Felix Wagner
9b7d9449bf
Decrease physical abilities of the clonk when carrying heavily
2011-12-30 15:53:10 +00:00
Felix Wagner
26d8ac2b00
Nuggets are now carry heavy, new branch
2011-12-30 15:51:36 +00:00
Maikel de Vries
e1da36219f
New implementation for the production menu, similar to contents menu
2011-12-29 16:59:07 +01:00
David Dormagen
90427fced6
Gold Idol is not C4D_Vehicle anymore
2011-12-30 03:22:38 +01:00
David Dormagen
c478502977
Gold Idol changes to C4D_Vehicle on Initialize instead of Construction
2011-12-29 22:13:06 +01:00
David Dormagen
65d47779cd
GoldSeller checks for controller instead of owner
2011-12-29 21:53:44 +01:00
Armin Burgmeier
98f4b6f1c6
Print a warning instead of a failed assertion if C4Network2IO broadcast fails
2011-12-29 21:51:52 +01:00
Armin Burgmeier
e11ac0c937
By default, put produced items into the producer after production
2011-12-29 20:35:14 +01:00
Armin Burgmeier
d0e8e8c2f5
Add components for dynamite
2011-12-29 20:26:55 +01:00
David Dormagen
843731f617
can build Gold Idol in Gold Rush
2011-12-29 20:23:41 +01:00
David Dormagen
35acbb0764
Gold Idol added (temporary graphics)
2011-12-29 20:21:52 +01:00
David Dormagen
5adc9d9537
GoldBars can be sold too
2011-12-29 20:21:19 +01:00
David Dormagen
2c2cc44b15
GoldSeller library added (used by flag to autosell gold/valuables)
...
Cash sound added
2011-12-29 16:06:12 +01:00
David Dormagen
980f953da4
helper function IsAllied (counterpart to IsHostile, with NO_OWNER check)
2011-12-28 18:56:32 +01:00
David Dormagen
9be1e3beda
first flag changes in order to support power flow
2011-12-28 18:50:32 +01:00
Armin Burgmeier
c17e272b38
Allow PID_ConnRe packets from not-yet-accepted connections
...
This fixes joining games in local networks where the PID_ConnRe
packet can arrive earlier than the main thread manages to flag
the connection as accepted.
2011-12-29 19:39:25 +01:00
Maikel de Vries
241315762d
LandscapeRender: fixed off by one for shader warning
...
By PeterW
2011-12-29 18:24:55 +01:00
Armin Burgmeier
b63adda52f
Synchronize the order of Definition() calls
2011-12-29 17:04:57 +01:00
Armin Burgmeier
1eff3d7661
Add another DebugRec for the Definition() call
2011-12-29 17:02:26 +01:00
Felix Wagner
3f85fac869
Old changes to the lift tower, I played around trying to make it work (still not satisfying)
2011-12-29 16:53:36 +00:00
Armin Burgmeier
7e532c2bd6
Split math functions into StdMeshMath.{h,cpp}
2011-12-29 15:41:52 +01:00
Armin Burgmeier
1f8cd31fa2
Fix a crash when enabling a non-mesh definition picture for drag+drop
2011-12-29 17:32:40 +01:00
Sven Eberhardt
c2ccf20509
Some new debugrecs
2011-12-29 00:12:21 +01:00
Maikel de Vries
b505cf88c7
Lorry can be accessed by content menus now
2011-12-28 19:55:25 +01:00
Maikel de Vries
0d1260331b
Explosives can be produced in the workshop until an alternative is available
2011-12-28 19:48:33 +01:00
Armin Burgmeier
cc62b169c8
Add "MouseDrag" property for finer control of script-implemented drag+drop
2011-12-28 19:33:19 +01:00
Maikel de Vries
93481ed972
Remove Library_ItemContainer in favour of content menu (open with E)
...
It should work sufficiently well to use this from now on, for the next release it still needs some work though.
2011-12-28 19:25:00 +01:00
Günther Brammer
c49ef4abf9
Add a few missing "new"s to "throw NeedObjectContext" statements
...
The catch in C4AulExec only catches pointers, so without the new the
exception isn't caught.
2011-10-14 02:51:20 +02:00
Günther Brammer
4830eb4162
reloc: Exepath should not override the planet folder
...
The planet folder is used to develop the game data and should come first.
The pure exepath is only used on windows, where it is the system data path
and should come last.
2011-12-28 18:39:20 +01:00
Günther Brammer
e7ceab5e87
autotools: ax_pthread serial 16
2011-12-27 15:57:07 +01:00
Maikel de Vries
85cbefe808
Content menu can now handle the clonk's backpack
...
Also did some cleanup
2011-12-28 11:49:38 +01:00
Armin Burgmeier
fa9654c4e8
Enable dragging of mesh pictures in mouse control
2011-12-25 19:16:50 +01:00
Armin Burgmeier
9682cec2ed
Make MOD2 rendering for meshes work properly
...
It will still fail for multi-textured meshes or textures with special
drawing options. This could be fixed eventually using a shader or
applying colormod/MOD2 in an additional texture unit.
2011-12-25 18:55:45 +01:00
Maikel de Vries
aad2b6d428
Content menu: Fixed menu item scaling, menu placement and item counts
...
With the new menu placement left click will transfer to left menu, right click to right.
2011-12-17 19:19:07 +01:00
Tobias Zwick
f440b41e36
updated license info
2011-12-16 18:46:48 +01:00
Tobias Zwick
1f00badc57
fixed runtime errors in contents menu controller
2011-12-11 19:58:40 +01:00
Maikel de Vries
f47749c771
Content menu: fixed d&d, added background image
2011-12-11 15:50:51 +01:00
Tobias Zwick
afcfec909d
fixed more errors
2011-12-08 23:29:29 +01:00
Maikel de Vries
7371d37325
Content menu opens now for "IsContainer"
2011-12-08 23:26:18 +01:00
Tobias Zwick
4645592fb6
implement d&d in contentsmenu
2011-12-08 23:04:36 +01:00
Maikel de Vries
c5a55da9e4
Fixed object stacking in menu
2011-12-08 21:38:46 +01:00
Tobias Zwick
e2382c25f9
finish d&d implementation in generic menu
2011-12-08 21:28:07 +01:00
Tobias Zwick
4b1aab7ae1
menuitem can only be d&d if containing menu allows this
2011-12-08 21:02:28 +01:00
Tobias Zwick
34e9c3bc8b
fixed more errors, put the array helper functions into the system.ocg
2011-12-08 20:50:00 +01:00
Tobias Zwick
c25bf4b796
fixed some errors
2011-12-08 20:47:06 +01:00
Tobias Zwick
1574636ea6
added contents menu controller
2011-12-08 20:16:15 +01:00
Tobias Zwick
682e59ac2d
preliminary commit of content menus
2011-12-08 19:57:14 +01:00
Maikel de Vries
63bd368b78
Content menu: Implemented item drag&drop interface
2011-12-08 19:37:09 +01:00
Maikel de Vries
2f57363cf6
Content menu: implemented some new properties
2011-11-24 20:23:02 +01:00
Maikel de Vries
169c00ea9c
Menu object and menu item for a content menu
2011-11-22 20:12:13 +01:00