Nicolas Hake
96fcf1389a
Aul: Make engine not automatically log error summary
...
Getting the error summary written to the log/console automatically may
be useful for general game usage, but when testing Aul we just end up
with thousands of useless messages in the output. Let the caller log the
message if it's really desired.
2015-12-08 13:17:39 +01:00
Sven Eberhardt
310daf8b3f
Fix static const arrays ( #906 )
2015-12-07 23:38:40 -05:00
Sven Eberhardt
d758c85028
Add max memory time to music resume feature ( #1461 )
2015-12-03 19:17:41 -05:00
Nicolas Hake
24b54211c5
Drop Min, Max, Swap for std::min, std::max, std::swap
...
The C++ standard library comes with perfectly fine implementations of
these functions, so there's no point in reimplementing them just for the
hell of it.
2015-11-15 13:53:01 +01:00
Sven Eberhardt
d136dc22c0
Implement landscape inflammation.
...
It used to create the non-existent FLAM objects from the engine. Use a script callback to a global function that creates Flame objects instead.
2015-10-09 16:24:16 -04:00
Peter Wortmann
f0030e33e0
Warning fixes
...
Actually pretty sure a few of them were bugs. Hopefully no new
ones were introduced here.
2015-10-03 15:32:39 +01:00
Sven Eberhardt
17e0e2f423
Add breaks between music.
2015-09-30 22:50:18 -04:00
Sven Eberhardt
d3ee2fac57
Fix sorting of script and engine functions in dropdown menu in editor.
2015-09-26 20:10:55 -04:00
Nicolas Hake
6a11e3e811
Stop checking for rvalue ref support
...
We already require support for std::unique_ptr, which itself requires
support for rvalue references. As such, we know we can use rvalue
references, and thus don't have to keep carrying dead code around.
2015-09-20 13:27:14 +02:00
Sven Eberhardt
b683e47499
Add LightOffset property to allow light sources to origin from locations other than the object center.
2015-09-16 21:14:08 -04:00
David Dormagen
cd82b41c06
particles: added CollisionDensity to specify with which kind of material a particle will collide
2015-09-12 10:53:23 +02:00
Maikel de Vries
a7480ba0ef
fix crash for Translate on strings without translation
...
Thanks to Isilkor
2015-09-12 00:11:24 +02:00
Nicolas Hake
4ae2d9f70b
C4Script: Allow executing strings from cmdline instead of only files
2015-09-04 13:40:27 +02:00
Nicolas Hake
2b876a6cb6
C4Script: Split stubs from script runner
2015-09-04 13:21:06 +02:00
Nicolas Hake
082b3e7360
C4AulParse: Properly escape strings when dumping bytecode
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Instead of just writing the raw string to stderr, escape them first so
newlines and other control characters don't result in strangely
formatted output.
2015-09-04 12:57:30 +02:00
Sven Eberhardt
20d3de46cd
Fix some unused variables.
2015-09-03 21:26:49 -04:00
Sven Eberhardt
84fbff95a8
Add Find_Property.
2015-09-02 23:55:45 -04:00
David Dormagen
ac738735b2
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
src/game/C4Game.cpp
src/game/C4GraphicsSystem.cpp
src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Sven Eberhardt
3886f76bf3
Do not hang when a C4Value with prop list pointer is not cleared at game end.
...
Just cause an assertion in debug mode instead.
2015-08-29 13:22:55 -04:00
Sven Eberhardt
6ab6a1ac3c
Add script interface for some EFX sound modifiers.
2015-08-27 21:44:23 -04:00
Sven Eberhardt
d7a0d291e2
Fix 64 bit build.
2015-08-21 15:03:13 -04:00
Sven Eberhardt
cf940d639b
Fix memory leak caused by circular prop list chains.
...
The shapes library has such pointer chains. The leaks were getting pretty heavy because they included pointers to C4AulFuncs, which kept a lot of parts of the script engine and string tables in memory.
2015-08-20 20:19:38 -04:00
Sven Eberhardt
5ec9999d4c
Fix crash on global or scenario script reload.
...
The string table of System.ocg scripts (except the global System.ocg) pointed to nowhere after the initial load phase, but is still required for reload. Added a ref counting option to keep these string tables alive.
2015-08-20 13:15:11 -04:00
David Dormagen
36544bd56c
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
planet/Objects.ocd/Structures.ocd/Foundry.ocd/Script.c
planet/Objects.ocd/Vegetation.ocd/Branch.ocd/Script.c
planet/Objects.ocd/Vegetation.ocd/Trunk.ocd/Script.c
planet/System.ocg/FindLocation.c
2015-08-02 19:24:04 +02:00
David Dormagen
d5f4805f18
fixed desync
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The desync was caused by PropList->GetProperties returning the properties in an arbitrary order. They are now sorted first.
The debug logs are left in place, because I assume that I will need them again and they prove to be helpful.
2015-08-02 19:12:09 +02:00
Sven Eberhardt
0d48105b46
Added shape library.
...
Also fixed some coconut tree reproduction issues.
2015-07-31 00:42:01 -04:00
David Dormagen
196f528201
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
src/game/C4Game.cpp
src/gamescript/C4GameScript.cpp
src/gui/C4GameMessage.cpp
src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
Sven Eberhardt
116a5b4ae6
Add Find_InArray ( #1073 ).
2015-04-28 18:59:50 +02:00
Nicolas Hake
be1a148915
Aul: Remove C4AulAccess enum
...
We're not doing access controls anyway, so tracking information about it
isn't useful.
2015-03-25 22:32:19 +01:00
Nicolas Hake
5562b09dc4
Remove a lot of disabled legacy code, round 2
...
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
David Dormagen
dae7f11a70
custom GUIs: added property GraphicsName to specify graphics of Symbol (if Symbol is a definition)
...
f.e. {Symbol = Icon_Number, GraphicsName = "Inf"}
2015-03-23 15:34:09 +01:00
Nicolas Hake
e21a5bdd44
Rename BoundBy to Clamp
...
"BoundBy" sounds like a predicate. "Clamp" is a common function name for
the operation in graphics processing, so it should be familiar to users.
2015-02-12 23:05:55 +01:00
Nicolas Hake
e2a8f6d303
Reorder some declarations and initializations to avoid order mismatch
...
While none of the mismatches were having a side-effect, this silences a
number of -Wreorder warnings which were drowning out potentially
important diagnostics.
2015-02-04 22:12:42 +01:00
Günther Brammer
5bcedb5bbf
Remove some redundant #includes
2015-01-25 18:53:48 +01:00
Günther Brammer
a92c22a7b3
Merge various build system fixes and cleanups
2015-01-25 18:50:29 +01:00
David Dormagen
bd04722553
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
src/game/C4GraphicsSystem.cpp
src/game/C4GraphicsSystem.h
src/game/C4Viewport.cpp
src/gui/C4GameMessage.cpp
2015-01-15 19:57:01 +01:00
Maikel de Vries
4ea0cb0ca6
make ContainBlast a property instead of DefCore entry
2015-01-15 17:46:53 +01:00
Julius Michaelis
8e7001ba0f
Fix self-overwrite in C4ValueArray::SetSlice ( #1212 : Array manipulation goes wrong )
2015-01-09 15:09:36 +09:00
Sven Eberhardt
42b9ca4577
Add custom EditCursorCommands available in editor context menu.
...
Example: this.EditCursorCommands = ["Explode(20)"] on an item will offer a menu entry to explode the object. Commands may be either strings or function pointers, but function pointers will always be called by name.
2015-01-03 23:21:36 +01:00
Günther Brammer
a0bddb92a3
Use size_t for a loop variable that is compared with a sizeof() result
...
src/script/C4Script.cpp:159:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (long i = 0; i < sizeof(values) / sizeof(*values); ++i) \
^
2015-01-03 20:58:07 +01:00
David Dormagen
f89b8c8319
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/Environment.ocd/Cloud.ocd/DefCore.txt
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/DefCore.txt
planet/Objects.ocd/Libraries.ocd/PowerConsumer.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/PowerProducer.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
planet/System.ocg/ClonkControl.c
src/gui/C4MouseControl.cpp
src/landscape/C4PXS.cpp
2014-12-25 15:24:19 +01:00
Tobias Zwick
d59b1e5e5b
reduce version numbering from x.y.z (x does never changes) to y.z
2014-12-12 21:57:52 +01:00
David Dormagen
952f06b173
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-09-29 11:47:09 +02:00
Sven Eberhardt
131cc016cb
Fix C4PropList::RemoveCyclicPrototypes() declaration
2014-09-26 22:11:10 +02:00
Sven Eberhardt
44e5c2542f
Fix crash when loading proplists with non-static prototypes from saved games.
...
The code accessed a non-denumerated pointer.
2014-09-26 19:31:26 +02:00
David Dormagen
5722339e83
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
src/gamescript/C4GameScript.cpp
src/gui/C4GameMessage.cpp
src/gui/C4Gui.h
src/gui/C4GuiDialogs.cpp
src/gui/C4GuiWindow.cpp
2014-08-13 11:52:41 +02:00
Armin Burgmeier
92720cf490
Allow C4ScriptHost to load a script from memory
...
This will allow mape to feed the Map.c that is being edited directly to
the map generator.
2014-08-04 13:04:34 -04:00
Sven Eberhardt
5cd9b915b0
Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
...
I would prefer to render the models for speaker portraits directly. However, it seems like it's not currently possible to clip or render models to offscreen surfaces.
2014-07-05 15:25:30 +02:00
David Dormagen
fb1ee2f88f
the Trans_* mesh-transformation-functions are now implemented in the Engine instead of System.ocg
2014-06-27 20:36:47 +02:00
Günther Brammer
130a275dea
Correct a comment about GetDataString safety
2014-05-25 22:47:56 +02:00