* Renamed from material shapes to textures shapes
* No per-texture, so the same material can use different shapes with different textures
* Load a shape image instead of text file with vector components
* Allow texture sizes that are not multiple of the map zoom
* Add minimum overlap parameter to draw shapes only when the given overlap is reached.
This reverts commit 8ef1f908cc. This seems to be
a performance bottleneck on some graphics cards and/or drivers. Clonkonaut
reports issues with a Radeon HD 7800.
This feature is not vital since textures can always be drawn such that they
tile properly at 512x512. While that particular problem with the Radeon card
could probably be worked around, it's just not worth it.
Added the global function DoShockwave. Updated documentation. Changed the way explosions deal damage: Every object at the center of the explosion gets full damage. Every object inside the explosion radius gets half damage.
(cherry picked from commit 22298a6d1389b5344ebe7aea56f3c371b5ad845f)
Conflicts:
planet/System.ocg/Explode.c
Added damage override parameter to the explosion functions. Updated the documentation as well.
(cherry picked from commit 59f802c2d3f269d54c12489ac9659ee3ca57a857)
Conflicts:
planet/System.ocg/Explode.c
This should simplify insertion of new textures at arbitrary drawing orders without reassigning palette indices (the latter would invalidate all old maps).
Sound() called when the instance is already running used to fail. Now, it always succeeds (also for script sync safety) but updates the sound level and pitch parameters. SoundAt has not been modified since it allows creation of multiple concurrent sound instance of the same effect without object context.
CastObjects returns an array now, so that further function calls can be issued on the created objects.
(cherry picked from commit 184943fe6f720ba26402764bb3b182d550370e74)
The color of object lights can now be changed. This includes the following changes:
- added light test scenario, based on DarkCastle, with some lights,
- new functions SetLightColor() and GetLightColor() with C4Script documentation,
- third drawing pass for rendering the light color, the drawing passes are now referenced by enum,
- the blending of light from multiple colored light sources works correctly with alpha blending,
- light color value affects the intensity of the light,
- alpha blending of the light depends on color value and lightness. This means that brighter (= more value) and lighter (= more whiteish) light will be preferred in blending over other lights,
- the object light color is rendered to the lower half of the fow light texture now,
- the shader accesses the brightness/direction information and color information correctly,
The patch was created from the following commits:
dab898a SetLightColor()
f57286e Color texture experiment
d0702f5 Dynamic color
fa14cdf Light test scenario
f99203d Alternate lights
474bade Bugfixes
3113698 Brightness handled better
516fb21 GetLightColor
1d91ec9 Improvements
3cfbf6c Documentation
95ec185 Improvements: Light Shader
a63bffc Scope of alpha
20c7ca0 Improvement: C4FoWLight
17d9123 Undo code style
d79411b Cleaner code
(cherry picked from commit 36dec610e36860b88417e91ce727250673bc2ec2)
Conflicts:
src/landscape/fow/C4FoWRegion.cpp, merged