Commit Graph

2564 Commits (d59b1e5e5ba48c08a442d7ee0b4e4886cefd5089)

Author SHA1 Message Date
Sven Eberhardt 05631742c8 Allow definition of achievements in parent (.ocf) folders.
Note that regular scenario parameters cannot be defined in folders because that would complicate savegames, records, etc.
2014-10-03 12:17:12 +02:00
Sven Eberhardt cd9d655ad9 Fix local scenario achievement graphics for achievement values larger than 1. 2014-10-03 00:49:03 +02:00
Sven Eberhardt 02150f7298 Change default master server to league server. 2014-09-30 20:59:16 +02:00
Martin Plicht e395e0741d C4Network2IRC: Remove call to boost::cref which seems to be unnecessary since C4GUI::Ico_Error is just an integer 2014-09-29 22:28:01 +02:00
Armin Burgmeier a2b7dd9e4b Fix crash in mape when unknown texture is encountered (#1113) 2014-09-28 16:34:41 -04:00
Sven Eberhardt 3fc1f02c6d Implement custom scenario parameter selection in startup scenario selection dialogue and by command line. 2014-09-27 16:05:32 +02:00
Sven Eberhardt 131cc016cb Fix C4PropList::RemoveCyclicPrototypes() declaration 2014-09-26 22:11:10 +02:00
David Dormagen c09764b3fd fixed CreateParticleAtBone (would create particles at a wrong position)
Also set "amount" to min. 1 because that's what intuition would dictate.
2014-09-26 21:32:08 +02:00
Sven Eberhardt 44e5c2542f Fix crash when loading proplists with non-static prototypes from saved games.
The code accessed a non-denumerated pointer.
2014-09-26 19:31:26 +02:00
Sven Eberhardt 58588fbc58 Replace !strncasecmp by SEqual2NoCase to fix MSVC build (strnicmp seems to not work on mac). 2014-09-25 15:15:50 +02:00
Sven Eberhardt 86bcd248a1 Fix crash in AddMenuItem if caption contains %s and pDef is NULL. 2014-09-25 15:14:51 +02:00
Martin Plicht 3144b74f36 C4GameScript: Add some explicit cast because clang 2014-09-24 23:41:36 +02:00
Martin Plicht 1dfa21daaa C4ScenarioParameters: Use strncasecmp instead of strnicmp because POSIX 2014-09-24 23:41:24 +02:00
Sven Eberhardt abab7be591 Added scenario achievements displayed as small symbols beside the scenario name in the startup selection screen.
They can be used e.g. to show that you have finished a scenario on different difficulty levels.
2014-09-24 23:08:40 +02:00
Sven Eberhardt 378bda5546 Added custom scenario parameters (SCENPAR_*).
Can currently only be set in network games in the lobby. In the future, maybe we can find a place somewhere in the scenario selection dialogue.
2014-09-23 23:02:52 +02:00
Sven Eberhardt ecdcb58bf6 Fix mouse cursor graphics when scrolling and outside viewport.
Cursor indexes were off by one.
2014-09-21 23:59:50 +02:00
Martin Plicht cf474e99aa mac: Rearrange sound toolkit includes and FindAudio.cmake so that sound+music works for OSX 2014-09-21 22:16:54 +02:00
Armin Burgmeier faa9667b66 mape: Add map zoom option 2014-08-24 13:20:23 -04:00
Sven Eberhardt 0f48e7ef44 Fix simultaneous setting of zoom value and zoom limits in SetPlayerZoom(ByViewRange)() script functions when new zoom value lies outside previous zoom limits.
Simply fixed by adjusting zoom limits first, then setting the zoom value afterwards.
2014-08-12 15:27:57 +02:00
Sven Eberhardt b1db0c7918 (Re)implement text completion in dialogue text windows as an async control. Default to Space, i.e. MenuOK. 2014-08-10 20:58:26 +02:00
Sven Eberhardt 9dd600c26b Add player parameter to SetPlayList (#1084) 2014-08-07 17:33:36 +02:00
Sven Eberhardt 144c8f8388 Implement music volume setting for OpenAL 2014-08-07 17:30:36 +02:00
Sven Eberhardt 271ef8ca09 Implement looping for OpenAL music.
Also added some error logging.
2014-08-07 15:51:58 +02:00
Sven Eberhardt cfe242b2b8 Implement ogg file playing for OpenAL-based audio system. (#1096) 2014-08-07 13:46:45 +02:00
Sven Eberhardt 4f1aa7c5cf Destroy single pixels of non-diggable material [ala] 2014-08-05 17:02:20 +02:00
Armin Burgmeier c6216ddef5 mape: Initialize random number generator (#1094) 2014-08-05 09:30:49 -04:00
Armin Burgmeier dbadd3bcbe mape: Show rendering time in statusbar 2014-08-04 16:27:07 -04:00
Armin Burgmeier 7339f7ae8d mape: Re-initialize script engine between renderings
Otherwise there are warnings when the user changes the value of a
constant, since it was initialized with a different value at the
time of the previous rendering.
2014-08-04 16:27:06 -04:00
Armin Burgmeier cee110de34 mape: Set output window size to size of generated map
This is useful when a Map.c script specifies the size of the map.
2014-08-04 16:27:06 -04:00
Armin Burgmeier 0c4bbfaf16 mape: Load the Library_Map script 2014-08-04 16:27:06 -04:00
Armin Burgmeier 428046400d mape: Implement minimalist C4DefList 2014-08-04 16:27:06 -04:00
Armin Burgmeier 4267d07616 mape: Also load syntax highlighting from current directory and repository 2014-08-04 16:27:06 -04:00
Armin Burgmeier 08cdf0e301 mape: Initialize script engine only once instead of per-rendering 2014-08-04 16:27:05 -04:00
Armin Burgmeier bac7a89ce1 mape: Make sure error messages from the linker are shown 2014-08-04 16:27:05 -04:00
Armin Burgmeier d32eb98ee1 mape: Fix crash when InitializeMap() returns false 2014-08-04 16:27:05 -04:00
Armin Burgmeier cd388ba178 mape: Add syntax highlighting for Map.c files 2014-08-04 16:27:05 -04:00
Armin Burgmeier afa32381ad mape: Default to the new map generator
Only use the C4MapCreatorS2, when the file is called "Landscape.txt".
2014-08-04 13:04:35 -04:00
Armin Burgmeier ade34f5efe mape: Add interface to run the new script map generator 2014-08-04 13:04:35 -04:00
Armin Burgmeier 6143f884f0 Allow MapScript generator to use non-global material and texture maps 2014-08-04 13:04:35 -04:00
Armin Burgmeier f25ec83568 Link C4MapScript into mape
Remove the two dependencies to ::Game from C4MapScript, so that ::Game
does not need to be linked into mape, which would basically drag the
whole rest of the engine after itself.
2014-08-04 13:04:35 -04:00
Armin Burgmeier 92720cf490 Allow C4ScriptHost to load a script from memory
This will allow mape to feed the Map.c that is being edited directly to
the map generator.
2014-08-04 13:04:34 -04:00
Nicolas Hake 227d3d760d Ship a fallback natupnp.h
MinGW doesn't bring a natupnp.h out of the box. Add one to the repository
so MinGW builds also support UPnP/NAT-PMP.
2014-08-03 21:48:53 +02:00
Armin Burgmeier 42c1826935 mape: Don't hold the GDK thread lock (#1091)
The lock was from times when the GTK+ widget was updated directly
from the render thread, but this is not the case anymore, so it
can be removed without substitution.
2014-08-03 12:44:02 -04:00
Nicolas Hake 642ce2eb9c Merge all of the audio provider switches into one
There's no point in splitting the audio library selection into multiple
CPP macros, since there can always only be one anyway. Merge all of them
into a single macro AUDIO_TK (for "toolkit") and have CMake select one
for the user, instead of making him choose (and potentially failing).
2014-08-01 23:37:42 +02:00
Sven Eberhardt fafa97e72b Fix memory leak in particle system.
Particle chunks were removed from the list (in the particle thread), but never deleted. They must be deleted from the main thread since it will delete GL objects. So simply delete empty chunks in the drawing proc.
2014-07-20 19:21:00 +02:00
Sven Eberhardt 6f1472e706 Revert pathfinder bug introduced in 086e3e9e10 2014-07-13 14:36:36 +02:00
Julius Michaelis 0476acef4f Fix landscape generation bug introduced by 2c7d9c0549
<Sven2> Your fix of the parent check for points in the landscape.txt parser. if (!(pToNode->Type() == MCN_Overlay))
<Sven2> It should also allow the poly algo in maps
<Sven2> i.e., make it if (!(pToNode->Type() == MCN_Overlay) && !(pToNode->Type() == MCN_Map))
<Sven2> Actually, better make it if (!pToNode->Overlay())
2014-07-09 17:02:02 +02:00
Sven Eberhardt ac395ba65f Increase display time of global messages.
Global messages are usually important and contain story elements, game goals, etc. So they should stay for a bit longer than e.g. object status messages.
2014-07-05 16:44:48 +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
Sven Eberhardt 4556cb4890 Add particle value provider function PV_Sin 2014-06-30 01:00:15 +02:00
David Dormagen fb1ee2f88f the Trans_* mesh-transformation-functions are now implemented in the Engine instead of System.ocg 2014-06-27 20:36:47 +02:00
Günther Brammer 8780a69b51 Improve the messages for path problems
C4Group::Open would sometimes overwrite more specific error messages or
not mention the problematic path. DirectoryIterator::Read also now mentions
more detail. Two superfluous messages were removed to make space.
2014-06-09 04:17:17 +02:00
Günther Brammer 42602fc79a Finish DEBUGREC compile option removal
Except for the DEBUGREC_RECRUITMENT option available in C4Include.h
2014-05-28 03:38:11 +02:00
Kevin Zheng 6a1a551d01 Clean up deprecated headers and functions
"gdk_pixbuf_unref has been deprecated since version 2.0 and should not be
used in newly-written code. Use g_object_unref()."

sys/timeb.h isn't used anymore since 2005.
2014-05-27 00:30:20 +02:00
Günther Brammer 38f6c1802b Remove unused MSVC project files for tstc4netio and netpuncher 2014-05-25 22:47:56 +02:00
Günther Brammer 130a275dea Correct a comment about GetDataString safety 2014-05-25 22:47:56 +02:00
Kevin Zheng f76856ae97 Use the Linux paths for everything that isn't a Mac or Windows
Specifically, FreeBSD. Assuming something POSIX-like if there is no
specific code for the target OS is a good idea in general, though.
2014-05-25 22:47:56 +02:00
Sven Eberhardt 91c2d49d2a Remember league login name and password token.
Also removed some CUID/Webcode authentification code from engine.
2014-05-18 15:10:00 +02:00
Sven Eberhardt efcdf6fa68 Fix hanging network thread due to timing calculation errors in UDP network class.
GetNextTick() may sometimes return a tick in the past, which calculations need to consider.

This might also fix #1076.
2014-05-18 13:41:47 +02:00
Günther Brammer b7a022852e Revert "Move C4Aul code into separate subdirectory"
The distinction between the "aul" and "non-aul" parts of
the script engine are mostly historical accident, and the
current organization of the source code does not use
sub-subdirectories. I'd like to keep it that way.

This reverts commit 69ba06b8d0.
2014-05-12 02:24:19 +02:00
Clonkonaut a5040fe0ad Fixed potential crash in certain doomsday scenarios. 2014-05-11 22:04:51 +02:00
Nicolas Hake 69ba06b8d0 Move C4Aul code into separate subdirectory 2014-05-11 16:17:48 +02:00
Sven Eberhardt 488044f266 Added script function GetPlayerZoomLimits (#1071). 2014-05-11 11:10:13 +02:00
Sven Eberhardt 893d5e87da Implement PLRZOOM_Set flag to allow setting current zoom and limits in the same call. 2014-05-11 10:30:41 +02:00
Nicolas Hake 0f48e0c4b9 Aul: ExtraWarn when turning a fn varargs in body
Par() calls and '...' in function calls make functions take varargs
without this being obvious from the header. ExtraWarn about this so people
who care about it can add an ellipsis to the parameter list.
2014-05-04 17:15:43 +02:00
Nicolas Hake 8ab7a83e3b Aul: Allow '...' as final parameter in func decls
Accepting an ellipsis as the final parameter in a function declaration
makes it immediately obvious that the function can take a variable number
of parameters
2014-05-04 17:15:42 +02:00
Sven Eberhardt 91db5d33c2 Added SolidMaskPlane property.
If an object moves and other objects are attached to its SolidMask, only objects in front of this plane are moved along with it. Defaults to Plane if zero.
2014-05-04 14:16:46 +02:00
Sven Eberhardt 4f43da9999 Fix SolidMasks defined in DefCore.txt for objects with mesh graphics.
There were a few leftover checks from when SolidMasks could only be defined for definitions with bitmap graphics.
2014-05-04 14:16:46 +02:00
Nicolas Hake 48c1f387f0 Require semicolon after 'do' loop
This makes C4Script consistent with C-based languages, and current usage
on master shows that in the majority of cases, the author expected to have
to place a semicolon after the loop anyway.
2014-05-03 10:07:41 +02:00
Sven Eberhardt 79edc9917a Fix crash on DugOut callback if an unloaded definition is referenced in material Dig2Object. 2014-05-01 17:15:14 +02:00
Clonkonaut bf0d6b7176 Reactivated EditCursorModeToggle key (formerly Space) now set to no key.
Can be set in KeyConfig.txt as requested by Sven2.
2014-05-01 01:17:58 +02:00
Clonkonaut 3d224c1207 Added new callback: DugOut(object object_by).
Called in a new object that is created from digging out material.
2014-05-01 01:04:41 +02:00
Sven Eberhardt 45f69abb6e Revert engine-side league localization
The engine cannot know about all future league strings. Instead, localize server-side using language id from http request.
2014-04-27 15:42:47 +02:00
Martin Plicht 9bcb313f3e C4GameScript: Do not use TRUE literal 2014-04-24 12:40:30 +02:00
Maikel de Vries 653b135919 Move contents ejection on death after Death Call
This allows the scripter to access the contents in OnClonkDeath and similar callbacks preventing solutions using effects or static variables.
2014-04-22 20:15:26 +02:00
Sven Eberhardt cd4b3610da Add script function SetPlayerZoom to set zoom factors directly instead of by view range (#1065) 2014-04-21 19:38:05 +02:00
Sven Eberhardt 1d0ebcd3a3 Added mode TopOpen=2: Pixels above landscape are partly free and partly solid depending on corresponding top row map IFT. Analogous to BottomOpen=2. 2014-04-21 02:01:17 +02:00
Sven Eberhardt bddd6d0a01 Fix assertion in SetLeagueProgressData without player ID set 2014-04-20 20:10:53 +02:00
Sven Eberhardt b8cd437fc9 Fix C4ID parameters to engine functions. 2014-04-20 18:43:29 +02:00
Sven Eberhardt 4266b370d6 Added script functions SetLeagueProgressData, GetLeagueProgressData, GetLeagueScore and SetLeaguePerformance. 2014-04-20 15:33:36 +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 04e1c74c05 Merge Call fix commit 2014-04-19 19:02:27 +02:00
Günther Brammer 69f64ea341 Store Prototype directly in PropLists, not as a normal property
This is mostly to prevent crashes when prototypes are deleted.

Also change proplist savegame format to not include the constant flag - all
constant proplists are not stored in savegames anymore, but recreated from
the game data. Store the prototype at that position instead.
2014-04-19 19:02:22 +02:00
Günther Brammer 22016e075f Replace some usages of C4ID with C4Def*
In particular those that made the c4script shell depend on C4Id.cpp.
2014-04-19 19:02:22 +02:00
Günther Brammer 88e5608298 Improve grammar in comment 2014-04-19 19:02:22 +02:00
Günther Brammer 64e258f814 Use the bytecode parameter for operators as result modifier flag
Previously, the parameter stored the operator number, but that was
only used for the purpose of optimizing unnecessary inc/dec away.
2014-04-19 19:02:22 +02:00
Günther Brammer 8b927d142c win32: Use stdint.h instead of windows-only compiler extensions 2014-04-19 19:02:22 +02:00
Günther Brammer 082a85228c Script: Constant expressions can access properties of constant proplists 2014-04-19 19:02:22 +02:00
Günther Brammer 4c9f3777c5 Make the script parser a bit more concise
Factor the common if (TokenType != t) UnexpectedToken() into a function.
Write the end-of-list-or-comma as one if and one Match instead of a long
switch-case-statement.
2014-04-19 19:02:22 +02:00
Günther Brammer a840774965 Move FixedRandom to C4Random.cpp
No need to inline this seldomly-called function, or have RandomHold in the
global namespace.
2014-04-19 19:02:21 +02:00
Günther Brammer 604ced638b linux: Crash-handler prints the address that caused the signal if applicable
To do that, switch from the deprecated signal() to sigaction().

Instead of reinstalling the signal handler, only use SA_RESETHAND for the
signals generated by a bug.

Also stop interfering with the coredump functionality of SIGQUIT, but
handle SIGHUP like SIGTERM and SIGINT.
2014-04-19 19:02:21 +02:00
Günther Brammer eed5836838 X11: Get the randr primary output only once
Not that its remotely likely that it changed in the millisecond between the
two requests, but the code is slightly clearer this way.
2014-04-19 19:02:21 +02:00
Günther Brammer 3c5152d3ba Allow Call to call 10-parameter-functions like GameCall again
CheckParTypes now requires that the parameter array passed in is long
enough, just like Exec does. Luckily, FnCall has a ParSet, which is always
long enough.
2014-04-19 19:01:57 +02:00
Sven Eberhardt e704cd2ecb GetMeshMaterial called from definition context now returns default mesh materials. 2014-04-18 14:10:12 +02:00
Julius Michaelis 2c7d9c0549 Fix a load of warnings (two were actual errors, only in diagnostics though) 2014-04-17 19:24:41 +02:00
Julius Michaelis f4e93d13bf Add parameter type check for FnCall 2014-04-17 19:24:36 +02:00
Maikel de Vries 9b96ab2305 Cleaned up base material in library and engine
* rename to cleaner *Base* instead of *HomeBase*
* fixed library implementation
* engine code is now obsolete
2014-04-16 14:07:01 +02:00
Nicolas Hake 8254621b95 c4script-cli: Initialize PRNG 2014-04-16 13:30:41 +02:00
Clonkonaut 506d94806b Space is no longer a hotkey in developer mode.
It's used as a regular key now and that has been a real hassle. The hotkey wasn't very useful on top of that.
2014-04-15 21:48:42 +02:00
Nicolas Hake e8384901e6 Remove UB (++x %= y)
A construct like ++x %= y assigns to x twice between sequence points.
Introduce a sequence point here to make the behavior well-defined.
2014-04-15 14:58:54 +02:00
Nicolas Hake 75deff0e15 Avoid out-of-bounds read
There's only defTeamColorCount colors stored in the array; make sure the
index is within that range.
2014-04-15 14:51:57 +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
Julius Michaelis ccb6bfbc81 Remove obsolete effect level slider and configuration option 2014-04-03 23:02:00 +02:00
Julius Michaelis e5b7ef5b80 AutoFrameSkip: Graphics option to reduce lag by slow
Skips drawing every second frame if drawing the previous frame was too slow
Setting is controlled by game host
Default: on

Imported from Clonk Rage

From e6e680f49ac50a352e9a051ee21622e7f00648b6 Mon Sep 17 00:00:00 2001
From: sven2 <sven2@786b8e90-9c09-0410-89a9-bccc6ef1e79b>
Date: Sat, 21 Sep 2013 21:34:44 +0000
Subject: [PATCH] + AutoFrameSkip: Graphics option to reduce lag by slow
 clients in network games

git-svn-id: https://www.clonk.de:83/svn/clonk/stable@14501 786b8e90-9c09-0410-89a9-bccc6ef1e79b
2014-04-03 14:53:12 +02:00
Julius Michaelis 405fc4f841 Fix dedicated 2014-04-02 20:53:12 +02:00
Julius Michaelis 67a99a88d9 Proper shutdown on SIGINT/SIGTERM/SIGHUP 2014-04-01 18:03:36 +02:00
Julius Michaelis a06b7e3c23 Fix use after free and conditional jump on uninitialized 2014-03-31 12:07:58 +02:00
Julius Michaelis cfc5af7f9d Do not exit round on closing game over dialoge with ✗-button 2014-03-30 16:03:26 +02:00
Nicolas Hake 3c80a745b0 MinGW: Use __mingw_vasprintf if available
Recent versions of MinGW do no longer declare vasprintf in <stdio.h>,
but they ship a compatible function called __mingw_vasprintf. Use this
function if vasprintf isn't available.
2014-03-25 23:20:34 +01:00
Nicolas Hake 6a5d738f03 Validate texmap entries on load (#1060)
This makes sure texmap entries look correct, thus avoiding a crash that
happened when the entry referenced a material without specifying a
texture.

Closes #1060.
2014-03-25 18:30:11 +01:00
Nicolas Hake 5c7e5446ba Move <regex> inclusion to C4Include
Since multiple source files may want to use regular expressions, move
the header inclusion before setting up heap debugging.
2014-03-25 18:28:02 +01:00
Sven Eberhardt 75c5ac1465 Enable league button if an alternate server is set. To be re-enabled completely when an OC league exists (and when we have new button graphics). 2014-03-23 20:41:58 +01:00
Maikel de Vries db8e639b3e Fixed some Clonk 4 string occurrences in C4Console 2014-03-20 21:16:27 +01:00
Nicolas Hake 802cc8ece9 Fix some uses-after-free due to terrible StdBuf semantics 2014-03-19 14:21:23 +01:00
Julius Michaelis c49bc99efe Options/Graphics: tidy up
Remove Config.Graphics.ShowAllResolutions
2014-03-17 22:29:39 +01:00
Nicolas Hake 7a65ebade8 Warn on unsupported accelerator keys
Chars outside the basic latin alphabet don't actually work as
accelerator keys. Emit a warning when encountering them.
2014-03-11 00:26:13 +01:00
Nicolas Hake 4a3ece5f5d Don't split UTF8 when handling accelerators (#983)
Marking up accelerator keys still assumed all characters were one byte
wide. Change this to accept multi-byte characters.
2014-03-11 00:25:38 +01:00
David Dormagen 6b25e54f0b PV_Step: added "maximumValue" parameter 2014-02-18 20:37:43 +01:00
Nicolas Hake 7b495cdef4 C4Script: Allow more format flags
In addition to field width and precision, also accept sign flags (+, -,
<space>) and the "alternate output" flag (#).
2014-02-17 23:10:50 +01:00
Martin Plicht 46df9d758c StdScheduler: Make DoScheduleProcs virtual, override it in C4AbstractApp and set isInManualLoop flag around the DoScheduleProcs call so the FlushMessages() of C4AbstractApp will happen when isInManualLoop is true 2014-02-16 14:54:32 +01:00
Martin Plicht e02b2d425f C4NetIO: #ifdef __APPLE__, not APPLE 2014-02-16 14:54:26 +01:00
Martin Plicht 61cd4271c9 C4NetIO: mac: To be on the safe side, only activate poll timeout cap when APPLE 2014-02-16 10:54:24 +01:00
Martin Plicht aee2e358ca C4NetIO: Place silly poll timeout fix where it actually helps in case of UDP 2014-02-16 10:18:45 +01:00
Martin Plicht c3dd3a08ce StdScheduler::Added is not necessarily called from the thread the
procedure is meant to be run on, so introduce yet another StdScheduler
extra method StartOnCurrentThread which on Mac OS X does the actual run
loop registration stuff and needs to be called from the actual thread
the scheduler is supposed to run on

StdSchedulerMac: Remove SCHAdditions objects again
2014-02-16 10:18:38 +01:00
Martin Plicht c9521e2c3c mac: Zoom in/out main menu commands also work in game mode, call Viewports. methods then 2014-02-16 10:01:14 +01:00
Tobias Zwick e1cff59418 fix statistics in player selection dialogues ignore linebreaks (#1027)
I was unable to find the original commit that might have caused this, so I passed the constructor of the TextWindow an extra parameter to treat "|" as linebreaks and changed the translation files.
2014-02-03 01:11:05 +07:00
Tobias Zwick 724bb80300 change a LogFatal() to Log() when loading of a player failed (related to #693) 2014-02-03 00:19:08 +07:00
Tobias Zwick 9f78f85206 fix update via *.ocu on Windows 7 (#870)
see bugtracker entry for details

(cherry picked from commit 325d2b80e1)
2014-02-02 23:54:15 +07:00
Martin Plicht 4299faefd4 StdSchedulerMac: Was crashy because of faulty memory management which is now hopefully better 2014-01-29 22:57:19 +01:00
Martin Plicht acceeb7291 mac: Add precompiled nib files to really not require Xcode … 2014-01-29 20:39:24 +01:00
Tobias Zwick a04a1b697b fix game does not initialize when OS runs for longer than 30 days or so.
Special thanks to Yshxod for having the patience and debugging the game with me!
2014-01-28 00:04:31 +07:00
Martin Plicht 09e1a47cf9 C4NetIO: Endless polls cut short by cheap hack 2014-01-27 14:22:22 +01:00
Martin Plicht 3ce7d7ae7f StdSchedulerMac: Only add NSRunLoop additions for main thread 2014-01-27 14:22:22 +01:00
Martin Plicht b3c1706b1b mac: Clonk.icns is oc.icns 2014-01-27 14:22:22 +01:00
Sven Eberhardt 32104f6bbe Change StdScheduler loop to work in MSVC2010. 2014-01-26 16:26:27 +01:00
Tobias Zwick 9c1f4bcbef replace FIXME logs on each scenario start with a FIXME comment in the code (#1013) 2014-01-26 17:16:22 +07:00
Martin Plicht bf1f9037a8 Merge branch 'macscheduler' 2014-01-25 16:00:29 +01:00
Tobias Zwick 07536d4ec2 make credits text look less shitty on widescreen resolutions
Even though the credits only consist of text, the current credits screen is an image. The image was stretched across the full screen, now the aspect ratio is kept at least.
2014-01-24 22:56:32 +07:00
Tobias Zwick a51d429611 add icon pngs for linux alongside the windows ICO file 2014-01-24 16:45:31 +07:00
Tobias Zwick d35bfdb7b6 update credits screen
add some contributors, put the newly formed artist workgroup into <Art and Content>
clean up credits screen dialogue code
2014-01-24 15:33:47 +07:00
Martin Plicht 130660a544 Merge branch 'master' into macscheduler 2014-01-23 17:53:58 +01:00
Martin Plicht 911c9b7713 C4AbstractApp: ScheduleProcs timeout parameter defaults to 1000/36 instead of -1 so the timeout is not determined to be infinity down the road, leading to mac version not getting out of the poll call anymore 2014-01-23 17:53:40 +01:00
Martin Plicht d504626a40 StdScheduler: Split into StdSchedulerWin32/StdSchedulerPoll/StdSchedulerMac 2014-01-23 17:53:40 +01:00
Martin Plicht 426e6c659a C4Application: Check if pGameTimer exists before removing/deleting 2014-01-23 17:52:53 +01:00
Martin Plicht a4c858f4ee C4Draw::ResetGamma: Implement by applying saved DefRamp (Mac version went all blue using the old implementation) 2014-01-23 17:52:30 +01:00
Martin Plicht 3d9c965ebd mac: C4Particles: glGenVertexArrays fix for Mac OS X 2014-01-23 17:52:19 +01:00
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 12ad7d41a6 mark undocumented functions in C4GameScript.cpp 2014-01-22 14:00:37 +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 dd0438b55d Added helper function LogCallStack.
Useful when you need a stack trace but don't want to break execution flow.
2014-01-04 14:22:41 +01:00