Commit Graph

8761 Commits (a8f4bd3960b9c4cea1ed369847a37a09354fd4d2)
 

Author SHA1 Message Date
Günther Brammer d3428003a8 Fix navigation in player menus with more than one column/row 2016-01-30 16:03:22 +01:00
Günther Brammer 23acdc6060 Use the same team id in view update as in team join 2016-01-30 16:02:31 +01:00
Maikel de Vries 4bcdfc451e block construction sites based on Exclusive and not on planes (#1534)
This makes more sense, exclusive object block all other construction sites, irrespective of their planes.
2016-01-30 14:46:14 +01:00
Maikel de Vries fb0932df26 fix additional preview overlay after combining with other structure
This caused an overlay warning in the previewer object when constructing an elevetor and combining it with another elevator and detaching it again.
2016-01-30 12:28:35 +01:00
Maikel de Vries 2d22022a20 correctly place/preview basement for elevator (#1534) 2016-01-30 12:28:35 +01:00
David Dormagen 447be6c91d Clonk control: moved "menu" local to "clonk.control.menu"
"menu" is an error prone name in one of the most frequently used/overloaded objects of the planet. Actually, there was a bug in some other thing which disappeared now. So I guess something, somewhere uses the name "menu", too.
Anyway, this is more consistent (because the other control stuff is in this.control, too) and less error prone. So it's a good change regardless of whether it actually fixes an existing bug.
2016-01-29 22:48:59 +01:00
David Dormagen a9ac0c85ab inventory bar: moved slot number to the top (#1639)
This separates the slot number visually from the item stack count.
2016-01-29 21:14:07 +01:00
Maikel de Vries ce6cbc1cf6 add more kill tracing tests 2016-01-29 18:56:09 +01:00
Günther Brammer a1a6e36cde GL: Deduplicate the check for glObjectLabel 2016-01-29 18:37:32 +01:00
Nicolas Hake 506d116c42 WGL: Wrap the temporary context for OpenGL extension detection in a class
Unlike GLX, the OpenGL function pointers are context-dependant. Because we
need an extension function to create the context we're going to use, we
first need to create a temporary context. Since this is independent of the
library used to fetch the function pointers, decouple it from glewInit().
2016-01-29 18:37:32 +01:00
Günther Brammer 5e5d8dd49a GLX: Avoid exiting if glXCreateContextAttribsARB fails
It's not clear that the glXCreateNewContext fallback does anyone any good
because it can't create the Core Profile Context we need, but better a
fallback message followed by Shader compilation errors than an obscure
X11 protocoll error. Probably.
2016-01-29 17:12:44 +01:00
Günther Brammer fd534c430e GL: Move notification about debug context to common code 2016-01-29 16:55:36 +01:00
Günther Brammer 83cf09db1a GL: Replace CStdGLCtx::Reinitialize with parameter to Clear() 2016-01-29 16:52:36 +01:00
Maikel de Vries 707e0ec041 fix kill tracing for exploding compensator 2016-01-29 13:25:46 +01:00
Maikel de Vries 5927e55973 fix script error in power library when a foundry (not really a consumer) is removed 2016-01-29 11:40:08 +01:00
Maikel de Vries 4e73a84d18 make aerobatics intro failsafe
Also start the airship later to allow for a well timed dynamite jump to land on the airship and gain some advantage.
2016-01-29 09:56:17 +01:00
Sven Eberhardt 1b6d3ca770 Raid: Map tweaks to account for ShapeMap changes 2016-01-28 23:52:02 -05:00
Sven Eberhardt 1bb78ecd4f Remove some unnecessery animation weights.
These overwrite the animations in their slots while there are no other references to existing animations in the slot.
2016-01-28 23:47:53 -05:00
Sven Eberhardt 920ae9673f Fix animation leaks in bat, chest, grapple bow and tele glove #1647 2016-01-28 23:46:22 -05:00
Sven Eberhardt 1f81b87c33 PlayAnimation: Delete previous animations in same slot if no weight is given.
This will simplify fixing several animation leaks.
2016-01-28 22:02:27 -05:00
Sven Eberhardt 80b8879805 Fix SolidMask DensityProvider to return C4M_Vehicle, not C4M_Solid.
Fixes attached movement of objects with increased contact density.
2016-01-28 22:00:41 -05:00
Maikel de Vries 5a79eef10a remove airship hitbox in favor of projectile target implementation 2016-01-28 21:53:49 +01:00
Nicolas Hake f12afbc43c Fix some frankly ridiculous indentation
I know you like to think of yourself as something of an artiste, but
this isn't likely to get into MoMA's permanent collection.
2016-01-28 17:26:09 +01:00
Sven Eberhardt 380b6df2ac Make GetModifiedDigSpeed runtime-overloadable 2016-01-28 00:37:25 -05:00
Mark 41f00c6c17 Dig speed refactoring
Extracted the dig speed modification part to a separate function, so that other scenarios can easily overload this. Setting the value to 75% of the input speed provided a good handling in my tests. This is not included in this commit, feel free to experiment with it first.
2016-01-28 06:28:04 +01:00
Clonkonaut 29bfdf73ea Elevator construction preview shows placement of the case (#1534).
Structures can use the definition call ConstructionPreview(Previewer Object, Overlay, Direction) to add any overlay to the previewer. It will be coloured accordingly.
2016-01-28 00:31:22 +01:00
Lukas Werling 68f727e030 Fix Windmill sounds being stereo (by ala) 2016-01-27 20:31:34 +01:00
Maikel de Vries 9220c285c6 gui clock: add optional in screen countdown
And use it in Aerobatics.
2016-01-27 20:19:19 +01:00
Lukas Werling f8e16686d8 Tweak sound making on Windmill
- Don't make sounds while the wheel is stopped.

 - Make less sounds while the wheel is turning fast.

 - Make less sounds overall.
2016-01-27 16:40:17 +01:00
Mark 931705d339 Change cloud color
Clouds can change their basic color with SetCloudRGB(r, g, b) now, for more ambient effects. This does not mess with the cloud shading, because the color is scaled appropriately.
2016-01-27 05:47:57 +01:00
Sven Eberhardt 88810fbb83 Butterfly: Fix animation leak #1647 2016-01-26 23:14:17 -05:00
Maikel de Vries ef1d7227f6 release rider from balloon earlier when deflating
This allows for a smoother transition into walking and scaling and leads to less annoying and unexpected deaths.
2016-01-26 23:02:32 +01:00
Maikel de Vries 2cc59cb336 change catapult aiming: power is such that trajectory goed through the cursor (if possible) 2016-01-26 22:38:25 +01:00
Maikel de Vries 7e1fe57440 catapult: remove trajectory preview when use is cancelled 2016-01-25 23:22:14 +01:00
Maikel de Vries 0e32757aa9 parkour: allow resetting pb with /resetpb 2016-01-25 22:44:05 +01:00
Maikel de Vries 08dfaeed9e parkour: clear checkpoint for team members by default 2016-01-25 22:44:05 +01:00
David Dormagen 2dc291f8f6 contents menu: fixed possible "use after deletion" error 2016-01-25 20:21:28 +01:00
David Dormagen 9e563e6d8c cannon: fix possible nil pointer access
In boomshire, the cannons are automatically filled with boompacks (and then fired). That means that there is no Clonk to be passed.
2016-01-25 20:13:51 +01:00
Sven Eberhardt 36489145b6 Fix automatic engine detection of melee-like scenarios to allow team selection. 2016-01-24 22:13:21 -05:00
Sven Eberhardt be12ca92c6 FightForGidl: Fix description. 2016-01-24 21:58:14 -05:00
Günther Brammer 79043c8424 Reset the size of a C4Set in Clear()
This bug manifested itself in mysteriously growing PropLists with nil keys.

Some usages of Clear were simply to clean the newly-allocated table, and
need to continue to do so.
2016-01-25 00:54:58 +01:00
Günther Brammer 08f1037866 Add some more C4Script tests 2016-01-25 00:43:24 +01:00
Sven Eberhardt 4257b84f84 Fix HUD script errors when cursor does not include inventory control 2016-01-24 18:16:46 -05:00
Günther Brammer 88185a60f9 Script: Sort the result of GetProperties lexically
Also, deal with non-string values in the C4ValueArray properly.
2016-01-25 00:00:59 +01:00
Günther Brammer 5708ba2e72 Remove superfluous wrapper function C4AulStartTrace 2016-01-25 00:00:58 +01:00
Günther Brammer 9dadfba5af Move GlobalNamed.SetNameList call after Link() into Link()
It isn't clear whether that call is necessary since the C4AulScriptEngine
constructor already does this, but it is clear that duplicating the call
all over is a bad idea.
2016-01-25 00:00:58 +01:00
Günther Brammer 5be63d1e96 Use macros to reduce duplication in script engine definitions
While at it, make AddFunc take a C4PropList* instead of a C4AulScript*.
2016-01-25 00:00:58 +01:00
Günther Brammer 5287121d86 Use void instead of C4Void for engine functions that always return nil
This allows the removal of quite a few return C4Void();.

Also stop pretending that Nillable<void> is the same class as Nillable<T>.
Its only function was as an implementation detail for C4Void, which doesn't
need any implementation details anymore.
2016-01-25 00:00:58 +01:00
Günther Brammer f78d7712a5 Replace C4AulDefFuncHelper with template functions
This avoids duplication of code in C4AulObjectFunc and C4AulEngineFunc
at the cost of boilerplate code working around the lack of partial
function template spezializations.

Instead of ThisImpl and ExecImpl, we could have multiple C4AulEngineFunc
spezializations deriving from a common template, but that would require
even longer and duplicated boilerplate.
2016-01-25 00:00:58 +01:00
Günther Brammer 22113fd6fc Convert C4AulDefFunc* templates to variadic templates 2016-01-25 00:00:58 +01:00