Mark
80fda5ae0d
Fixed bug in barrel stacking and added a unit test for this use case
2016-02-09 06:43:38 +01:00
Mark
c135c2da37
Use property instead of function for barrel intake
2016-02-09 06:27:42 +01:00
Maikel de Vries
159dbf071f
make ContactCalls a property instead of DefCore entry
...
This allows for useful runtime changes, like disabling contact calls when an animal dies.
2016-02-08 21:25:43 +01:00
Mark
b0153fbc51
Cleanup
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Removed reference to ST-DDT in the tank library, since his code was completely removed. Moved functions in steam engine. Fixed typo in DefCore.txt
2016-02-08 20:54:26 +01:00
Mark
cc113a560b
Unit test for line connections
2016-02-08 17:45:32 +01:00
Sven Eberhardt
8273dcdf45
Fix cargo attachment vertex in balloon
2016-02-07 14:49:05 -05:00
Sven Eberhardt
3d3e848aeb
Target balloon: Allow deployment of any items.
2016-02-07 14:27:51 -05:00
Mark
b6476330d4
Barrels function as fuel now.
...
The steam engine does not remove the barrels, it just empties them. Made power system unit test 19 end if both pumps are pumping, this seems to be the intention of the unit test. Added power system unit test 20: Steam engine fueled by oil barrels.
2016-02-07 17:13:03 +01:00
Mark
46fceea0e0
Barrels accept oil
2016-02-07 16:03:51 +01:00
Maikel de Vries
a44b759472
snap digging angle to straight lines with 5 degree margin
2016-02-07 10:24:36 +01:00
Maikel de Vries
978b236596
clean up shovel script
2016-02-07 10:24:36 +01:00
Sven Eberhardt
1e5b04e2d1
WallKit preview: Add function to update independent of position.
2016-02-06 23:53:45 -05:00
Mark
ecff731d96
Changed pipe interface
...
- connect / disconnect callbacks do not include the line anymore
- the drain and source pipes are set to the pipe now, instead of the line
2016-02-06 23:12:26 +01:00
Sven Eberhardt
623f838799
Add sounds: Hits::BucketHit*, Structures::DoorOpen*, Structures::DoorClose* by ala
2016-02-06 14:37:18 -05:00
Mark
58650c5b6e
Bugfix: Errors in UnitTest upon destruction of the pipe
2016-02-06 09:06:50 +01:00
Mark
aa61a14d3d
Bugfix: Message displayed above clonk, instead of connected structure
2016-02-06 08:28:02 +01:00
Mark
ec6f26ddd0
Refactoring: Completely remodeled pipe interface
...
Pipes can connect to nearly anything now. The connecting object is responsible for rejecting the connection.
2016-02-05 23:17:31 +01:00
David Dormagen
a13a9036a5
shovel: changed GetModifiedDigSpeed to GetDigSpeed
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Half of the callback's work was done outside (fetching the target speed) for no good reason. It's now all done in the callback, making it less weird.
2016-02-05 21:06:30 +01:00
Mark
1603f23514
Analysis: Pipe object
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The pipe object is very convoluted at the moment. Worked out some requirements for the object and will implement many things in a clean way.
2016-02-05 06:58:00 +01:00
Mark
f5681434dc
Refactoring: Pump interface names
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The pump uses the same function names as the liquid tank now. This is a preparation for the consolidation of the two.
2016-02-05 06:22:26 +01:00
Mark
788324c077
Connection in Liquid Tank
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The liquid tank can connect and deconnect lines properly now
2016-02-04 22:18:40 +01:00
Mark
affb034b86
Refactoring: Pump, pipe, better menu handling
...
The pipe can be connected from the interaction menu now, too. Expanded the disconnection logic, because more problems arise when the pipe can still be connected to other structures - it would be sufficient to remove the line, but that could be annoying:
- if the pipe is connected to a container, then you can disconnect the pipe from that liquid tank and it will still be connected to the pump
- if you disconnect the pipe from the pump, then it will disconnect from the liquid tank as well
Maybe this is confusing to the user, we can still kick that out later again.
2016-02-04 21:37:33 +01:00
Mark
016922fa2c
Refactoring: Pimp, Pipe, SteamEngine
...
Now it is possible to connect lines from a pump to the steam engine. This is achieved by the steam engine being a liquid tank. It did not seem good to allow connection from pumps to all liquid containers (i.e. barrels). A liquid tank is also a liquid container, they share the same interface, but it is also a structure.
It is not yet possible to fill the steam engine with any liquid though, because it is not defined what kind of liquid it accepts. This will be oil in the future. Furthermore, the behaviour when the pump adds incompatible liquid is not defined yet.
2016-02-04 18:25:19 +01:00
David Dormagen
76ac759533
shovel: fix the Destruction functionality
...
Previously, it was checked incorrectly whether the action was "Dig". Then the check was thrown out completely in https://git.openclonk.org/openclonk.git/commit/39e86474fccbd54eb357175d2b8fbec5c60639ab - which did remove the warning but not solve the defect.
This should be a proper fix. The shovel only does stuff when the user is digging AND actually using this very shovel for it.
2016-02-01 20:15:01 +01:00
Mark
8c883937d4
Refactoring: Renamed Set/GetLiquidName to Set/GetLiquidType
2016-02-01 06:39:21 +01:00
Mark
dbf1f0326f
Refactoring: Barrel fill with liquid
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The function had some crazy checks and delegation, now everything is in one function
2016-02-01 06:28:17 +01:00
Mark
9ee44b39ed
Refactoring: Removed old barrel functions
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Replaced old barrel functions with the liquid container library calls
2016-02-01 06:28:09 +01:00
Mark
64f7b4152e
Library: Liquid Container
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Added unit test.
2016-02-01 06:27:35 +01:00
Mark
f810f210be
Library: Liquid Container
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Added a new library for liquid containers that is based on the original barrel script.
Library_LiquidContainer
- Extracted the interface from the barrel. The function names and argument types are not final yet.
- Fixed an inconsistency in the script: There were two ways of determining whether a barrel is suited
for a material. Either by name, or material index.
- renamed argument names to "liquid_name" for liquids, "amount" for quantities, so that the code is more easily understandable
- replaced comparison 'fill level > 0' with 'is not empty?'
- moved storage variables to a local proplist, so that names do not clash
- Ordered the methods by application and documented each section
Barrel:
- The original barrel functions delegate to Library_LiquidContainer-functions now, so that the original functionality is not disturbed. Obsolete functions are marked with "TODO: deprecated".
- Moved barrel value change to the update function
- Moved hit sound effect to separate function
- Replaced uses of the magic number '3' with a runtime-overloadable call to GetBarrelIntakeY()
- Replaced comparison 'fill level > 0' with 'is not empty?'
MetalBarrel:
- Adjusted the hit function. The difference between this and the normal barrel is the hit sound and material position. These should be constants or functions, instead of magic numbers
- Moved hit sound effect to separate function
- Removed the Hit()-function, because the hit sound is played in a separate function now
- With this change the y-offset of the barrel checking for other liquids on a hit is now 3 instead of 7. This should be ok, because the barrels have the same dimensions, it seemed strange that they would have different offsets
2016-02-01 06:23:44 +01:00
Maikel de Vries
a390f8f248
fuse and activate iron bomb on cannon shot, fuse dynamite as well
2016-02-01 00:10:23 +01:00
Maikel de Vries
39e86474fc
fix wrong use of GetAction in shovel
2016-01-31 22:40:40 +01:00
Maikel de Vries
273c574dc0
shovel: symmetrize dig angle limits
2016-01-31 09:59:41 +01:00
Sven Eberhardt
1bb78ecd4f
Remove some unnecessery animation weights.
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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
380b6df2ac
Make GetModifiedDigSpeed runtime-overloadable
2016-01-28 00:37:25 -05:00
Mark
41f00c6c17
Dig speed refactoring
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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
Maikel de Vries
ef1d7227f6
release rider from balloon earlier when deflating
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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
488201181b
improve collision detection of deployed balloon with the landscape
2016-01-24 20:36:17 +01:00
Maikel de Vries
d1d019ab09
improve the hitbox of the balloon for projectile targets
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This prevents the one hanging on the balloon from shooting himself down with e.g. a bow.
2016-01-24 20:36:17 +01:00
Maikel de Vries
84218d1cbc
merge UsageHelp into Description
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This is better for the new interaction menu, since only the description is shown for items, but it can be longer now.
2016-01-23 16:28:02 +01:00
Maikel de Vries
686b37660d
fix script errors for wrong parameter types in tele glove
2016-01-22 00:14:59 +01:00
Sven Eberhardt
2ce3daf84a
Add missing sound for snapping line #1644
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Sound original from CosmicEmbers (http://freesound.org/people/CosmicEmbers/sounds/161650/ ); cropped and pitch adjusted.
2016-01-20 21:24:05 -05:00
Sven Eberhardt
729712fa2f
Allow use of bucket, pickaxe, bow, club, grenade launcher, javelin and musket during scale/hangle.
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Temporarily disables scale/hangle during usage of these items.
2016-01-17 14:31:51 -05:00
David Dormagen
368eb698ec
pickaxe: removed debug message
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introduced in https://git.openclonk.org/openclonk.git/commitdiff/796aa7d7c62c5348417d584c9637da61297736d4
2016-01-17 08:11:17 +01:00
Sven Eberhardt
0b6e2015cf
Fix shovel shoveling in the wrong direction sometimes #1626
2016-01-16 22:02:32 -05:00
Sven Eberhardt
796aa7d7c6
Fix pickaxe picking in the wrong direction sometimes #1626
2016-01-16 22:02:08 -05:00
Maikel de Vries
4357004dbf
prevent picking up heavy objects when on grapple rope and draw in rope when picking up heavy object ( #1521 )
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Maybe there are other places where the controls libraries should make callbacks to control effects. But that is for the future.
2016-01-13 23:13:44 +01:00
Sven Eberhardt
a34912d9c2
Individual stacking and name/desc of source and drain pipes.
2016-01-10 21:34:41 -05:00
Sven Eberhardt
3dad1c6d81
Turn MaxContentsCount and HandObjects into properties instead of callbacks (Possibly fixes #1553 )
2016-01-10 10:41:34 -05:00
Sven Eberhardt
d56670c7ce
Fix pickaxe killing scaling ability permanently if it is used before any local ActMap modifications #1563
2016-01-10 08:46:20 -05:00
Sven Eberhardt
dcefa516f6
GrappleBow: Pull back in if hook did not stick successfully #1546
2016-01-09 16:33:13 -04:00
Maikel de Vries
96344dfc00
disable climbing when swinging pickaxe
2016-01-08 22:43:46 +01:00
Maikel de Vries
ee9c44ac75
boompacks are not projectile targets of boompacks
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This would be very annoying if you fuse multiple of them at the same time
2016-01-04 21:17:25 +01:00
Maikel de Vries
f1c9b042ff
killtracing: boompack gets correct controller when hit or incinerated
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also add a hitcheck when launched by a projectile hit
2016-01-04 20:43:56 +01:00
Maikel de Vries
7aaa5a6e32
killtracing: pass controller of igniter when fusing dynamite
2016-01-03 20:18:06 +01:00
Maikel de Vries
22d5036e9e
killtracing: set killer of balloon rider if balloon is shot
2016-01-03 20:18:06 +01:00
Maikel de Vries
3392921bfe
killtracing: windbag set controller for moved objects
2016-01-03 14:31:20 +01:00
Maikel de Vries
64af909a49
killtracing: set controller of keg when incinerated
2016-01-03 12:30:47 +01:00
David Dormagen
af576e7468
shovel: improved dust particles slightly
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A bit more but smaller particles. Now you can't make out a single sprite easily anymore.
The particles also do not spawn in solid material now.
2016-01-02 17:27:49 +01:00
Günther Brammer
00a4c6c428
Replace BorderBound DefCore value with BorderBound object property
2016-01-01 22:18:41 +01:00
Clonkonaut
1416887a22
Fix possible null pointer when shooting the balloon.
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I suspect that when the clonk gets send tumbling, OnUnmount might get called and nil rider.
2015-12-30 03:21:35 +01:00
David Dormagen
9d947c7fb2
make IsProjectileTarget default to true for living beings
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..which eliminates the || GetOCF() & OCF_Alive everywhere. It also allows living things to explicitely disable being projectile targets.
This is a lot cleaner imo.
2015-12-28 11:20:11 +01:00
Maikel de Vries
509bdac5bc
remove unused Rebuy property from objects
2015-12-28 10:21:49 +01:00
Maikel de Vries
8e8a66df76
category for non-structures to C4D_None
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These objects are not intended to be constructed as structures (the hammer menu) and should therefore not be structures.
2015-12-28 00:31:15 +01:00
Maikel de Vries
2a4b92fbab
igniter not producible in chemical lab
2015-12-27 23:24:27 +01:00
Maikel de Vries
d4a6c50d4d
rope bridge can now be placed by a clonk
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There are still some things to fix/implement: breaking of bridge ropes when the posts move to far apart, animations for placement and retraction.
2015-12-27 00:18:17 +01:00
David Dormagen
124337a5b5
boompack: fix PictureTransformation
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..too not leak out of bounding box.
2015-12-26 18:21:51 +01:00
Maikel de Vries
42cf57afb6
improve drawing speed of ropebridge (and further clean up)
2015-12-26 15:57:30 +01:00
David Dormagen
802c85c8f8
grenade launcher, crate: fix PictureTransformation
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For the first, loading and shooting would reset it..
2015-12-25 20:19:48 +01:00
Maikel de Vries
5ffc97f2f0
rope bridge clean up and cleaner way to create a bridge
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Now use Ropebridge->Create(x1, y1, x2, y2) to make a bridge, this allows for some more clean up in a commit to follow.
2015-12-25 19:27:00 +01:00
David Dormagen
9f2c60c94e
adjusted some more PictureTransformation properties
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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
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
32bc68fdab
fix letting go of wall when pulling in grappler rope (1219)
2015-12-21 22:21:32 +01:00
David Dormagen
df5a9ebb26
axe: increase damage (against livings)
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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
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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
11927659a0
added new sound when pickaxe hits hard material (by K-Pone, originally "SwordHit1")
2015-12-19 10:17:55 +01:00
Clonkonaut
65b5c4bef6
Fixed axe striking length using the correct const (now Axe_Standard_StrikingLength, was Sword_Standard_StrikingLength).
2015-12-17 19:43:14 +01:00
Maikel de Vries
dea3b7f1c3
fix invertion of clonk on top ladder elements ( #775 )
2015-12-17 19:40:15 +01:00
Maikel de Vries
7e193e1345
make teleglove reach overloadable
2015-12-17 15:55:21 +01:00
David Dormagen
87a03b75e2
added swing (and hit) sounds for sickle and club
2015-12-17 10:58:54 +01:00
Clonkonaut
0e19014740
Renamed the please-don't-windbag-me callback from NoWindbagForce to RejectWindbagForce.
2015-12-16 23:13:08 +01:00
Maikel de Vries
b98ab3e699
lantern and torch have call back to indicate them as light sources
2015-12-16 21:06:33 +01:00
David Dormagen
dcfb986e34
moved sounds into subfolders
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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
Clonkonaut
309aa5416b
Melee weapons: reset clonk's running speed if thrown ( #1487 ).
2015-12-12 20:37:42 +01:00
Maikel de Vries
6065571742
fix rope particles on ladder and clean up rope related scripts
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The ladder only had one of the ropes drawn and the clean up resulted in some small speed up for the rope related objects. See also (#1143 ).
2015-12-11 23:32:33 +01:00
Maikel de Vries
8d8ecb688c
add function to dynamite box to set stick count
2015-12-10 00:11:47 +01:00
Maikel de Vries
64a4d12683
clean up and small speed gain for rope library
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Also clean up for related objects, this is still work in progress to fix some bugs and get more speed up.
2015-12-08 16:43:52 +01:00
Maikel de Vries
69de4e72fd
grab ladder while in wall jump
2015-12-08 16:26:20 +01:00
Sven Eberhardt
7f6c13084a
Register definition-local sounds into definition namespace (id::Soundname) #1185 .
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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
4f4120b22b
pickaxe: made blue sparks when hitting hard material stronger
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To satisfy Matthi.
2015-12-05 00:23:54 +01:00
David Dormagen
aec1988722
removed category "vehicle" of several helper objects
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Otherwise you can spawn them in the "Playground" scenario.
2015-11-29 18:28:40 +01:00
David Dormagen
4f78bf80c6
boompack: hit objects mid-air after rider jumped off ( #1449 )
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This increases the military power and doesn't look as weird: after jumping off, the boompack will explode on IsProjectileTarget or OCF_Alive (like a normal arrow).
OnProjectileHit is called so that e.g. balloons still pop even if the explosion might not damage them.
2015-11-27 20:21:34 +01:00
David Dormagen
7d6c57c1d2
dynamite box: replace numeric stick count with custom overlay
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The box actually does have different images for different stick counts. It's just not very visible there. And the old numbers were obstructed by the stack count anyway.
2015-11-22 11:04:54 +01:00
Maikel de Vries
d63015065c
fix script runtime errors in pipe
2015-11-21 19:32:15 +01:00
David Dormagen
d8ec703f82
dynamite: update description to hint at special use
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I just saw a let's play where the player had no clue that the real benefit of the dynamite was accurate mining by sticking it into the ground.
This should make it easier for new players to figure out this specialty. Also, we need to get rid of the notion that "Description" means "Funny Flavour Text". We also need to get rid of having TWO descriptions (aka "UsageHelp").
2015-11-19 18:24:58 +01:00
David Dormagen
0f42015a24
pickaxe: prevent dug-out objects from hitting the Clonk for 30 frames
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This should make pickaxing less frustrating as you are not interrupted EVERY TIME you dig out something.
2015-11-07 11:19:57 +01:00
David Dormagen
4b3db94e0b
sickle: search with AtRect instead of InRect to not miss wide plants
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Even when standing directly over a plant, you would sometimes not harvest it because its midpoint would be out of the Clonk's rectangle. Now the Clonk only has to touch plants.
2015-10-30 08:27:44 +01:00
Clonkonaut
b17535de4b
Break rope when being shot ( #1339 ).
2015-10-24 13:12:41 +02:00
David Dormagen
1bd3354086
contents menu: changed stacking logic ( #1424 )
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Objects now stack iff CanBeStackedWith returns true. The displayed symbol is now the first object of the stack (instead of the definition).
Also fixed barrel to not overwrite the custom name just after setting it.
2015-10-17 12:09:35 +02:00
Clonkonaut
f5076cedf3
Do not change picture transformation, not necessary anymore because contents are shown in extra slot ( #1147 ).
2015-10-13 17:32:36 +02:00
Clonkonaut
9580c2f58c
Reset clonk's action to Walk when exiting / destroyed ( #1411 ).
2015-10-12 17:26:09 +02:00
Clonkonaut
1178d8f0ce
Prevent dead clonks from sitting upright ( #1358 ).
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Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
WinExploder
ee52ae970e
Powder keg: Updated texture
2015-10-08 10:23:59 +02:00
Clonkonaut
446db3bf0a
Pitch and blue spark when hitting hard material with pickaxe.
2015-10-08 01:03:28 +02:00
Clonkonaut
acec73dd51
New global const FIRE_LIGHT_COLOR. Added fire light color to various objects.
2015-10-07 23:26:03 +02:00
David Dormagen
1354c0fd91
split ProjectileHit up into three functions
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This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
2015-10-07 07:25:24 +02:00
Clonkonaut
0d969e8c7a
Different graphics for drain and source pipe ( #1230 ).
2015-10-06 01:34:28 +02:00
Armin Burgmeier
b8ed577c0f
Rotate the OGRE coordinate frame by 90 degrees in X
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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
Sven Eberhardt
8073fb3c07
Drop some fused and connected items on death when respawning with inventory.
2015-09-26 17:56:36 -04:00
Sven Eberhardt
14eea60e64
Fix fuse ignition when dynamite igniter or box falls into lava.
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The delayed explosion effect introduced some bugs here.
2015-09-26 17:38:17 -04:00
Sven Eberhardt
ae87aeea22
Add light effect to TeleGlove during use.
2015-09-25 23:59:37 -04:00
Sven Eberhardt
c3579b212a
Store wall mounting of torch in saved scenarios.
2015-09-24 22:12:02 -04:00
Sven Eberhardt
fe5fe69ce9
Fix metal barrel collectibility.
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It was probably missed during CarryHeavy conversion because it includes CarryHeavy only indirectly.
2015-09-23 23:23:55 -04:00
Clonkonaut
ea52c9a604
Licensing information.
2015-09-22 18:02:44 +02:00
David Dormagen
dcc5d0fe07
bucket: removed ability to place earth chunk
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It was rather random whether you would place a chunk of earth or just spill the bucket. And because the spilling yielded so much more earth, placing a chunk was a waste most of the time. If we want placeable earth (which might be a good thing), we should add it to the hammer.
2015-09-20 18:32:58 +02:00
David Dormagen
7a6e8cdf90
interaction menu: simplified object-finding-logic greatly
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This is mainly to get rid of IsContainerEx, because wtf.
The only reason why the categories were restricted was to prevent HasExtraSlot-objets from being found. Some C4D_Objects (or with wrong category in general) wanted to be found however. They are now found just like that.. like it was supposed to be.
2015-09-20 17:36:45 +02:00
Clonkonaut
a2f2aff572
Fix sickle being able to harvest contents.
2015-09-18 19:42:55 +02:00
Sven Eberhardt
56ff5bbf27
Lantern: Fix attachment on CreateContents, fix scenario saving and remove lantern dummy.
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RejectCollect is not called on CreateContents or other forced entry methods but should still cause the lantern to attach. So move any side-effects to Collection2 instead of direct RejectCollect.
The lantern dummy had Timer=1 and wasn't doing anything. Use a simple overlay instead.
Note that interaction menus still show the lantern always with off-material. But that's a bug in the interaction menu.
2015-09-15 22:41:30 -04:00
Sven Eberhardt
94f278ce7f
Fix bucket carry transform.
...
It was upside down.
2015-09-13 13:41:17 -04:00
Sven Eberhardt
eb9e640b67
Fix igniter picture in tutorial 0001.
2015-09-13 11:24:28 -04:00
Sven Eberhardt
4e56d94f6f
Show interaction menu for crate.
2015-09-13 00:27:14 -04:00
Julius Michaelis
0df19491e7
Get rid of incorrect sRGB headers in png files.
...
libpng >1.6 keeps nagging because of that.
Quick bash script to do so:
find . -name *.png \
| while read f; do
n=$(pngcrush -ow -rem allb-reduce "$f" 2>&1 | grep -c 'incorrect sRGB');
if [[ $n -gt 0 ]]; then
git add "$f"
else
git checkout "$f"
fi
done
2015-09-12 21:27:53 +09:00
Maikel de Vries
829837c881
fix loosing balloon on tumbling and reject dropping while hanging
2015-09-11 19:16:13 +02:00
Clonkonaut
b4905b2bcf
Rework of Carry Heavy Objects: Pick up with Shift.
...
No more interaction necessary!
2015-09-10 01:17:44 +02:00
WinExploder
bea2ff5731
Updated torch particle effect
...
squashed:
improved some technical details about the new torch fire
Updated torch particle effect
2015-09-09 19:52:38 +02:00
Sven Eberhardt
b126eb6c48
Add upwards nudge when stuck while trying to dig horizontally.
...
Falling pixels could sometimes get the clonk stuck in a 1px pit and not moving for no apparent reason.
This change also simplifies digging through earth on top of non-diggable materials such as rock by redirecting the clonk upwards when horizontal movement fails.
2015-09-08 18:23:35 -04:00
Maikel de Vries
28fd18f2c5
do not allow carry-heavy objects to enter the crate ( #1367 )
2015-09-08 18:11:22 +02:00
Sven Eberhardt
e444ec534c
Fix script error when bucket is transferred into non-producer container.
...
IsCollectionAllowed is only defined for producers.
2015-09-07 23:39:35 -04:00
Sven Eberhardt
a1981ddb0b
Enable clicking on bucket in foundry menu to transfer all its earth without opening the bucket contents menu.
...
This makes building loam 502% less frustrating.
2015-09-07 21:53:17 -04:00
Sven Eberhardt
9981d6cbcc
Update bucket usage and description and display a help message when using it wrong.
...
The description did not fit the new functionality any more.
The help message might be replaced by a smart tooltip once we have better tooltips.
2015-09-07 21:22:40 -04:00
Maikel de Vries
45feecb555
clonk drops balloon if it tumbles due to external events
2015-09-07 23:18:09 +02:00
Maikel de Vries
733a864b63
adjust value of some tools and weapons
2015-09-07 22:34:53 +02:00
Maikel de Vries
c115f25d8d
correctly adjust balloon speed
2015-09-07 22:33:45 +02:00
Sven Eberhardt
6b1bf6c4c7
Fix script error in crate.
...
Although the evidence is overwhelming, this was actually not intentional :(
2015-09-06 21:28:28 -04:00
Sven Eberhardt
c77205c06c
Add description to crate. (github#4)
2015-09-06 17:21:33 -04:00
Maikel de Vries
d58d41e960
clean up balloon script
...
Was trying to solve bugs, but they are located in other scripts
2015-09-05 23:21:35 +02:00
Sven Eberhardt
dd690e62b9
Added anti-clogging mechanism to pump.
...
Now pipes cycle through several offsets before giving up on the pumping.
2015-09-05 13:10:55 -04:00
Maikel de Vries
881f2f817e
fixed using two grapple bows
2015-09-05 16:16:38 +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
Clonkonaut
b2cc853887
New hit sound for the lantern. Also, general glass break sound.
2015-08-22 10:45:44 +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
Maikel de Vries
5126e86315
fix wallkit in Krakatoa ( #1363 )
2015-08-03 20:18:54 +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
Clonkonaut
6c57a940ec
Fixed the lantern's texture.
2015-07-26 14:33:57 +02:00
Clonkonaut
609df7df88
Added 3 libraries: Lamp Post, Lamp and Lamp Dummy
...
Reworked the lantern and buildings to use the libraries.
Lamp Post: Included by buildings if lamps should hang outside.
Lamp: Included by lamps!
Lamp Dummy: Included by the dummy object that resembles the (outisde) hanging lamp.
2015-07-18 13:14:31 +02:00
Clonkonaut
f653d4c70c
Lantern may now be attached to buildings. Simply put it in the building's inventory.
2015-07-02 22:36:32 +02:00
Clonkonaut
1021c51fe8
Lantern: Simple light source and fire bomb!
...
Also added a second click sound.
2015-06-28 18:59:02 +02:00
Maikel de Vries
31e0bdcdac
airplane: shoot boompacks on right mouse button
2015-06-28 16:29:29 +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
a93d96a3ca
fix use of hammer in front of damaged structures ( #1331 )
2015-05-25 11:31:23 +02:00
Maikel de Vries
42a7f03788
kill tracing for incinerated dynamite (box) and iron bomb
2015-05-17 14:01:26 +02:00
Sven Eberhardt
21500a81a9
Fix pump to clear the last row of pixels ( #1057 ) and allow pumping from pump without source pipe.
...
ExtractMaterial has been changed to be able to slurp in from the most distant horizontal position rather than the closest to the extraction top center.
Also speed up ExtractMaterial for the common case of no required horizontal shifts.
2015-05-01 18:13:41 +02:00
Maikel de Vries
9394909cfb
fine-tune windbag force on clonk and objects
2015-04-04 17:15:57 +02:00
Maikel de Vries
3c17ebdc02
make windbag burst more gradual and slightly depend on mass ( #1297 )
2015-04-03 12:21:28 +02:00
Maikel de Vries
147624f9f5
increase wallkit thickness to make clonks not go stuck
2015-04-02 18:42:42 +02:00
David Dormagen
d077d3343e
reworked bucket & producer library to work with stackable earth objects instead of magic material amounts
2015-03-26 12:27:10 +01:00
Maikel de Vries
a24dd229c4
producer does not depend on partial fuel amounts
2015-03-24 22:39:18 +01:00
Maikel de Vries
f9e4b0568b
improve dynamite box explosion in lava (delay) and igniter handling
2015-03-12 22:21:51 +01:00
David Dormagen
77e8d77921
make sure all items use the RejectUse callback
2015-03-06 10:38:22 +01:00
Maikel de Vries
e5e5665294
add callback to object when it gets controlled by tele glove
2015-02-25 18:44:31 +01:00
Maikel de Vries
41040eebfd
clean up dynamite box and fix ( #1265 )
2015-02-15 21:33:52 +01:00
Sven Eberhardt
eda637a108
Fix deep script recursion when lots of stacked dynamite boxes explode. ( #1252 )
2015-01-28 22:51:22 +01:00
Maikel de Vries
c92a5b5652
make dynamite box explode in lava
2015-01-26 18:50:47 +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
Maikel de Vries
4ea0cb0ca6
make ContainBlast a property instead of DefCore entry
2015-01-15 17:46:53 +01:00
Mark
850bf1b9d4
CreateObject/CreateObjectAbove ( #1214 )
...
Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
Maikel de Vries
0ecd30ad9e
dynamite after fusing not collectible, but can be put into containers
2015-01-07 20:05:25 +01:00
Maikel de Vries
6c4db47f43
added torch with basic functionality
2015-01-04 13:29:13 +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
c09e9880e2
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-10-13 18:54:05 +02:00
Maikel de Vries
d24ae4eb46
allow for infinite gunpowder in the powder keg
2014-09-29 20:10:58 +02:00
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
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
8f5b685016
Fix typo in comment in deployed balloon script.
2014-08-12 15:29:20 +02:00
Sven Eberhardt
6e8b6a8e74
Added center vertex to pipe head.
...
So it doesn't get stuck in places where it cannot pump from.
2014-05-18 22:06:30 +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
Maikel de Vries
c70c44387f
Fix some DoDamage issues
...
Fire.c use correct number of parameters
Axe.c implemented FX_Call_DmgChop according to documentation
2014-04-06 17:15:13 +02:00
David Dormagen
5c17b48bc2
Merge branch 'master' into Controls
2014-03-26 23:58:24 +01:00
Maikel de Vries
d1485df38a
Fixed grapple bow for shot while wall jumping
2014-03-22 19:41:37 +01:00
Maikel de Vries
5ebe30e77c
Fixed the pickaxe creating huge amounts of earth ( #1030 )
2014-02-16 11:58:41 +01:00
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
David Dormagen
425a221aff
adjusted some particles (f.e. smoke slightly brighter, foundry more subtle)
...
see http://forum.openclonk.org/topic_show.pl?pid=25749#pid25749 for further information
2014-01-25 15:51:05 +01:00
Tobias Zwick
010f8c97eb
Make pipe object (aka line kit) only have one vertex ( #962 )
2014-01-23 20:38:08 +07:00
Sven Eberhardt
84600bef53
Auto-collect firestones if picked free and there's free space in inventory (same as for shoveling).
2014-01-22 21:46:50 +01:00
Tobias Zwick
f0223442ab
make barrels work with every material
...
+ replace hardcoded materials the barrels work with with any liquids
+ use SetColor instead of changing mesh materials
+ add a CalcValue function
+ add localization for materials the barrel can be filled with
+ minor refactoring
2014-01-11 22:32:45 +07:00
Tobias Zwick
f6e98d61e2
replace sulphur material with firestone material
2014-01-11 22:29:19 +07:00
Sven Eberhardt
57463b61c4
Rework SolidMasks to be defined in a separate SolidMask.png graphics file instead of the main definition graphics.
2014-01-08 01:55:33 +01:00
Sven Eberhardt
5094cc5c1b
Reworked "Save as scenario" option in editor to write a script file instead of Game.txt.
2013-12-27 17:10:09 +01:00
David Dormagen
a10c9316ef
renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle
2013-12-17 22:32:01 +01:00
David Dormagen
54fdb2cec1
updated some remainers of the old particle system to use the new one
2013-11-28 23:38:26 +01:00
David Dormagen
8461fb9822
changed dynamite/dynamite box/powder keg fuse effect to use the new particle system
2013-11-28 23:29:25 +01:00
David Dormagen
3b296506f5
renamed TeleGlove's "Spark1" and "Spark2" to "ElectroSpark" and adapted TeleGlove to use the new particle system
2013-11-26 21:25:06 +01:00
David Dormagen
1a7cd51bab
changed Boompack to use the new particle system
2013-11-26 21:25:03 +01:00
David Dormagen
6c0fb4e4b8
moved Boompack/Thrust particle to Effects.ocd
2013-11-26 21:25:02 +01:00
David Dormagen
28f2aa85ff
renamed Particle_WoodChip to Particles_WoodChip for consistency
2013-11-26 21:25:02 +01:00
David Dormagen
81924b1503
adapted Air particle and usages to new particle system
2013-11-26 21:25:02 +01:00