Commit Graph

8027 Commits (9f2c60c94e313a1e5cd112a944dcf77f21da4f97)
 

Author SHA1 Message Date
David Dormagen 9f2c60c94e adjusted some more PictureTransformation properties
To either increase the size of the item, center it, or prevent it from going out of the bounding box.
2015-12-25 19:14:52 +01:00
Maikel de Vries e4b1fe94ca clean up grapple bow scripts 2015-12-25 16:11:17 +01:00
Armin Burgmeier de3ed60aa8 Avoid built-in GL matrices for mesh rendering
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms.
2015-12-24 23:02:03 -08:00
Armin Burgmeier a487457563 Add a 4x4 matrix class (StdProjectionMatrix)
This makes it easier to convert the projection and modelview matrices
to GLSL uniforms.
2015-12-24 23:01:52 -08:00
Armin Burgmeier 43e50f9320 Drop usage of gluErrorString
There are only a couple of error values worth considering, so we can just
write out own function for it. Disable error checking in C4FoWRegion.cpp as
well, since we have the --debug-opengl flag now.

This should allow us to get rid of the GLU dependency soon.
2015-12-24 16:26:52 -08:00
Armin Burgmeier 91ba235d29 Add openclonk-server to .gitignore 2015-12-24 16:11:01 -08:00
Armin Burgmeier 2164976bf6 Fix openal linker errors in mac server build 2015-12-24 16:11:00 -08:00
Maikel de Vries 50930fec67 add usage to lorry to dump contents into landscape 2015-12-24 18:29:10 +01:00
Maikel de Vries 1bd37eb5c1 moved bat sounds to Sound.ocg folder 2015-12-24 18:01:34 +01:00
Maikel de Vries ab90c48171 title image for tutorial 8 2015-12-24 18:01:34 +01:00
David Dormagen fd53d017d9 smoke bomb: reduced amount of particles (but hopefully kept total cover by increasing size & alpha) 2015-12-24 15:14:34 +01:00
David Dormagen b278886921 catapult: fix PictureTransformation
So that the mesh does not go outside the bounding box anymore.
2015-12-24 15:06:23 +01:00
David Dormagen 9c3b437059 armory: add PictureTransformation
..so that the mesh is not clipped in the production menu anymore.
2015-12-24 14:58:31 +01:00
David Dormagen 25eb673b4c insect swarm library: slightly improved performance of MoveToTarget
..by not using proplist access too much. I noticed the Playground would start lagging (debug build) and the profiler told me it was the mosquitos.

Before, 83% of the time in Mosquito::Activity was spent in MoveToTarget. After the change, only around 70% (multiple runs).
Is this a sensible way to measure the change?

Previous:
[14:30:22] 00186ms	Mosquito.Activity
[14:30:22] 00155ms	Mosquito.MoveToTarget

Afterwards:
[14:37:37] 00238ms	Mosquito.Activity
[14:37:37] 00172ms	Mosquito.MoveToTarget
2015-12-24 14:44:57 +01:00
David Dormagen 8d410f1c18 burned airship: added name and description
You can spawn the airship in the "Playground". Thus a player could notice that.
2015-12-24 14:41:23 +01:00
Maikel de Vries 197a90a6e2 add new NPC to tutorial 3 2015-12-24 10:38:06 +01:00
Maikel de Vries 19b539a395 fix spawn menu in tutorial playground for small screen sizes 2015-12-24 10:38:06 +01:00
Armin Burgmeier d7a5ac373d Fix the console build on Mac
cmake still does not create a nice bundle for it, but at least
the build does not fail anymore.
2015-12-23 16:31:19 -08:00
David Dormagen 3899add001 wind generator: changed word "efficacy" to "efficiency"
See Maikel here http://forum.openclonk.org/topic_show.pl?pid=30564#pid30564 .
2015-12-23 13:42:08 +01:00
Maikel de Vries 2f6dabb111 german translations for tutorial end of round dialogue 2015-12-23 10:05:24 +01:00
Sven Eberhardt 4d7033718b Fix nil pointer in hit check if shooter gets deleted during no-selfkill-check.
Also rewrite the check using Find_InArray.
2015-12-22 15:15:40 -05:00
Maikel de Vries 16683c0d1d add title image for tutorial 7 2015-12-22 20:26:23 +01:00
Günther Brammer 249715bbcc Script: The Prototype of effects is readonly
The new effect API will be triggered by the effect having a prototype, and
doing that accidentally would be far too confusing.
2015-12-22 18:07:38 +01:00
Günther Brammer 8e889479cc Script: Find_Property can also search for engine-defined properties
Previously it used a C4PropList API that only checked the properties
set by script.
2015-12-22 18:07:38 +01:00
Günther Brammer 576f461ea5 CMake: Set compiler flags before checking compiler features
Moving the flags from CMAKE_CXX_FLAGS to OC_CXX_FLAGS, adding flags and
removing duplicates keeps CMAKS_CXX_FLAGS from growing. Unfortunately,
-std=gnu++0x needs to be in CMAKE_CXX_FLAGS before compiler features get
tested, but CMAKE_CXX_FLAGS is filled from OC_CXX_FLAGS further down.

Fortunately, all tests for compiler flags are quite simple, so they can be
done at the beginning, and the feature tests after that. Reorder the code
accordingly.
2015-12-22 18:07:38 +01:00
Günther Brammer 29f37eb821 CMake: Remove duplicate compiler flags properly
In order to be able to remove duplicates from the list, each flags needs to
be a separate list item. Otherwise, the flags from the previous run in
CMAKE_CXX_FLAGS, which are now separate list items due to
separate_arguments(), will not be recognized as duplicates of the freshly
added flags. Fortunately, in the next round the two sets of flags in
CMAKE_CXX_FLAGS will be reduced to one set, so there were never more than
two copies of the warning flags.
2015-12-22 18:07:38 +01:00
David Dormagen 2b92a4aeef wind generator: show current efficacy in interaction menu
See http://forum.openclonk.org/topic_show.pl?tid=3222
2015-12-22 13:59:59 +01:00
Clonkonaut 9f645e3a83 Removed the 2 diamond components for now (see discussion at #1505). 2015-12-22 13:48:35 +01:00
Clonkonaut 7f2f0f2749 Teleglove needs 2 diamonds for production (#1505). 2015-12-22 11:54:38 +01:00
Maikel de Vries 4c37584ea2 fix ladder grabbing when at the top of the ladder 2015-12-22 09:57:35 +01:00
Armin Burgmeier eab0f2850a Clear Relight markers in C4Landscape::Clear (#1510)
Otherwise, when starting the next scenario, random spots would be initially
re-lighted. That's not necessarily a problem, but unnecessary work, and it
triggered the assertion in C4FowAmbient::UpdateFromLandscape if the relight
was scheduled for a region that's outside of the landscape boundaries of the
second scenario.
2015-12-21 19:35:43 -08:00
Maikel de Vries 32bc68fdab fix letting go of wall when pulling in grappler rope (1219) 2015-12-21 22:21:32 +01:00
Clonkonaut 73c75ee627 Homebase: Upgrades for shooting strength added. 2015-12-21 21:10:24 +01:00
Clonkonaut 5d6773b656 Adjusted firing power for weapons.
Bow, Grenade Launcher and Javelin use a local variable shooting_strength to determine range. No change here but I need this.
2015-12-21 21:08:15 +01:00
Maikel de Vries 88148ac966 give wipf in tutorials a name
This makes the story a bit more personal for the player, hopefully.
2015-12-21 20:23:32 +01:00
David Dormagen 9da914dd22 musket: added dry fire ("click") sounds (by ala, originally "NoAmmunition*") 2015-12-21 12:33:34 +01:00
Sven Eberhardt 915c3b13af Thunderous Skies: Play "Pop" sound when target balloon is hit. 2015-12-20 19:02:11 -05:00
Maikel de Vries 1772378fb6 fix self-launching catapult to shoot immediately (#1490) 2015-12-20 22:54:21 +01:00
David Dormagen 26250d1a30 club: introduced some sensible limits to the speed calculation
This means that ice, melted down to 10%, does not become a 9mm bullet anymore. It also means that all objects are at least visibly moved - e.g. when deflecting arrows.
2015-12-20 19:17:35 +01:00
David Dormagen df5a9ebb26 axe: increase damage (against livings)
The axe could always be used as a weapon. It dealt such a low amount of damage that it was basically useless, though. Hits required to kill a Clonk are now 9 (down from 17). The axe is still a lot weaker and slower than the sword.
It's just not ridiculously stupid anymore to try to use the axe as a weapon now.

We are now not trying to deceive the players anymore (who might have actually THOUGHT that the axe was usable as a weapon, because it is used just like the sword).
The alternative would be to disable the weapon-use completely.
2015-12-20 19:17:35 +01:00
David Dormagen abf578ec71 axe: fixed striking time and added "swing" sound
The usage of the wrong constant for the striking time was fixed in https://git.openclonk.org/openclonk.git/commit/65b5c4bef683f6cb1ff4b5732946a803a7c69d94 .
This broke striking with the axe completely, though, because it was just soo annoyingly slow - slow-mo. axe, anyone? And it doesn't even deal damage, wow.
2015-12-20 19:17:35 +01:00
David Dormagen d038452ff6 deep sea mining: capitalized some "i" and replaced missing sounds in the intro 2015-12-20 19:17:34 +01:00
David Dormagen d7b2ef9f75 prevent clonk idle animation when in dialogs and reduced frequency of idle sound (#1506)
This doesn't work for intros, though, because they use simple messages. We should unify the systems to only have one dialogue system that uses new-style-menus and implement required features in those menus..
2015-12-20 19:17:34 +01:00
David Dormagen ce0f1498a8 Clonk vocals: use GetSoundSkinName instead of skin_name when checking for available sounds
Previously, PlaySoundShock was defective with the "Adventurer" skin.
2015-12-20 19:17:33 +01:00
Armin Burgmeier a1f7a7c0e8 Fix conversion of C4BltTransform to StdMeshMatrix (#1508)
This was introduced by a9967e7.
2015-12-20 09:55:41 -08:00
Armin Burgmeier 10f98d1e3b Fix Windows build (hopefully) 2015-12-20 09:48:17 -08:00
Maikel de Vries aee8a5f20f tutorial 8: explains pump, wallkit, liquids 2015-12-20 16:41:50 +01:00
Maikel de Vries 414d1c4e3a elevator add function to get case 2015-12-20 16:40:47 +01:00
Maikel de Vries fb18e17eec tutorials: transfer items on death and make structures invincible 2015-12-20 11:31:01 +01:00
Maikel de Vries 9a9b7fe8be butterflies are not attracted to underwater plants 2015-12-20 10:35:26 +01:00