Commit Graph

6648 Commits (7f79c77af6716143c475181220458310518494fe)
 

Author SHA1 Message Date
Sven Eberhardt fed6f8d65f Fix Linux/Mac build. 2015-01-03 19:03:18 +01:00
Sven Eberhardt 98093961ec Add packet logging option.
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'
Conflicts:
	src/c4group/C4Components.h
2015-01-03 16:00:20 +01:00
Sven Eberhardt 59fe944e15 Make light effect static.
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
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.
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.
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
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
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
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
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
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
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)
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
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
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)
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