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
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
4c3235bbc9
Ifdef-out unused shader code in ObjectLightShader.glsl
2014-12-29 22:26:18 +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
8686441d45
Make mesh shaders use the C4Shader slice machinery
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
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
Maikel de Vries
22dfab63aa
clean up scripts of power library
2014-12-19 14:56:01 +01:00
Tobias Zwick
4981182cf8
Merge remote-tracking branch '_origin/master' into lights
...
Conflicts:
src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Nicolas Hake
6c2995fe41
Squelch varargs warnings in System.ocg
...
The engine (extra)warns whenever you use Par() or ... inside of a
function that is not declared as taking a variable number of arguments.
Change the declaration of all System.ocg varargs functions so it is
immediately obvious.
2014-12-12 23:27:17 +01:00
Maikel de Vries
c6802b8776
increase game content version entries to 6.0
2014-12-12 22:58:16 +01:00
Sven Eberhardt
d17226bbc2
Added ambience test version of DeepSeaMining.
2014-12-09 23:51:40 +01:00
Sven Eberhardt
2808a3983b
Move FlightlessBird from Objects.ocd to Experimental.ocd.
...
Moved because it causes annoying errors on startup. It's not even a full definition and the material doesn't seem to be used anywhere.
2014-12-09 23:37:38 +01:00
Sven Eberhardt
bb3203ff63
Added new ambience object to Experimental.ocd.
...
Controls the music playlist according to the situation the player's clonk is currently in.
2014-12-07 19:54:17 +01:00
Armin Burgmeier
89f8fb9fef
Add (auto-generated) normal maps for most resources
2014-11-26 17:58:52 -05:00
Armin Burgmeier
254e1e4631
Apply drawtransform on sprite normal map
...
This makes the normals point into the correct direction for transformed
objects, which is for example the case when they are rotated with SetR.
2014-11-26 17:56:43 -05:00
Armin Burgmeier
e58b62920c
Change extension of shader files from .c to .glsl
2014-11-25 11:54:36 -05:00
Armin Burgmeier
192dddec6f
Use the new shader system for rendering sprites
...
This now also avoids the use of conditionals in shaders by using different
shaders instead.
2014-11-24 14:51:08 -05:00
Armin Burgmeier
a7f9ba1e91
Compute ambient texture coordinate based on fragment coordinate
...
This will allow to use the same shader slice also for the sprite and mesh
shaders.
2014-11-24 14:51:08 -05:00
Peter Wortmann
e0ce489587
Treat light values below a certain threshold as darkness
...
This is the "lazy" fix for the problem that lightness never returned to
full zero. On the other hand, it probably is also the right one - after
all, with smoothing the last 8 or so light intensity values are lost to
us anyway.
2014-11-23 20:03:57 +01:00
Armin Burgmeier
db6df15377
Add SetAmbientBrightness and GetAmbientBrightness script functions
2014-11-20 17:07:31 -05:00
Peter Wortmann
7fea618221
Collected trivial bug-fixes
...
Turns out we actually can't optimise out the second texture normal
lookup - it makes a noticeable difference in-game. Also there was
possible slice collision, it might be worth warning about this kind
of stuff.
Also removed unused variable, and made error messages more consistent
in terms of whitespace.
2014-11-20 21:44:11 +01:00
Peter Wortmann
72289713f9
Modular shader system
...
The idea here is that we compose shaders out of "slices", which can
come from the engine ("built-in"), from files or possibly even from
models. This should allow us to more easily share the code between
different rendering shaders (e.g. for lights / normals).
TODO: Workarounds not yet implemented, so this might degrade less
gracefully.
2014-11-20 11:52:14 +01:00
Armin Burgmeier
48456f5f99
Fix transparency in regions with no ambient and low dynamic light
2014-11-18 16:33:27 -05:00
Armin Burgmeier
ee33c58cfe
Don't apply the dot product to transparency in lighting calculation
...
This fixes the transparency issue with the coconut tree.
2014-11-17 20:51:18 -05:00
Armin Burgmeier
88f8f75441
Add ambient lighting
...
This introduces a new texture, an ambient light map, that is generated
automatically at the beginning of the round by the sky portion of the
landscape. This basically makes everything that is close to sky visible
by default.
The shaders have been adapted so that they deploy direction-independent
lighting for the ambient component, and the current (diffuse) behaviour
for the diffuse component. This makes the shaders use an additional
texture unit that represents the ambient light. We can think about merging
this information into the light texture, but the coordinate systems are
different at the moment, so this could be performed at the stage of light
texture generation.
For meshes, the ambient material is not actually used, but instead a
diffuse light from the front is used. This makes many meshes look more
interesting, maybe also because the ambient material setting of most
meshes are not set correctly at the moment.
2014-11-17 09:35:50 -05:00
Armin Burgmeier
00447dd524
Merge branch 'master' into lights
2014-11-12 08:47:43 -05:00
Maikel de Vries
fb707a8634
fixed tutorial 3 flint drop ( #1171 )
2014-11-09 14:38:30 +01:00
Armin Burgmeier
a1d653415d
Fix typo in elevator description (github #3 )
2014-11-07 20:25:16 -05:00
Armin Burgmeier
53f4185958
Add auto-generated normal maps for the firestone graphics
2014-11-07 15:29:32 -05:00
Armin Burgmeier
219fa8597c
Implement light calculations for meshes
2014-11-06 15:56:19 -05:00
Armin Burgmeier
a6d949d313
Merge branch 'master' into lights
2014-11-04 11:26:45 -05:00
Armin Burgmeier
e9b4ddc426
Fix texture name in normal map shader
2014-11-03 14:38:17 -05:00
Maikel de Vries
856e37a360
fix c4script error in clonkcontrol library
2014-10-28 18:01:59 +01:00
Maikel de Vries
dd239b97a5
fix c4script error when producer creates object that deletes itself
2014-10-28 18:01:12 +01:00
Maikel de Vries
0c883b0948
balance structure costs
...
This reduces the time to construct a basic settlement, which should improve game play.
2014-10-27 19:30:45 +01:00
Armin Burgmeier
d09651ab1b
Add base mesh material for normal maps
...
This can be derived from by other materials to actually use a normal map
with a single base texture.
2014-10-26 21:32:08 -04:00
Maikel de Vries
8c16a9b4d7
moved all particle definition into separate folder Particles.ocd
...
This adds a bit more structure to Objects.ocd and particles could be further organized into different subfolders.
2014-10-26 19:49:22 +01:00
Maikel de Vries
868b17b6d7
improved difficulties for Krakatoa
2014-10-26 15:58:48 +01:00
Maikel de Vries
399524330d
new title image for Krakatoa
2014-10-26 11:27:25 +01:00
Maikel de Vries
e715fd4e70
Krakatoa: new goal and intro sequence
2014-10-24 21:57:05 +02:00
Maikel de Vries
3e48809c20
removed unused var effect in expansion goal
2014-10-24 20:24:13 +02:00
Maikel de Vries
1fa2cffe4b
moved crashed airplane skin to Decoration.ocd
...
This allows other scenarios to use the skin besides DarkCastle
2014-10-24 18:05:03 +02:00
Maikel de Vries
add7f23251
moved plane crash sound to plane object
...
This makes it usable in other scenarios besides DarkCastle
2014-10-24 17:50:55 +02:00
Maikel de Vries
6c1e45519d
fixed player spawning in Krakatoa
2014-10-22 16:32:22 +02:00
Maikel de Vries
717ea1a031
reworked Krakatoa landscape, is now map script
2014-10-22 16:23:32 +02:00
Sven Eberhardt
aadd8176cb
AcidRift: Fix scale precipitation, meteorites and rockfall by map size.
2014-10-21 21:18:10 +02:00
Sven Eberhardt
516cd46c37
AcidRift: Scale precipitation, meteorites and rockfall by map size.
...
(in addition to scaling on difficulty)
2014-10-21 20:48:09 +02:00
Maikel de Vries
f05c5a3439
move ownership radius on movement of the flag
2014-10-20 20:27:14 +02:00
Maikel de Vries
b2daf0453d
power producers which include flag library are not staticback any more
2014-10-20 18:56:13 +02:00
Sven Eberhardt
0a4b941a97
Rockfall dissolves when hitting the ground in acid.
2014-10-19 20:19:47 +02:00
Sven Eberhardt
257cbf1a9f
Insane difficulty of Acid Rift tweaked.
2014-10-19 20:01:55 +02:00
Sven Eberhardt
8a7a96a453
More rain in Acid Rift.
2014-10-19 17:12:17 +02:00
Sven Eberhardt
896ea0a875
Make acid a bit less corrosive.
...
It currently eats through everything and destroys itself in the process. Maybe this change makes it actually a bit more deadly than before.
2014-10-19 17:03:19 +02:00
Maikel de Vries
b5a84eba87
move TransposeArray to System.ocg functions
2014-10-19 10:49:12 +02:00
Maikel de Vries
c6d87151d4
allow to cut the pump's source and drain ( #1144 )
2014-10-18 19:12:55 +02:00
Maikel de Vries
406821f92a
correct difficulty for acid rift
2014-10-18 18:42:30 +02:00
Maikel de Vries
85646c7a8e
removed cloud vertices
2014-10-18 18:41:56 +02:00
Maikel de Vries
13ab324603
improved smoke for some structures
2014-10-18 15:49:44 +02:00
Maikel de Vries
d72338f167
add test scenario for power system
2014-10-18 15:41:49 +02:00
Maikel de Vries
83930ee27f
fixed cloud movement in ironpeak( #1149 )
2014-10-18 12:52:06 +02:00
Maikel de Vries
1d34c12431
fixed underwater dropping of second hand item ( #1155 )
2014-10-18 12:00:49 +02:00
Maikel de Vries
18ee7b0496
increased chest content count and make cabin non-enterable ( #1159 )
2014-10-18 11:47:23 +02:00
Maikel de Vries
46c4b8df5c
added object name to menu item tooltips ( #1146 )
2014-10-18 09:57:49 +02:00
Sven Eberhardt
d80ef4ae5e
Fix nil pointer if a dragged object is deleted between control creation and control execution.
2014-10-18 01:22:47 +02:00
Sven Eberhardt
1f3c53cec1
New world: Acid Rift.
2014-10-18 01:19:21 +02:00
Sven Eberhardt
ea65a24ec6
Make gems non-corrodable.
...
It's annoying in acid gem mining scenarios.
2014-10-18 01:19:21 +02:00
Sven Eberhardt
0e8e20fa5c
Add explosive mode for rockfall.
...
Makes it a bit more deadly by blasting through rock and granite.
2014-10-18 01:19:18 +02:00
Tobias Zwick
848b844424
add commented shader part for debugging light directions
2014-10-12 21:01:47 +02:00
Maikel de Vries
9142faff36
more loam for Chine on normal difficulty
2014-10-12 16:56:34 +02:00
Armin Burgmeier
e5d1182cce
Add the Anim_RDir AVP
2014-10-09 17:11:13 -04:00
Armin Burgmeier
e4ad7ddc2d
Rename Anim_RDir to Anim_AbsRDir
2014-10-09 17:07:52 -04:00
Armin Burgmeier
9fb0cdbdef
Add a min_rdir parameter to Anim_RDir
2014-10-09 17:05:24 -04:00
Armin Burgmeier
cbdc6040e7
Add the Anim_Dist AVP
2014-10-09 17:00:26 -04:00
Sven Eberhardt
ca64fad8b5
Fix lobby team distribution settings hotkeys ( #1133 )
2014-10-09 20:40:01 +02:00
Armin Burgmeier
af6163b797
Add test scenario for many lava PXS and smoke particles
2014-10-08 18:33:46 -04:00
Tobias Zwick
b11e8d5d7a
Merge branch 'master' into lights
...
Conflicts:
planet/Graphics.ocg/LandscapeShader.c
src/graphics/C4DrawGLMesh.cpp
src/graphics/C4DrawGL.cpp
src/landscape/C4Landscape.cpp
src/landscape/C4Landscape.h
src/landscape/C4LandscapeRender.cpp
src/landscape/C4Scenario.cpp
src/landscape/C4Scenario.h
2014-10-06 23:27:16 +02:00
Nicolas Hake
67c0deae38
Remove leading + from IDS_MSG_AUTOFRAMESKIP DE translation (Github #2 )
2014-10-06 16:03:11 +02:00
Tobias Zwick
d662d5001e
DarkCastle: correct German translation of game goal
2014-10-04 23:23:52 +02:00
Sven Eberhardt
5c72ed090d
DarkCastle map rework.
...
Make it harder to get into the castle.
2014-10-04 22:57:50 +02:00
Sven Eberhardt
d3ac2789cb
DarkCastle intro sequence added.
2014-10-04 22:40:17 +02:00
Sven Eberhardt
57ddbf9fa6
Fix initial speed of airplane on StartInstantFlight call.
2014-10-04 19:39:06 +02:00
Sven Eberhardt
885f240e54
AI ignores contained enemies.
2014-10-04 19:39:06 +02:00
Maikel de Vries
d5cb53b952
title images for the worlds
2014-10-04 13:12:29 +02:00
Sven Eberhardt
77f4170b5a
Raid made more failsafe: Wood barrel respawn and removed a deadly gap in the landscape.
2014-10-04 11:33:45 +02:00
Sven Eberhardt
91e285a39d
Fix typo in Deep Sea Mining intro
2014-10-04 11:24:58 +02:00
Sven Eberhardt
5d81d27669
Fix outro in Deep Sea Mining.
...
The Crystal Communicator didn't even start D:
2014-10-04 11:24:58 +02:00
Sven Eberhardt
0b0fb55b0f
Fix NextMission buttons in missions folder.
2014-10-04 11:24:53 +02:00
Maikel de Vries
8d5d4715fe
remove physical documentation
2014-10-04 09:22:10 +02:00
Armin Burgmeier
6d0daba7b6
Fix another typo in Raid.ocs
2014-10-04 00:03:15 -04:00
Sven Eberhardt
b0af163c24
Better wheat placement in Crash Landing.
2014-10-04 00:59:24 +02:00
Clonkonaut
f98514efdc
Merge branch 'master' of ssh://git.openclonk.org/openclonk
2014-10-04 00:48:28 +02:00
Clonkonaut
8ffe3fadb7
Merge branch 'master' of ssh://git.openclonk.org/openclonk
2014-10-04 00:47:13 +02:00
Tobias Zwick
c271ccc564
fix some typos in Raid.ocs, convert to utf8
2014-10-04 00:47:05 +02:00