- Increase light fade-in/fade-out quite a bit (4 times stronger)
- Fixed normal jump when multiple lights intersect (will make things a
little less nice with only one light, but this takes priority)
- Don't draw objects without light in light-debug mode
CreateObject() now does not reposition an object after it has been created, but rather grows it around the center of said object.
To that end a new parameter has been added to DoCon() and SetCon() and the documentation has been updated.
When taking damage, clonks will now search and attack enemies even if outside their dedicated guard range. This should help for clonks that fell down from their guarding post.
Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton
This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)
Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
Medium (default) size is a bit smaller than the previous default, because the map got a lot harder due to fog anyway.
Also removed superfluous Landscape.txt.
All chests now contain the same stuff, including bomb and fire arrows. Also gave a wind bag to everyone from the start.
With the wind bag, you can hop between islands and usually reach the chests early. This should add more action to the scenario and prevent stalemates due to people not being able to get to each other.
* The shake effect used to have a target object, which made it vanish as soon as it is removed (and on Explode, it is immediately). So, the shake was never visible. The shake effect is now global and manages all shakes currently on the landscape
* Additionally, if there are several explosions that cause a shake, they were not added up correctly