Commit Graph

7383 Commits (e196ddcb2ccef92216b56a4532bb3e4e48856cc2)
 

Author SHA1 Message Date
Clonkonaut e196ddcb2c Tidy up Crop Library. 2015-09-18 19:41:21 +02:00
Sven Eberhardt bdad81d2d1 Show "gl: Create context" messages on first context only.
They would clutter the log whenever you switched tools, created viewports, etc.
2015-09-18 09:50:06 -04:00
Nicolas Hake ab4f1d7258 Win32: Update crash handler for MSVC 2015 2015-09-18 15:02:33 +02:00
Nicolas Hake a11135e4ac Win32: Properly clean up tools dialog after use (#1377)
When switching dialogs in editor mode, the (paint) tools dialog wouldn't
be properly cleared, instead only destroying the dialog window. Thus,
the next time it would be used, it'd try painting onto a device context
which did no longer correspond to any existing window, which made OpenGL
sad.
2015-09-18 15:02:31 +02:00
Nicolas Hake 51eb389739 Win32: Actually delete all of the landscape dlg bitmaps on close
We used to leak a bunch of HBITMAPs when the langscape tools dialog
closed, because for some reason we only destroyed a few instead of all.
2015-09-18 15:02:30 +02:00
Nicolas Hake 5d37444065 CMake: Update list of Boost versions yet again 2015-09-18 14:33:15 +02:00
Nicolas Hake 9c546d1d1d CMake: Link winmm to libmisc
libmisc contains C4TimeMilliseconds, which requires winmm.
2015-09-18 14:33:14 +02:00
Sven Eberhardt b746dcc1d4 Fix infinite coconut jump (#1388).
Hit is called after force redirection so resetting xdir to its pre-hit value is a bad idea.
2015-09-17 22:38:29 -04:00
Sven Eberhardt 410e570b94 Add localized strings for ToolsDlg foreground and background labels. 2015-09-17 22:30:22 -04:00
Sven Eberhardt 9f4391ff0a Fix ModeBack initialization on editor startup.
It would be set by state and then immediately reset in Default(). This had the effect that if you used the color picker on sky before ever selecting a background material, the wrong background would be used.
2015-09-17 22:25:46 -04:00
Sven Eberhardt 881fc084c5 Fix invalid background material in Crash Landing map. 2015-09-17 21:59:29 -04:00
Sven Eberhardt af5302b949 Fix insect swarm and boiling lava scenario saving. 2015-09-17 21:59:05 -04:00
Armin Burgmeier c3b491ad6c Enable mipmapping for sprites
This should improve the appearance of sprite graphics when zoomed out.
2015-09-17 20:09:21 -04:00
Armin Burgmeier 5107e23905 Select sane defaults for background material and texture in editor (#1402) 2015-09-17 20:03:53 -04:00
Armin Burgmeier 5d2e36149b Don't warn if a smaller material texture is perfectly tileable 2015-09-17 18:55:41 -04:00
Sven Eberhardt c466fd6257 Remove some dead files. 2015-09-17 18:39:25 -04:00
Clonkonaut c1d87dd971 Added random value to Seed timer to prevent possible calculation spikes in key frames. 2015-09-18 00:00:46 +02:00
Clonkonaut aadbe20f5c Fixed null pointer error in growth effect.
When using negative values for growing (shrinking).
2015-09-17 23:56:44 +02:00
Sven Eberhardt 30a8ef7f0e Store allow_fire parameter of invincibility effect. 2015-09-16 23:30:23 -04:00
Sven Eberhardt 51ae849e36 Add HalfVehicle to TexMap.
Otherwise the engine would add it and save a custom Material.ocg for every saved scenario and savegame.
2015-09-16 22:25:40 -04:00
Sven Eberhardt aac23e6bc7 Fix landscape renderer and ambience level on savegame resume (#1400). 2015-09-16 22:11:39 -04:00
Armin Burgmeier c28c63ce0d Remove some now unused code in C4LandscapeRender.cpp 2015-09-16 22:01:51 -04:00
Armin Burgmeier 8e2ad1fb33 Fix property name "LightOffset" in SetLightRange docs 2015-09-16 21:55:33 -04:00
Armin Burgmeier 790219ac7e Replace 3D texture in landscape shader by a 2D texture array
A texture array is conceptionally what should be used in this case. One
advantage of this is that we don't have to generate mipmaps ourselves but can
let the graphics driver take care of it. Same for selection of the mipmap
level. This would even allow to choose different mipmap levels for different
textures.

This is a somewhat experimental change since it makes OpenGL 3.0 a hard
requirement for OpenClonk. I expect that this is fine, but if this causes
failures during landscape creation on common hardware/drivers we should
revisit.
2015-09-16 21:45:30 -04:00
Armin Burgmeier 061305c0c7 Don't enable textures in C4ShaderCall::AllocTexUnit
This was only necessary with the fixed function pipeline, but not when
using shaders.
2015-09-16 21:45:30 -04:00
Sven Eberhardt 0bb693172d Lamp post offsets light source to lamp attachment position. 2015-09-16 21:14:09 -04:00
Sven Eberhardt b683e47499 Add LightOffset property to allow light sources to origin from locations other than the object center. 2015-09-16 21:14:08 -04:00
Armin 267737cab0 SetPlayerViewLock() for all players (#1194)
Signed-off-by: Maikel de Vries <mdt.maikel@gmail.com>
2015-09-16 22:51:36 +02:00
Sven Eberhardt 56ff5bbf27 Lantern: Fix attachment on CreateContents, fix scenario saving and remove lantern dummy.
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 53a002c31f Lantern: Increase light range and color light.
The range wasn't any further than the clonk's natural light which made lamp usage a bit pointless.
2015-09-15 21:48:02 -04:00
Sven Eberhardt 5b539a5b34 Fix manipulation of multiple objects in editor.
It would only do work on the last (and possibly random objects because initialized memory was accessed).
2015-09-15 21:29:26 -04:00
Sven Eberhardt bf1596a229 Adjust interaction menu object ordering.
The clonk opening the menu should always have higher priority so the clonk is predictably selected on the left side even if standing behind e.g. a crate.

Other clonks should be behind because interaction with them is rare but having your fellow players stand in front of a building is very common. Allies also tend to run in front just when you opened that menu.
2015-09-15 21:13:53 -04:00
Sven Eberhardt 9ec3ca0304 Fix production menu entries in unowned producer buildings. 2015-09-15 20:50:50 -04:00
Sven Eberhardt aaf5693ecc Remove unnamed controls from control config dialogue. 2015-09-15 20:04:08 -04:00
Armin Burgmeier 3eb6b277e4 Buildfix 2015-09-15 18:25:13 -04:00
Clonkonaut ccccc952fe Make zaphive placement truly random. 2015-09-15 22:42:28 +02:00
Maikel de Vries 71c7cd0a5b add object to block areas from flag ownership
These objects also live in the flag list and for now have only rectangular shapes, more features may come in the future.
2015-09-15 22:25:52 +02:00
David Dormagen 35903e64d9 fixed possible nil-pointer access in interaction menu
I am still not 100% sure in which situation this occurs (see also old comment in line 168). I suspect it happens when an object is removed from the menu and the object check timer ticks just before the inventory timer.
It is possible that this should rather be resolved by removing the inventory check effects when the right conditions are met (aka the menu is removed). IF that is even the cause. Right now I don't think the current situation is too bad, because the check is very lightweight and superflous content check effects will be removed when a new menu is opened on either side anyway.
2015-09-15 21:27:26 +02:00
Sven Eberhardt cc0a139ff9 Fix landscape reinitialization on saved section load (#1379). 2015-09-15 00:13:45 -04:00
Sven Eberhardt 73a42fef92 Suppress warning messages for undefined fields when returning to main section in LoadScenarioSection. 2015-09-14 23:01:09 -04:00
Sven Eberhardt 84af4b4b57 DeepSeaMining: Free respawn 2015-09-14 22:47:35 -04:00
Sven Eberhardt 1ba28cd3f6 Sequence stores and restores breath of all clonks of watching players. 2015-09-14 22:43:03 -04:00
Sven Eberhardt d1862e0531 Incinerate returns false when effect could not be created.
Happens e.g. if object has a NonFlammable or Invincible effect.
2015-09-14 22:31:51 -04:00
Sven Eberhardt 188b79cd7a MakeInvincible includes MakeNonFlammable by default.
It was always either used in conjunction or forgotten. If someone wants invincibility while still allowing fire (e.g. an unkillable fire golem), there's now a parameter to allow it.
2015-09-14 22:25:27 -04:00
Sven Eberhardt 3096ff4f7a DeepSeaMining: Small adjustments for material, knowledge and intro.
Material: More dynamite
Knowledge: Add Chest
Intro: Hurt sound on plane drop and sky scroll stops
2015-09-14 21:59:12 -04:00
Sven Eberhardt 3ff1bbf5f6 Fix /todo fallback on write error. 2015-09-14 21:39:51 -04:00
Armin Burgmeier 9197acbb62 Generate mipmaps by default, and use them for mesh textures 2015-09-14 20:36:08 -04:00
Maikel de Vries 2dde6fd600 move flag coordinate in area check into flag's script
This allows also for using rectangular ownership shapes, which can be useful for blocking areas.
2015-09-14 20:58:13 +02:00
Clonkonaut c925351b15 Correct Z-sorting for trees. 2015-09-14 17:09:13 +02:00
Clonkonaut 1c41df401b Racical increase in brightness for the Ambient shader. 2015-09-14 17:08:50 +02:00