Commit Graph

242 Commits (c00a8cf3c3a33a88c5a8aba152d06d9f483921a5)

Author SHA1 Message Date
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 38dad0dd9d Prevent jump action during crew creation to avoid command failure sounds in intro sequences with contained clonks. 2016-01-17 23:01:57 -05:00
Sven Eberhardt af5d9903bd Fix Pyrit falling out of plane in some mission sequences. 2016-01-17 22:01:03 -05:00
Sven Eberhardt 729712fa2f Allow use of bucket, pickaxe, bow, club, grenade launcher, javelin and musket during scale/hangle.
Temporarily disables scale/hangle during usage of these items.
2016-01-17 14:31:51 -05:00
Sven Eberhardt c8a76ce450 Use less annoying swim sounds when swimming on the surface.
The "splash" sounded more like the clonk was jumping into the water.
2016-01-14 22:32:54 -05:00
Sven Eberhardt 27f5cdc461 Fix black waves when swim timer is executed in same frame as clonk leaves the water. 2016-01-14 21:51:30 -05:00
David Dormagen 4493bfc3ab interaction menu: disallow interaction with outside world when contained (#1541)
The interaction with IsContainer objects is still flawed in a way: when a lorry is inside a (IsContainer-)hut, you can take the lorry into your hands. Since we don't have that possibility in the normal game, I leave it unchanged for now.

However, it is now possible to add a Chest (or a cupboard!) into a WoodenCabin and then store stuff inside of it.
2016-01-14 13:03:18 +01:00
Sven Eberhardt 77180efbdd Move dead clonks from interaction tabs to simple boxes in surrounding #1581 2016-01-11 18:19:01 -05:00
Sven Eberhardt e2acb8b9bb Add missing sounds for Grab/UnGrab #1585 2016-01-10 21:17:06 -05:00
Sven Eberhardt bdc0274e3d CommandFailure: Route missing sound effect to failure function playing clonk skin sound. 2016-01-10 21:16:34 -05:00
David Dormagen 075fcca74f clonk: added "Diving Loop" sound (by ala)
It's a bit quiet, but I guess that's not really a problem. It's also out of sync with the arm movement, but it's all I got (and it's so quiet you don't notice it anyway!).
2016-01-04 20:52:11 +01:00
Günther Brammer 9911a894df Fix FxRollingTimer parameter type for effect from int to effect 2016-01-03 00:22:36 +01:00
Clonkonaut e31b866e7f Fix animation error when scaling at unfavourably shaped walls (#1317).
The error rarely happened when the clonk was attached to a wall solely with its head vertex. CheckScaleTop (Animations.ocd/Script.c) only checked the shoulders and hip vertices.
I also made sure that this.dist (FxIntScaleTimer, line 616) cannot exceed the animation length of "ScaleTop" although that shouldn't have posed a problem.
2016-01-02 03:58:45 +01:00
Günther Brammer 00a4c6c428 Replace BorderBound DefCore value with BorderBound object property 2016-01-01 22:18:41 +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
David Dormagen 7f4f5fee58 added new vocals for three skins (by ala)
They are played e.g. when being hit by stuff, catching fire, killing teammates, idling, trying to put a shovel into the pump, and much more!
2015-12-16 23:01:29 +01:00
David Dormagen dcfb986e34 moved sounds into subfolders
This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Sven Eberhardt 40f46403ba Move sound author attribution from Objects.ocd into main Sound.ocg (where the sounds now reside). 2015-12-13 01:09:48 -05:00
Sven Eberhardt 7f6c13084a Register definition-local sounds into definition namespace (id::Soundname) #1185.
Also move all object sounds to global Sound.ocg so they are still played.

This is to prevent naming collisions. All sounds are moved because otherwise all scripts would have to be adjusted. Also, the distinction between sounds in definitions and sounds in Sound.ocg was rather arbitrary.

It will also ensure most sounds are reloaded when sound is turned off temporarily, although that should better be fixed properly.
2015-12-07 00:08:24 -05:00
David Dormagen 7a0b170075 interaction menu: made menu-rejection errors a callback
Objects that prevent interaction just in some situations (hostility, dead Clonks, ..) should always be shown in the interaction menu (because otherwise players might suspect bugs) and TELL the player WHY they want no interaction.
For that, they might need to specify own error messages.

Known issues:
* The "OnOpen" callback is done even if interaction is disallowed, however just simply removing the callback might not be sufficient, because we might get a callback disbalance if objects change their attitude while the menu is opened and the menu is closed again.
* Some objects (which should) do not include the Library_Ownable. However, we have no base melees atm and since this might introduce new errors, postpone it to 8.0.
2015-12-06 21:28:03 +01:00
David Dormagen c02cce2c0c interaction menu: allow transfer of items only into IsContainer (#1484) 2015-12-06 16:55:48 +01:00
David Dormagen 0fc114c075 prevent rolling against movement direction
Previously, you would roll on landing when you had a movement key pressed. However, you would roll into your current direction even if you had the opposite movement key held down. This was one of the remaining possibilities of rolling into the void and being frustrated afterwards because the controls sucked.
2015-11-22 11:13:18 +01:00
David Dormagen eb2b18457e roll: only roll while direction key is held down
This means that you start a roll currently with walking left/right and tapping [down]. OR falling a great height and just holding left/right when landing. When you let go of left/right, you will instantly walk again. This reduces the possibility of the players rolling into an abyss.
2015-11-14 14:58:02 +01:00
Armin cb4dbc3609 Foodstuff heals the Clonk over time. 2015-10-29 11:33:31 +01:00
Julius Michaelis f356c9053a Invert the functionality of CNAT_CollideHalfVehicle 2015-10-21 22:15:33 +02:00
David Dormagen 0a9b3ebd70 do not force ComDir when rolling (#1395)
Rolling works via SetXDir anyway, so the ComDir change is not necessary. It would just lead to issues because the ComDir would never be reset and the Clonk would keep on walking until the next key press.
2015-10-21 09:39:10 +02:00
David Dormagen 79b9a793f5 fixed not being able to transfer a carry-heavy object into "surrounding"
More a work-around than a fix. I didn't really dive into WHY the problem happened, but you'd always throw away a different item and not the CH one. Probably because either DropInventoryItem or GetItemPos does something weird, but meh..
2015-10-18 08:07:43 +02:00
Maikel de Vries e2c5158275 rename S2AI to AI
This in preparation for a more general AI (in the far future).
2015-10-14 20:44:38 +02:00
Clonkonaut b083c6454e Adjusted footstep sound to running speed (#1124). 2015-10-13 15:11:11 +02:00
Clonkonaut 1178d8f0ce Prevent dead clonks from sitting upright (#1358).
Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Clonkonaut a8c85ff766 Made elevator more usable when swimming. 2015-10-07 01:10:32 +02:00
Clonkonaut 8c88c141fa Saved without JPG artifacts. Also, sexy mustache for Alchemist. 2015-10-06 00:02:28 +02:00
Sven Eberhardt c0222974dc Fix transfer from surroundings to container using interaction menu. 2015-10-03 22:26:10 -04:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Clonkonaut bfd0bd035d Added magic energy support for 3rd party devs. 2015-09-30 10:20:20 +02:00
David Dormagen 42a5b8e0fe interaction menu: reworked "surrounding" internals (#1396)
The surrounding tab now uses the standard, mainstream contents display. That means that e.g. no ugly hacks are necessary to enable the "transfer all" buttons.
Previously, the surrounding menu was completely separate and always collected into the Clonk. Now you can also just put stuff directly from your surrounding into your lorry (i.e. just take everything around you into the lorry).
2015-09-24 21:27:52 +02:00
David Dormagen eda0f80a46 added description to Clonk to prevent displaying (null) in buy menu 2015-09-11 20:51:03 +02:00
Sven Eberhardt dbe132e808 Fix clonk dig speed locking to animation.
Note this slows down dig speed. But you can optimize by using  animation canceling.
2015-09-08 18:23:34 -04:00
David Dormagen 87a824b49d inventory & interaction: added Find_Layer where appropriate 2015-09-05 11:22:23 +02:00
David Dormagen 438b405d29 collection: utilize Find_Property and unify collection behavior between "surrounding" tab in interaction menu and shift-collect
You can now intentionally collect objects that are stuck. Player-friendliness over everything! Losing an object in a basement had been the number 1 reason for suicides in Clonk.
2015-09-04 16:29:46 +02:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
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
Armin Burgmeier 0cdafc278b Transform all mesh data to Clonk reference frame on load
Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.

As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
David Dormagen a27888a623 the Clonk now performs a roll when pressing [down] (even when walking)
People have complained that the implicit roll (if you don't know how it worked) could lead to death and severe injury. The roll is now explicit. Always and everywhere.
It doesn't have any other effect though; todo: reduce hit area and/or squash vertices of Clonk during roll
2015-08-07 16:12:41 +02:00
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
Maikel de Vries 213de4b40b fix updating clonk's vertices after swimming (#1354) 2015-07-14 19:14:27 +02:00
Maikel de Vries 589d72f72b fix picking up non-collectible objects from surroundings 2015-06-09 23:15:29 +02:00
Maikel de Vries 180e0088db make clonk controls more snappy with higher Decel value
This will also fix bug (#1312).
2015-06-08 21:21:48 +02:00
Maikel de Vries ec6d7c173e implement transfer all objects to surroundings 2015-06-07 19:04:43 +02:00
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
Maikel de Vries 9c60cf0949 fix vertex changing when swimming (#1176) 2015-03-26 19:52:25 +01:00
David Dormagen 7d1d70f017 removed NoCollectDelay from engine; it's now handled by script
Which allows a lot more fine-grained controls as all the control and UI stuff is now also in script anyway.
2015-03-26 12:23:20 +01:00
David Dormagen ebcc397221 add proper support (inventory & interaction-menu contents) for extra slot library
Also fix bug with GuiScriptWindow where scrollbars would not be hidden in some cases (f.e. no-crop parent and negative-top child).
2015-03-19 16:22:06 +01:00
David Dormagen d740a79ba5 polished the updating behaviour of the interaction menu; added "Your Environment" tab into interaction menu 2015-03-05 18:53:52 +01:00
Maikel de Vries c303b745f5 remove unused pInventory variable in clonk script 2015-03-01 21:22:40 +01:00
Maikel de Vries 346d5cd709 another batch of Graphics.png removals 2015-02-15 22:37:08 +01:00
Sven Eberhardt 4d1d869760 Add editor commands to clonks to enable enemy AI. 2015-01-17 22:36:19 +01:00
Sven Eberhardt f69872c401 AI guard range can be adjusted via drag+drop in editor.
Just select the clonk and move the corner markers.
2015-01-17 21:22:29 +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
Armin Burgmeier be92651219 Make the clonk a bit brighter
This compenates for the fact that the ambient and emissive part of
mesh materials are not taken into account anymore.
2014-12-28 17:22:32 +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
Maikel de Vries c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +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 e7ac00de4b Added BaseRespawn rule and neutral flagpoles to be used for consistent respawn handling in all missions.
Also changed clonk destruction process to always kill player clonks before removal. This simplifies handling of death e.g. when clonks are contained in an object that falls out of the map.

BaseRespawn adapted from Maikel's base melee repository.
2014-09-22 19:21:28 +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
Sven Eberhardt bb96406262 Fix scenario saving of clonk skin 2014-07-13 14:37:47 +02:00
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 ad1c2760b0 added callback IsPrey() to the Clonk so that future evil predators can only search for IsPrey and will attack both Clonks and cute little animals 2014-06-27 20:25:21 +02:00
Maikel de Vries 160e45cb77 make gravestone non-lethal
and move to the corresponding rule, it does not belong to the clonk somehow.
2014-05-30 22:43:09 +02:00
Maikel de Vries 6ba0164c5b removed unnecessary defcore Value entries
Completely unneeded for structures and many other objects.
2014-05-26 21:38:32 +02:00
Clonkonaut d70f8e1de2 Removed 4 lines of useless code. 2014-05-02 00:53:56 +02:00
Clonkonaut c35c352c46 Fixed clonk freezing in mid-run when building loam bridges (#943). 2014-05-02 00:52:20 +02:00
Sven Eberhardt 07ee3ee4e1 Objects levitated by TeleGlove do not hit Clonks while they're being held and 5 frames after release.
Previously, the TeleGlove was just stupidly strong for fighting. You can still fling the object and have it hit the enemy after release, but you cannot just follow the enemy to cause permanent tumbling.
2014-04-20 19:04:17 +02:00
Sven Eberhardt 445d759a72 Change == and != to do pointer comparison on arrays and proplists (formerly === and !==). Remove === and !=== and introduce function DeepEqual for contents comparison.
There have been some bugs and crashes related to unwanted deep comparison (e.g. in the maze scenario). Scripters very rarely need deep comparison, so it should not be the default for the most commonly used operator.

This also changes behaviour of GetIndexOf to do pointer comparison.

This change has Guenther's seal of approval.
2014-04-19 22:33:31 +02:00
Günther Brammer f8226e3675 Use === to check whether proplists were already replaced 2014-04-19 19:02:22 +02:00
David Dormagen 06ac00ace8 Merge branch 'master' into Controls
Conflicts:
	CMakeLists.txt
	Makefile.am
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Club.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	src/control/C4Control.cpp
	src/control/C4Control.h
	src/gamescript/C4GameScript.cpp
2014-02-15 14:44:57 +01:00
Sven Eberhardt 2f0ea1ec09 Always save direction of Clonks when saving scenarios.
Direction is randomized at creation and there's no good way to find out if the user wanted that specific direction. So just always save it, because that's what scenario designer usually wants.
2013-12-29 17:54:36 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
Tobias Zwick e9853dc493 don't display the death message on graves if the message is empty (#896) 2013-11-30 14:42:52 +07:00
David Dormagen 9f8190064c removed usage of non-existant "Splash" particle 2013-11-26 21:25:00 +01:00
David Dormagen c3c48b1456 adapted Wave particle and usages to new particle system 2013-11-26 21:25:00 +01:00
David Dormagen a4d27cd9a9 replaced Dust and Dust2 usages with new particle system 2013-11-26 21:24:56 +01:00
Maikel de Vries 7afc7f7266 Fixed throwing during wall jump (#986) 2013-11-03 15:32:30 +01:00
Maikel de Vries 9e8dd57dbb Disabled scaling and hangling under water, fixed vertices for swimming clonk
Please note that the dive animation is putting the clonk to low compared to its center this should be fixed by one of the OC modelers.
2013-10-06 14:55:48 +02:00
Sven Eberhardt 27f8647a55 Clonk can consume bubbles while swimming to regain breath. 2013-06-10 19:53:56 +02:00
Martin Plicht 71a5b48b63 Make Clonk loadable again 2013-05-26 18:29:26 +02:00
Martin Plicht 8a8aff0388 Make Clonk loadable again 2013-05-26 18:27:56 +02:00
David Dormagen 7eaef70af1 Merge branch 'master' into Controls
Conflicts:
	planet/System.ocg/PlayerControls.txt
2013-05-26 18:19:51 +02:00
Tobias Zwick 8f752d1d9e clean up files, make non-transparent textures high-quality JPEGs 2013-05-26 16:48:12 +02:00
David Dormagen 20bfab48b6 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Items.ocd/Tools.ocd/GrappleBow.ocd/Script.c
2013-05-23 17:53:41 +02:00
Clonkonaut d3fc01abd5 Clonks hold breath for 20 seconds 2013-05-23 17:25:13 +02:00
Sven Eberhardt 3937fcd3b1 Sorted all playable scenarios from experimental folder into settlement/parkour/arena folders 2013-05-16 19:33:10 +02:00
Sven Eberhardt b02676a6e7 Auto-collect fragile objects (i.e.: Firestones) when digging.
See http://www.clonkspot.org/comic/1
2013-02-20 21:12:50 +01:00
Armin Burgmeier 43a2836279 Implement texture unit blending in material scripts with a shader
This might make the rendering a bit quicker, since the whole texture
environment setup that we do every frame is no longer required --
instead only the shader is bound and a few variables uploaded. However,
this was not the main motivation behind this change.

It also simplifies the code a bit. The texture environment setup is
replaced by GLSL code generation. Another small benefit is that for
texture units in material scripts that do not use an actual texture
image no hardware TIU is being used. This reduces the number of hardware
TIUs required for rendering the Clonk from 3 to 2.

The main benefit of this change, however, is that material specific
and clonk specific color variations can be applied correctly. This mainly
concerns ClrModulation and MOD2 drawing. Before, the ClrModulation was
mixed with the material color, which could lead to incorrect results
depending on what the texture units were doing. Now it is being applied
by the shader after all texture units in the material scripts have been
processed.

Another motivation of this change is to implement support for custom
shaders, which is already foreseen by OGRE material scripts. The
specification has only to be implemented. With this change in place,
both custom shaders and "fixed" processing can share the same code in
the engine, since both end up using a shader for the mesh rendering.

The shader currently works only for directional lights, but should be
easy to extend to also support point lights.
2013-02-03 16:26:01 +01:00
David Dormagen d7eb93be1b split ClonkControl.ocd into five libraries
Library_Inventory: handles slots and an arbitrary amount of hands, generic and not only Clonk-related
Library_InventoryControl: interactions between the user and the inventory
Library_CarryHeavyControl: interaction with carry-heavy-objects
Library_ClonkGamepadControl: gamepad-related stuff
Library_ClonkControl: general Clonk control library
2012-12-25 12:19:23 +01:00
Nicolas Hake db9ee644eb Fix walking animation with xdir=0 (#887)
When trying to get the sign of the horizontal velocity, a calculation
erroneously assumed that it could never be 0. When it did, a #DE was
raised. This changeset replaces the calculation with the Sign() function
from Math.c, which handles a zero argument correctly.
2012-12-17 02:11:03 +01:00
Charles Spurrill 277211cb3a Fixed rotation offset of secondary tool when using shield in primary hand 2012-11-11 10:56:37 -08:00
Charles Spurrill 697281ffb5 Tweaked shield animation 2012-11-10 16:45:05 -08:00
Charles Spurrill 96960f429f Clonk.skeleton: Accidentally exported at the wrong animation rate 2012-11-05 00:02:38 -08:00
Charles Spurrill ae3af58f4b Clonk.skeleton: Fixed bow aim animation being incorrectly rotated 180° 2012-11-04 21:06:21 -08:00