Lukas Werling
eefa8749a8
Fix viewport Zoom getting set to NaN
2016-03-22 16:49:39 +01:00
Lukas Werling
75f62e52f2
Make Qt editor work with the SDL engine
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Viewport rendering doesn't quite work yet, though.
2016-03-20 21:16:52 +01:00
Lukas Werling
e1eb62a552
Fix warnings about overridden functions
2016-03-20 21:16:52 +01:00
Lukas Werling
08d7c9dcea
Implement GetShiftWParam() with Qt
2016-03-20 21:16:52 +01:00
Sven Eberhardt
a3cdfa3221
Qt Editor: Add shadow to landscape brush circle
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To be more visible e.g. when drawing snow or in front of a white sky
2016-03-20 11:35:20 -04:00
Sven Eberhardt
3f7d68ff2c
Qt Editor: Sort objects in object creator by name
2016-03-19 14:40:23 -04:00
Sven Eberhardt
ed0647866e
Qt Editor: Add preview for new object placement
2016-03-19 14:40:22 -04:00
Lukas Werling
b64b4e8574
Compilation fixes for Linux
2016-03-18 21:34:21 +01:00
Sven Eberhardt
4f70fdbfc8
Qt Editor landscape drawing fixes and improvements. Add brush size preview.
2016-03-18 00:26:14 -04:00
Sven Eberhardt
645520c7af
Qt Editor: Fix viewport focus and keyboard handling.
2016-03-15 22:58:41 -04:00
Sven Eberhardt
f6ce50e9e7
Qt Editor: Use qt widgets for viewports
2016-03-10 00:07:17 -05:00
Sven Eberhardt
63bbba06bb
Qt Editor: Add missing creator files
2016-03-06 13:17:14 -05:00
Sven Eberhardt
80549ca2cc
Qt Editor: Add object creator
2016-03-06 13:06:29 -05:00
Sven Eberhardt
74b3983f7f
Fix some Qt editor crashes
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Fix use-after-delete on proplists by item view and crash on recursive execution of message processing.
2016-03-03 00:13:39 -05:00
Sven Eberhardt
771a333e21
Qt Editor: Add effects to object list view + fixes
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Also remove cache of C4Values and use callbacks on object and effect deletion instead.
2016-02-21 22:23:42 -05:00
Sven Eberhardt
a4d28c383b
Qt Editor: Implement object list view
2016-02-18 00:11:35 -05:00
Sven Eberhardt
e0e09133d6
Qt Editor: Add some string translations.
2016-02-18 00:10:30 -05:00
Sven Eberhardt
2af22ee824
New editor (Qt-based)
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Work in progress. So far only for Windows.
2016-02-15 08:38:06 -05:00
Sven Eberhardt
ba3160c4c3
Fix crash when console window creation fails
2016-02-11 23:35:38 -05:00
Sven Eberhardt
c9d3cd7417
Add MeltingCastle team melee
2016-02-07 17:21:14 -05:00
Maikel de Vries
1ebdc31182
add tutorial 6
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Still intro, outro and some NPCs missing.
2016-02-07 21:29:27 +01:00
Maikel de Vries
2a4fa85583
tutorials: fix some descriptions and control strings
2016-02-07 21:29:27 +01:00
Sven Eberhardt
8273dcdf45
Fix cargo attachment vertex in balloon
2016-02-07 14:49:05 -05:00
Sven Eberhardt
3d3e848aeb
Target balloon: Allow deployment of any items.
2016-02-07 14:27:51 -05:00
Sven Eberhardt
35fcc0ff51
Fix scenario saving of array-typed visibility. Fix ItemSpawn saving and spawn def re-setting.
2016-02-07 13:21:01 -05:00
Sven Eberhardt
ef032c60fa
ItemSpawn: Simplify script, add team-only spawns, add scenario saving and add sound on collection.
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The script now just sets visibility per player (VIS_Select) instead of creating one dummy object per player. It also uses the object directly instead of indirecting everything through an effect (the effect couldn't be used on other objects anyway).
2016-02-07 12:21:13 -05:00
Sven Eberhardt
79897ce777
Move ItemSpawn from Aerobatics to main Objects.
2016-02-07 10:43:24 -05:00
David Dormagen
28ffc3d3b1
Library_Constructor: use normal single-use instead of holding-use
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..because the library wasn't actually USING the holding callback at all. And it had/has its own CON_Aim hackery anyway. No need for the control-library internal CON_Aim stuff then (I could imagine this might just lead to issues at some point).
2016-02-07 10:47:33 +01:00
David Dormagen
d9760cdab6
controls: properly set noholdingcallbacks to false when using ControlUseStart ( #1327 )
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Otherwise the situation could arise where you used a ControlUseStart object (the wallkit) but noholdingcallbacks was still set to true (because e.g. you used a hammer before). Then you would not be able to move the preview.
This is described in a comment to the referenced bug.
2016-02-07 10:47:33 +01:00
David Dormagen
59739b5cf6
script GUIs: do not catch mouse-up without prior mouse-down ( #1327 )
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Otherwise, you could open a menu on mouse-down, which would then block the mouse-up event. The control system (not the script but the engine!) would then never know that the button was released and issue a key event with repeated=1 when you pressed the button the next time.
This could lead to issues.
2016-02-07 10:47:33 +01:00
Maikel de Vries
148b217003
jet stream: do not attempt to move stuck objects
2016-02-07 10:24:36 +01:00
Maikel de Vries
a44b759472
snap digging angle to straight lines with 5 degree margin
2016-02-07 10:24:36 +01:00
Maikel de Vries
978b236596
clean up shovel script
2016-02-07 10:24:36 +01:00
Maikel de Vries
145b902f65
correctly handle SetDir for the catapult
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Ideally the script is fully changed to correctly use dir.
2016-02-07 10:19:11 +01:00
Maikel de Vries
0a928d4a11
tutorials: various small fixes
2016-02-07 10:19:11 +01:00
Sven Eberhardt
1e5b04e2d1
WallKit preview: Add function to update independent of position.
2016-02-06 23:53:45 -05:00
Sven Eberhardt
d213115103
Add function to CTF flag to disable pickup.
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To be used by scenarios that use the flag differently.
2016-02-06 22:45:53 -05:00
Sven Eberhardt
775533a8da
Catapult and cannon: Add functions to rotate instantly.
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Useful for scenario designers.
2016-02-06 22:45:14 -05:00
Sven Eberhardt
439b1f481c
Register Objects.c script as global constant to make it accessible from outside
2016-02-06 21:12:22 -05:00
Sven Eberhardt
43451a4242
HotIce: Lower spawn position on explosive mode with small islands
2016-02-06 20:40:44 -05:00
Günther Brammer
b129e5f210
gtk: Remove unused variable
2016-02-06 23:48:13 +01:00
Günther Brammer
23d34f75ec
Remove some dead graphics code
2016-02-06 23:46:58 +01:00
Günther Brammer
2434b22b20
Improve SDL2 OpenGL context error message
2016-02-06 23:46:58 +01:00
Sven Eberhardt
44121a00eb
MAPALGO_Scale: Fix scaling coordinates for common case of blitting scaled surfaces from one surface to another.
2016-02-06 16:10:34 -05:00
Günther Brammer
4b4b8781a0
Make GTK+ and SDL2 work together
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If the gamepad code initialized the SDL video subsystem, GTK+ crashed in
libX11. Or something along those lines.
Making the optional subsystems using SDL for gamepads and audio use
SDL_InitSubSystem and only the SDL Application port do the full SDL_Init
is the proper way to do things in any case.
2016-02-06 21:12:56 +01:00
Sven Eberhardt
623f838799
Add sounds: Hits::BucketHit*, Structures::DoorOpen*, Structures::DoorClose* by ala
2016-02-06 14:37:18 -05:00
Günther Brammer
32d8d0db76
Finish the update from SDL_Mixer to SDL2_Mixer
2016-02-06 17:28:15 +01:00
Günther Brammer
408dfff96e
Fix indentation of the KeyCodeMap table
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It used a mix of tabs and spaces for indentation, and tabs to separate the
columns, which doesn't work with variable tab sizes and variable column
widths. Use tabs for indentation and spaces for column separation.
2016-02-06 16:50:47 +01:00
Günther Brammer
934b519bb4
Update the SDL port to SDL2
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SDL2 is a much closer match to the other platform code, and
allows the creation of OpenGL 3 core contexts, which is
now required.
2016-02-06 16:48:21 +01:00
Günther Brammer
1010732ba8
Fix the SDL build
2016-02-06 16:47:56 +01:00