a shader slice only after a newline
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Otherwise a workaround such as "#define slice(x)" would not work for non-OC
shader code.
2014-12-22 22:56:30 +01:00
Armin Burgmeier
5c98fdccec
Make C4ShaderCall use a const C4Shader*
2014-12-22 22:56:30 +01:00
Armin Burgmeier
d6bdf9a6e0
Add possibility to add vertex slices from the parser
2014-12-22 22:56:30 +01:00
Armin Burgmeier
8c42704181
Rename some shader files and add basic shader for meshes
2014-12-22 22:56:30 +01:00
Armin Burgmeier
7f1cf15274
Change slice syntax such that positions appear in parentheses
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This allows to ignore slice declarations using `#define slice(x)`, which
mill be useful for custom mesh material shaders, allowing to write them
such that they can be used standalone in a mesh viewer but also as slices
for OpenClonk, in which case lighting and color modulation will be applied
automatically.
2014-12-22 22:56:30 +01:00
Maikel de Vries
1e5d5b56da
fix IsPowerAvailable function in power library
2014-12-21 20:20:25 +01:00
Mark
305637b246
Loading skeletons separately ( #1180 )
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Animations are now part of the skeleton, and skeletons are loaded before meshes. They are stored in a map in StdMeshSkeletonLoader. This is only the first part of changes for #1180 .
2014-12-20 23:11:33 +01:00
Maikel de Vries
2d1647ea77
improved prioritizing of power consumers
2014-12-19 21:47:08 +01:00
Maikel de Vries
289f59a872
moved consumer and producer library into power library folder
2014-12-19 14:59:46 +01:00