Maikel de Vries
c00a8cf3c3
fix a bunch of suspicious assignment warnings
2018-04-09 11:53:55 +02:00
Mark
5dc4282b56
Replaced old calls to GainMissionAccess
2018-04-05 19:36:50 +02:00
Maikel de Vries
a70ab8b843
cable cars: let steam engine request coal when needed
2018-04-01 20:54:12 +02:00
Maikel de Vries
3085bfd264
power system: add functions to check if production and consumption is registered
2018-04-01 20:54:12 +02:00
Mark
69d6b2e8d2
Melee Weapons: Code formatted
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No actual changes, just added spaces and brackets for improved readability
2018-03-19 20:51:29 +01:00
Maikel de Vries
b534bbb5f9
hide some more objects in editor creation list
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The burned object may be creatable, but must then be moved such that the libraries parent folder remains invisble in the editor.
2018-03-12 22:30:02 +01:00
Maikel de Vries
e7b4ce7bf2
relaunch rule: fix scoreboard updating and scenario overloading
2018-03-11 17:06:02 +01:00
Maikel de Vries
03d0bb49dc
c4script: some fixes for style guidelines and typos
2018-03-03 12:27:34 +01:00
Maikel de Vries
81abbce77a
flammable library: burned object copies motion from inflamed object
2018-02-04 21:20:39 +01:00
Maikel de Vries
9e01a861ce
fix some more structure vertices, also for asymmetric ones when flipped ( #1979 )
2018-01-31 19:59:41 +01:00
Maikel de Vries
18bb8371d3
... and remove log used to find the problem
2018-01-30 21:29:45 +01:00
Maikel de Vries
041597971f
fix typo in ladder library that adds an infinite amount of effects to the clonk over time
2018-01-30 21:28:30 +01:00
Maikel de Vries
aa892171fb
update version to 8.0 in DefCore.txt, Scenario.txt and Version.txt
2018-01-28 13:18:46 +01:00
Maikel de Vries
41cecc6a6f
liquid tank: show to which object the pipe is connected in interaction menu
2018-01-25 13:44:57 +01:00
Maikel de Vries
ea72e2e542
clean up library vendor script
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Also set up buy all available on shift + click for testing
2018-01-24 17:44:42 +01:00
Maikel de Vries
a13b7c48ab
AI: put on wearables if in inventory
2018-01-24 17:41:07 +01:00
Maikel de Vries
26fe0d089a
fix possible script error in destructible library
2018-01-23 11:34:13 +01:00
Maikel de Vries
d411f07fda
carry heavy: add option for scripters to skip pick up animation
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This is probably not the cleanest solution but I needed one and could not think of a better option.
2018-01-21 09:44:48 +01:00
Maikel de Vries
0bac4579ef
fix other script usages of SimFlight
2018-01-19 14:37:21 +01:00
Maikel de Vries
92aba45914
fix diving animation prediction for clonk
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And no! randomly multiplying by 2 is not a solution...
2018-01-19 14:37:21 +01:00
Maikel de Vries
f815892b19
fix and unify message showing for goals and rules in F menu
2018-01-19 14:37:20 +01:00
Maikel de Vries
4aa0801762
speed up ladder search by clonks using Find_Property
2018-01-15 17:32:48 +01:00
Clonkonaut
16adcfff73
Detach any visible objects upon Death ( #1974 ).
2018-01-14 14:48:03 +01:00
Maikel de Vries
07ea7f2791
( #1969 ): improve situation for structures that want to accept vehicles to be entered
2018-01-14 14:45:48 +01:00
Mark
7b13b3455c
Fix #1969 : Prevent pushing vehicles into buildings where they are irretrievable
2018-01-14 14:34:27 +01:00
David Dormagen
825ad64afd
AimManager: fixed incorrect use of PauseUse leading to aiming without holding CON_Use ( #1691 )
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PauseUse can be called between ControlUseStart and ControlUseStop/Cancel. In this case ControlUseStop set aim_stop=1 but didn't actually stop reloading (which is somewhat fine). However, this led to PauseUse being called when e.g. tumbling or climbing.
And this again would lead to CON_Use being reissued even though the mouse button was not held down, leading to the Clonk being in aim mode.
The functional change here is that you will not continue reloading after tumbling/climbing when you are not holding down CON_Use anymore, which is consistent with other stuff.
2018-01-13 16:05:46 +01:00
Maikel de Vries
c3dfdc5894
fix connecting multiple pipes to the refinery drain
2018-01-13 15:28:41 +01:00
David Dormagen
12da14d603
structures: made very low damage repairable
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When the damage times the total component value was much lower compared to the total HitPoints (e.g. with basements), the damage could sometimes not be repaired.
This is fixed now.
2018-01-13 15:04:15 +01:00
Maikel de Vries
eb24079b2f
pump: add interaction menu entries for air pipes
2018-01-13 12:09:59 +01:00
Maikel de Vries
3255b02728
pipes: fix attaching, cutting, swapping, messaging, and interface
2018-01-13 11:06:35 +01:00
Maikel de Vries
84ad52251f
liquid library: fixes and typos
2018-01-13 11:06:35 +01:00
David Dormagen
0f049800c5
Revert "Object Interation Menu: Request displayed amount from objects" ( #1970 )
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This reverts commit 8698aa25cf
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Tackling #1970 . The implementation in the reverted commit was incorrect (i.e. only one out of two "GetStackCount" were replaced with GetInteractionMenuAmount, leading to weird behaviour). If you want to replace it, please do it in a way that no call to IsInfiniteStack will be required. And this hack would probably require so much more bloat code that nothing would be gained (i.e. what happens when you put two infinite arrow stacks in one container?).
The bug report complains about the "display stopping at 999" *in some situations*, which was due to Stackable_Max_Display_Count. It's gone now. And that it was not limited to 999 in all situations (like the code would have suggested) is probably due to the things I described above.
# Conflicts:
# planet/Objects.ocd/Libraries.ocd/LiquidControl.ocd/Liquid.ocd/Script.c
# planet/Objects.ocd/Libraries.ocd/Stackable.ocd/Script.c
2018-01-07 17:42:27 +01:00
Mark
8bf90871e1
Fix error when AI equips a shield and has a ranged weapon
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The shield and bow both use fx.aim_weapon, but the ranged weapons AI thinks that a shield works the same way as a bow and tries to fire it - in order to prevent this, the AI now also checks whether the equipped item is a IsRangedWeapon. This _could_ have an impact on the vehicle AI, but the unit test worked fine.
2018-01-07 14:39:07 +01:00
Mark
ee0917d7e8
Fix #1951 : Disabled putting water in airplane and lorry
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Removing liquid collection from the lorry is a side effect, but it is not bad. The lorry behavior was weird anyway, because you could for example put lava and wood in it, without the wood burning etc.
2017-12-29 12:59:36 +01:00
Lukas Werling
3583bfcbb6
Prevent script error in buy menu
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ERROR: '->': invalid target type nil, expected proplist
by: Object(9419)->GetBuyValue() (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:23)
by: Object(9419)->DoBuy(0,0,0,Object(270),0,true) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:77)
by: Object(9419)->OnBuyMenuSelection(0,0,Object(270)) (Objects.ocd/Libraries.ocd/Structures.ocd/Vendor.ocd/Script.c:269)
by: Object(60927)->OnMenuEntrySelected({index = 2, slot = 1},10) (Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c:880)
by: Object(60940)->DoCall(10,0,Object(60927)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:166)
by: Object(60940)->OnClick(0,0,6090,10,Object(60940)) (Objects.ocd/HUD.ocd/MenuStyles.ocd/List.ocd/Script.c:175)
2017-12-27 12:54:50 +01:00
Lukas Werling
0c848be4df
Prevent script error in ladder
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ERROR: '->': invalid target type nil, expected proplist
by: Object(11586)->IsBlockedLadder(Object(13439)) (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:123)
by: Object(11586)->FxIntSearchLadderTimer() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:90)
by: Object(11586)->AddSearchLadderEffect() (Objects.ocd/Libraries.ocd/LadderClimb.ocd/Script.c:67)
by: Object(11586)->FxIntScheduleCallTimer(Object(11586),effect {Function = Clonk.AddSearchLadderEffect, Name = "IntScheduleCall", Pars = [nil, nil, nil, nil, nil], Repeats = 0}) (System.ocg/Schedule.c:95)
2017-12-27 12:47:08 +01:00
Maikel de Vries
956108b415
fix scoreboard kills, deaths, etc.
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This is better done through the clonk death callback such that all deaths and not just last clonk deaths are registered.
2017-12-03 20:56:51 +01:00
Maikel de Vries
4abac1c6d6
interactions: do not show cycle message for interactions with a single object
2017-12-03 19:17:41 +01:00
Maikel de Vries
7f0743a7b9
remove vehicle rotation alignment library
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This did not do anything and the functionality does not seem to be needed.
2017-11-29 21:49:36 +01:00
Maikel de Vries
4b4e4a5522
structure library: fix for invincible objects and make health bar symmetric
2017-11-28 19:34:56 +01:00
Maikel de Vries
332016e6cc
fix entry callback target for destructible library
2017-11-28 16:21:25 +01:00
Maikel de Vries
723a7767f6
add damage indication in interaction menu for destructible library
2017-11-28 15:20:39 +01:00
Mark
f9cd3aa77e
SwitchTarget: Single callback
2017-11-25 23:31:05 +01:00
Mark
43636c4941
Replace windows line endings
2017-11-25 22:55:53 +01:00
Mark
41d45db9c2
Library: Switch, SwitchTarget
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Standardized behavior for switches
2017-11-25 22:16:47 +01:00
Mark
f8f9a38ee3
Clonk: Constants for SetMeshTransformation layers
2017-11-23 20:38:11 +01:00
Mark
5794e1bfb4
Removed ancient comments from the weapon code
2017-11-21 18:01:25 +01:00
Maikel de Vries
181cfdfd6b
fix flammable library now that ( #1950 ) is fixed
2017-11-11 09:57:22 +01:00
Maikel de Vries
963285eee5
NoBurnDecay is a boolean
2017-11-11 09:49:52 +01:00
Lukas Werling
c0047bdc53
Fix a desync during runtime join (GH-58)
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This is a workaround for a more complex engine-side issue. See #1953
2017-11-05 13:56:21 +01:00