Lukas Werling
21fd0805d0
Merge branch 'gtk-mousegrab' (pull request #18 )
2016-03-21 16:27:24 +01:00
Maikel de Vries
8d2ab69d03
make GetDefinition work on string parameter
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This can be useful to check if a definition is loaded, ideally the implementation is moved to the engine.
2016-03-20 09:15:35 +01:00
Lukas Werling
b50a059350
Hot Ice: Add a countdown before the round begins
2016-03-18 18:11:17 +01:00
Clonkonaut
dc74a2301f
Mooq: Fixed mesh rotation.
2016-03-14 12:07:46 +01:00
Maikel de Vries
0b1011ff8f
Merge branch 'lluchs-hotice-rounds'
2016-03-09 21:49:47 +01:00
Maikel de Vries
d0ee605728
Merge branch 'hotice-rounds'
2016-03-09 21:47:44 +01:00
Lukas Werling
2236d4fa4a
Hot Ice: Allow scrolling while waiting for the next round
2016-03-09 21:29:42 +01:00
Lukas Werling
3b039f8342
Hot Ice: Add scoreboard
2016-03-09 21:08:14 +01:00
Maikel de Vries
21c5f63d44
wipf: dig free is covered with earth ( #1703 )
2016-03-09 20:54:43 +01:00
Lukas Werling
d2836bb70a
Hot Ice: Add option for multiple rounds
2016-03-09 00:32:02 +01:00
ckanibal
8f31ae22bf
Make Windows build great again!
2016-03-07 00:58:23 +01:00
Maikel de Vries
21cbf97562
fix contact calls and borderbound for mooq
2016-03-06 10:45:02 +01:00
Maikel de Vries
d768e9e256
fix playing mooq sounds and move sounds to Sound.ocg
2016-03-06 10:37:29 +01:00
Clonkonaut
5801a2f133
Mooq: Applied Script Guidelines.
2016-03-05 19:02:27 +01:00
jok21
0f1b9c0891
Mooq Particle Change
2016-03-05 19:02:26 +01:00
jok21
a89ee8e51b
MooqSounds
2016-03-05 19:02:25 +01:00
jok21
4c4a590ac8
Mooq
2016-03-05 19:02:23 +01:00
Maikel de Vries
9b39f2b18c
fix ShuffleArray
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When taking a random element from the copy, also consider the last element.
2016-03-05 17:27:20 +01:00
Maikel de Vries
1862161708
eject structure contents on destruction
2016-03-05 16:40:33 +01:00
Maikel de Vries
5acf34c2ba
allow larger font sizes for exotic monitor configurations ( #1695 )
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This can be still improved depending on the monitors dpi and select automatically a font that fits best to the dpi.
2016-03-04 21:07:42 +01:00
David Dormagen
4465236d1b
interaction menu: added contents count to "Inventory" ( #1697 )
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..I am open to discuss the exact design of this.
2016-03-04 08:18:20 +01:00
David Dormagen
c6dd261d05
Surrounding helper: added ContentsCount overload
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..which is a pre-requisite to showing the current / max. contents count in the interaction menu.
2016-03-03 10:46:11 +01:00
Günther Brammer
b54ddc7663
Merge branch script
2016-03-01 03:04:17 +01:00
Nicolas Hake
fe91cec2b7
Merge remote-tracking branch 'github/pull/14'
2016-02-29 14:05:45 +01:00
David Dormagen
85fad425e2
updated docs for PV_Random and PV_Cos
2016-02-27 12:39:18 +01:00
David Dormagen
3d71dfbfa9
Particles: added a "seed" parameter to PV_Random ( #1198 )
2016-02-27 12:24:15 +01:00
David Dormagen
bc5fededaf
particles: added PV_Cos
2016-02-27 11:45:13 +01:00
David Dormagen
4c6d347c4d
C4ValueArraySortStringscomp: silenced string-to-bool-conversion warning
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VisualStudio gave a "performance warning" about this implicit cast. I actually don't know why, but this change makes the intention clearer anyway (since we are not returning the string contents but just whether they exist). So it's probably not bad regardless of whether the warning is weird.
http://stackoverflow.com/questions/1847860/why-is-there-a-performance-warning-on-cast-pointer-to-bool
2016-02-27 11:42:37 +01:00
Lukas Werling
2d4747029d
Make analog axis strength symmetrical (0 to 2^15 - 1)
2016-02-26 20:40:07 +01:00
Lukas Werling
3a4e667f4d
Implement mouse grabbing for GTK on X11 ( #1637 )
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The same thing should somehow also be possible using gdk_device_grab(),
but I couldn't get it to work properly.
2016-02-25 18:21:53 +01:00
Nicolas Hake
48ccc5f983
Render objects in front of landscape only once
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The plane limits in C4ObjectList::Draw were not properly checked,
leading to objects in front of the landscape being drawn twice (once
before the landscape was rendered, and once after).
2016-02-25 01:09:48 +01:00
Nicolas Hake
bfd9989fc6
Landscape Renderer: Create and bind 1D mat map texture before using
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The landscape renderer used to store texture data into the default 1D
texture, which works but is a bad idea for several reasons (and would
have broken if we had a reason to use another 1D texture anywhere else).
2016-02-24 19:18:27 +01:00
Nicolas Hake
f64f131f1b
StdMesh*: Explicitly delete copy ctors/assignment ops
2016-02-24 01:46:58 +01:00
Nicolas Hake
72dc205582
GL: Add an object label to mesh IBOs
2016-02-24 01:46:58 +01:00
Lukas Werling
e52bf6962b
Fix gamepads only working after game start
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This affected all platforms other than SDL.
2016-02-23 20:20:41 +01:00
David Dormagen
b69a304493
Fx*Damage reference: added "by_player" parameter; do not imply boolean return value
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'whether' implies 'yes' or 'no'. That's wrong in this case.
2016-02-23 19:48:15 +01:00
Lukas Werling
8811356141
Make C4GamePadControl manage all controllers
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The available gamepads are distributed automatically among players.
This also implements controller hot-plugging: It is possible to start a
game without a controller and plug it in later, and to reconnect a
controller after plugging it out.
2016-02-23 17:06:59 +01:00
Sven Eberhardt
65d6dd76a3
Meltign Castle: Fix item spawn after 4 minutes; add restart rule.
2016-02-21 17:36:29 -05:00
Sven Eberhardt
5963b9aed3
ItemSpawn: Add reset function to enable re-collection of item.
2016-02-21 16:56:19 -05:00
Sven Eberhardt
e87ad1ecc1
MeltingCastle: Rebalance for slightly less rushing.
2016-02-21 16:31:20 -05:00
Lukas Werling
9e0143b998
Remove gamepad ids from key codes
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We want one gamepad key mapping to work with multiple gamepads, so
including the id there doesn't make sense.
Additionally, the gamepad id may change during the game (controller
hot-plugging).
2016-02-21 18:27:02 +01:00
Lukas Werling
9f69c650d6
Use icons for all controller buttons
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The icons currently only show Xbox 360 controller labeling. The icon set
also includes icons for PlayStation controllers, so we could extend this
in the future.
2016-02-21 18:27:02 +01:00
Lukas Werling
9e9505fdf3
Add and update documentation for all control changes
2016-02-21 18:27:02 +01:00
Lukas Werling
7155ff90eb
Implement controller rumbling
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New script functions:
- PlayRumble(int plr, int strength, int length)
- StopRumble(int plr)
2016-02-21 18:27:01 +01:00
Lukas Werling
046cacc26c
Remove unused and unimplemented gamepad functions
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- GamePadControl::AnyButtonDown
- GamePadOpener::SetGamePad
2016-02-21 18:27:01 +01:00
Lukas Werling
aa42d1deb7
Make controller button strings nicer
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This also removes the controller id from the control definitions,
instead defaulting to 0. This doesn't change anything for now as we only
had definitions for controller 0 anyways.
2016-02-21 18:27:01 +01:00
Lukas Werling
24622f3a9c
Update main menu GUI gamepad control bindings
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It is now possible to control all GUI menus using the left stick or the
dpad, along with the A and B buttons on the controller.
This also doubles the button emulation dead zone to make navigating the
menus with the stick easier.
2016-02-21 18:26:44 +01:00
Lukas Werling
985f1b99e5
Make GetPlayerControlState() query the current controller state
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To keep compatibility with scripts which expect only binary buttons,
this adds a third parameter to the function which enables the new
functionality.
Bonus /script to test the controller stick x axis:
Schedule(GetCursor(), "Message(\"%d / %d\", GetPlayerControlState(0, CON_Left, true), GetPlayerControlState(0, CON_Right, true))", 10, 100000000)
Note that the values will be inconsistent if multiple analog sticks are
bound to the same control, as values from one stick will overwrite those
from the other one. This can happen even if you move only one stick.
2016-02-21 18:26:44 +01:00
Lukas Werling
1147d1a154
Fix openclonk-server build
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SDL usage is masked with HAVE_SDL checks so it should work without SDL,
but SDL has to be linked when it's available.
2016-02-21 18:26:43 +01:00
Lukas Werling
8dd1450e94
Implement "gamepad stick moved" events for analog input
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Analog moved events are only sent once per control frame.
2016-02-21 18:26:18 +01:00