Commit Graph

1349 Commits (c02354f56c518d6521426dd0b7092da11a36621a)

Author SHA1 Message Date
Günther Brammer 1ebc11c213 Savegames: Rename some fields in the Game.txt
Effects/GlobalEffects is now Script/Effects, and Script/GlobalNamed is now
Script/StaticVariables
2011-09-19 21:48:14 +02:00
Günther Brammer 221ffa7524 Rename C4ObjectList::DenumerateRead to DenumeratePointers
It does the same as all the other DenumeratePointers functions: Convert
Object Numbers to Object Pointers after load.
2011-09-19 21:02:28 +02:00
Günther Brammer f8702a4ff8 Savegames: Dead code removal 2011-09-19 21:00:55 +02:00
Günther Brammer 4a32e63c46 Savegames: Correctly Denumerate the first enumerated value (#657)
When that value was copied it went from Enum 0 to nil. While this could
be fixed by making C4V_Enum a NullableType, counting from 1 is a tiny bit
less code overall.
2011-09-19 23:02:18 +02:00
Günther Brammer 952b180ac1 Savegames: Remove outdated assertion
Scenarios are now loaded with the same flags they were saved with. Thus,
the objectlist is told to skip player objects while loading. But this can
be safely ignored, because the scenario shouldn't contain any player
objects that could be ignored in the first place. But checking that loading
and saving is done with the same flag would be nice.
2011-09-19 23:09:42 +02:00
Tobias Zwick 988f05378f Clonk doesn't stop digging automatically when he hits a wall 2011-09-18 18:23:22 +02:00
Sven Eberhardt 994bab2dbc CStdDDraw::Blit: Do not modify passed transformation matrix (#645) 2011-09-18 15:54:22 +02:00
Sven Eberhardt 2cb2ebe898 Fix control assignment set sortingby priority (#641) 2011-09-18 14:04:00 +02:00
Günther Brammer d20a3803d0 Make C4Group::PrintInternals available in Release c4groups, too 2011-09-13 00:14:16 +02:00
Günther Brammer 82126cd09a Fix build
Oops.
2011-09-12 23:45:01 +02:00
Günther Brammer ee8a6fb3d8 Move the UseStartup logic to C4Game instead of two C4Application functions
The previous commit made the two instances more similar, but the
duplication will always invite bugs.

Also always initialize the MusicSystem, and start the Frontend music
a little bit earlier.
2011-09-12 23:25:16 +02:00
Tobias Zwick cd528cb76a fix joining network game in edit mode doesnt work (#649) 2011-09-12 22:32:50 +02:00
Tobias Zwick d748d1ece1 disable standard fow 2011-09-11 22:05:29 +02:00
Tobias Zwick da10451031 chat: removed notice from RWD, /help is now correctly displayed in the chat
+ sideeffect: if someone uses "|" in the chat, it will be interpreted as a newline by the irc chat client
2011-09-10 21:05:21 +02:00
Günther Brammer 69c66d9b8f Make StdFile.cpp utf-8 2011-09-07 14:22:35 +02:00
Günther Brammer 6d6737a022 Add two new Material Shapes Octagon and Smoother, more chunk antialias
Previously, smooth materials would get extra triangles at the top to create
slopes instead of steps. Now those also appear at the bottom.

Smooth also gets generally smoother at the bottom, while Rough gets rougher
at the top. The new Smoother material is somewhere between Flat and Smooth.
Octagon is like Flat but also gets straight slope triangles.
2011-09-07 14:25:32 +02:00
Julius Michaelis c1123cff55 Update the visibility docs.
Very small fix to C4Object::IsVisible
2011-09-05 17:13:44 +02:00
Julius Michaelis f389ee0781 Removed CheckVisibility from Commits.c and made the engine function C4Object::IsVisible available instead. 2011-09-05 13:51:34 +00:00
Tobias Zwick d6a3db3ed8 fixed #639: solidmasks on zoomed graphics 2011-09-05 00:35:01 +02:00
Günther Brammer 04bb45d0fb Make C4Landscape::ChunkyRandom produce somewhat random numbers
Also choose the "cro" seed better.
2011-09-03 01:22:12 +02:00
Maikel de Vries ca1fc50b52 Engine: MapZoom defaults to 8
This goes better with 512x512 textures(brick), we still need to adapt some scenarios. In the future we should release only scenarios with MapZoom = 8
2011-09-02 14:35:43 +02:00
Günther Brammer ec232bbfaf copyright notices update 2011 part II 2011-09-01 20:22:35 +02:00
Günther Brammer 9bc61db360 copyright notices update 2011 2011-09-01 16:58:52 +02:00
Sven Eberhardt 3161904bf4 fix C4DrawTransform::IsIdentity 2011-09-01 15:35:12 +02:00
Nicolas Hake fe747db554 Clean up copyright notices
Use real names for copyright attribution wherever they are known,
drop duplicates
2011-09-01 12:47:54 +02:00
Günther Brammer 69225246f1 editor/gtk: Also open the properties dialog when switching to edit mode
And remove the last remains of the win32 implementation, too.
2011-08-30 20:21:19 +02:00
Nicolas Hake 5c243fb048 win32: Always open property dialog when switching to C4CNS_ModeEdit (#635) 2011-08-30 15:23:49 +02:00
Nicolas Hake a08afa38b6 editor: Don't adjust VP zoom/position in minimized windows 2011-08-30 15:05:27 +02:00
Peter Wortmann bd400cf7bb Removed special sorting of lines
It causes an assertion and shouldn't really be needed anymore.
In case we want this behaviour, we should just set the plane
directly.
2011-08-29 23:42:13 +01:00
Tobias Zwick 49729a61ae renamed ominous "Smooth" texture to "none", removed reference in docs to Smooth and made it 512x512
In OC, actually every material has its predefined set of textures, so the default texturing of >=CR is obsolete. The "Smooth" texture is a relic of that which is currently only used because of the "Vehicle" material.
2011-08-29 23:41:41 +02:00
Peter Wortmann 6489ff2252 Fixing a stupid mistake disabling shader walkarounds
Yeah, I forgot to test that. How did you know?
2011-08-27 22:04:53 +01:00
Peter Wortmann 60d1d8368b Not giving TextureOverlay defaults to first entry in TexMap
This makes it easier to stay in sync to the TexMap, especially if
using an animated texture. I only changed it for Water, but I
think it would make sense for just about every material.
2011-08-27 17:10:31 +01:00
Peter Wortmann 253c41eebe MassMover tries to use local textures for materials as well 2011-08-27 17:08:46 +01:00
Peter Wortmann 52ca51ae2f Cleaned up shader code a bit (especially logs)
Actually more chatty than ever before, logging exactly what its
internal configuration was, together with some statistics. I feel
we might need them once we release.

Also we now test all *combinations* of workarounds.
2011-08-21 20:58:07 +01:00
Peter Wortmann bba996800e Prefer surface sizes close to power-of-two for landscape texture
This might help prevent rounding issues in the shader for some GPUs
2011-08-21 20:50:57 +01:00
Peter Wortmann b8523eb76f Material objects dug free can be forced to be collected
The idea is that for some materials (e.g. earth chunks) it really
doesn't make sense to not immediately collect them - they would just
collide with something and recreate the material you just dug out.
So instead, this allows materials to specify that they want their
dug out objects to be collected immediately - if not, they simply
don't get created.

Note that this doesn't mean that material is lost, as it will simply
acumulate in the digger's material list instead. We might want to
cap that at some point though.
2011-08-20 15:43:58 +01:00
Günther Brammer c43611bf37 win32: Remove a now unused #define stat _stat 2011-08-15 01:35:52 +02:00
Günther Brammer 2f201b5f21 Use printf instead of sprintf+puts 2011-08-15 01:35:32 +02:00
Peter Wortmann dd43ec8c64 Animated water texture
Just noise, as the previous liquid shader by Günther. It's quite
hard to find the right compromise between making it too subtle and
starting to get a "blinking" look. This is now three phases at
300ms each.
2011-08-20 12:04:04 +01:00
Peter Wortmann c0df3afedc Material texture animation support
Use by having texmap entries of the form "Mat-Tex1-Tex2-...". Right
now the speed is hard-coded to one phase per second.

The general idea is that the 3D texture contains all texture
transitions somewhere in the form of two textures with neighbouring
3D coordinates. There's some room for optimization here, of which
the code exploits some. Being smart can be arbitrarily hard actually.
2011-08-20 01:25:08 +01:00
Armin Burgmeier 6c156a22a7 Implement mesh update on definition reload (#76) 2011-08-20 00:01:08 +02:00
Nicolas Hake 0d61cf0fe2 win32: Correctly recode strings to UTF-16 in editor mode (#631) 2011-08-19 22:03:03 +02:00
Tobias Zwick 4776c4a949 crlf... 2011-08-19 16:50:58 +02:00
Tobias Zwick fa700f475f zoom gui objects according to viewport resolution
at 1280px width of the viewport, the gui objects (C4D_Foreground, mouse cursor, selection marks etc) are shown at 100%.
At resolutions above that, too. At 640px width, those graphics are rendered at 50% of the size, the graphics are never
rendered smaller (which makes 640x480 the smallest reasonable resolution for one player / 1280x1024 for four players).
The text is not zoomed, also not zoomed are message windows (those with portraits), only their position is adapted
2011-08-19 16:49:09 +02:00
Tobias Zwick b36304221d preliminary: gui zoom dependent on resolution 2011-08-18 19:46:51 +02:00
Tobias Zwick 532cea1abe removed Cursor graphics in different sizes 2011-08-18 19:06:49 +02:00
Nicolas Hake 7f42bb088c #624: Control config dialogue: make tab invisible 2011-08-19 14:34:52 +02:00
Nicolas Hake f11bf6f368 win32: only hook assertion handler when assertions are enabled 2011-08-19 12:53:48 +02:00
Armin Burgmeier e9415252bc Build fix
Apparently std::map::erase does not return an iterator for some STLs.
2011-08-18 00:17:43 +02:00
Armin Burgmeier 333f562721 Some compiler warning fixes 2011-08-17 23:55:24 +02:00