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