David Dormagen
fa5257328c
documented the additional features of CustomMessage
2015-03-23 14:29:31 +01:00
David Dormagen
ca682b7fc3
removed several old menu objects and added a replacement menu with the new GUI system
2015-03-20 18:07:37 +01:00
David Dormagen
ebcc397221
add proper support (inventory & interaction-menu contents) for extra slot library
...
Also fix bug with GuiScriptWindow where scrollbars would not be hidden in some cases (f.e. no-crop parent and negative-top child).
2015-03-19 16:22:06 +01:00
David Dormagen
379d189787
now always use on leftclick and throw on rightclick (drop if you click your Clonk or below); also removed some old references to the right mouse button (UseAlt)
2015-03-09 13:33:31 +01:00
David Dormagen
77e8d77921
make sure all items use the RejectUse callback
2015-03-06 10:38:22 +01:00
David Dormagen
30a70d9e3e
fix crash on RemoveEffect when the object has no effects attached
2015-03-06 10:37:54 +01:00
David Dormagen
d740a79ba5
polished the updating behaviour of the interaction menu; added "Your Environment" tab into interaction menu
2015-03-05 18:53:52 +01:00
David Dormagen
635dd6c285
flag marker: the little helper objects are no longer vehicles
2015-03-01 11:32:29 +01:00
David Dormagen
700f332cc0
production menu: sort items by value; fix minor bug
2015-03-01 11:30:46 +01:00
David Dormagen
6466c6d45b
adapted flagpole to the interaction menu; moved some frequent checks (completion/hostility) to the interaction menu; the flag is no longer static back
2015-03-01 11:20:33 +01:00
David Dormagen
f169640713
interaction menu: improved support/updating of custom entries; adapted pump & producer to interaction menu
...
Also fooled around with the layout of the interaction menu. Far from final though.
2015-03-01 10:27:29 +01:00
David Dormagen
047bafaa6a
improved support for custom interaction menus; made pump control use the new interaction menu
2015-02-27 11:23:20 +01:00
David Dormagen
4c69e19219
custom guis: correctly respect margins in grid layout and vertical layout
2015-01-20 20:44:13 +01:00
David Dormagen
8146e3e748
C4GUI::C4Scrollbar: corrected friend-declaration (ck)
...
This was no error on VS 2013, though..
2015-01-15 21:06:58 +01:00
David Dormagen
bd04722553
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
src/game/C4GraphicsSystem.cpp
src/game/C4GraphicsSystem.h
src/game/C4Viewport.cpp
src/gui/C4GameMessage.cpp
2015-01-15 19:57:01 +01:00
Peter Wortmann
e8bf04840f
Fix some refactoring bugs ( #1227 )
...
The "b" value returned by the new find_cross function had basically
nothing to do with what the old version did (it was for the other
pair of coordinates *and* sign-switched). This is not cosmetical - the
algorithm depends quite a bit on this being consistent.
Additionally, most of the list modifications in CalculateTriangles were
wrong (didn't reprocess last triangle for ascend shadowing, and the descend
case was removing the wrong triangle). I admit the old code was probably a
bit too tricky with how it handled "i", so I attempted to refactor it to
make it less easy to screw up in future.
2015-01-14 14:23:26 +01:00
Sven Eberhardt
b2501ed0e5
SetPlrKnowledge(nil, ...) sets/removes knowledge for all players ( #1236 )
...
Useful e.g. for ingame scripting when you want to grant extra construction plans. Additionally, this kind of behavior is known from some other functions with per-player parameters like e.g. Sound().
2015-01-14 00:36:44 +01:00
Mark
deadfcf099
Initialize newzoom variable ( #1217 )
...
Fixes a problem with zoom in debug mode.
2015-01-13 21:29:01 +01:00
Mark
f9369f9eb4
Different implementation of CreateObject() ( #1214 )
...
CreateObject() now does not reposition an object after it has been created, but rather grows it around the center of said object.
To that end a new parameter has been added to DoCon() and SetCon() and the documentation has been updated.
2015-01-13 21:03:27 +01:00
Armin Burgmeier
a5c2e762f7
Fix memory leak when a viewport is re-initialized
2015-01-13 07:48:43 -05:00
Sven Eberhardt
92ce539b69
DarkCastle: Add FireArrow, BombArrow, GrenadeLauncher and Torch to construction plans.
...
Also removed a bogus line from DarkCastle scenario script.
2015-01-13 00:07:57 +01:00
Armin Burgmeier
57878a0604
Fix crash when viewing record with more than 2 players ( #1228 )
2015-01-12 16:37:51 -05:00
Armin Burgmeier
ae5f56594a
Fix openclonk build with GTK3
2015-01-12 16:25:00 -05:00
Sven Eberhardt
ebd55cabe8
Improve enemy AI behavior when dropping out of guard range.
...
When taking damage, clonks will now search and attack enemies even if outside their dedicated guard range. This should help for clonks that fell down from their guarding post.
2015-01-11 23:10:04 +01:00
Mark
d7a88eea62
Use CreateObject() in scripts ( #1214 )
...
Objects with id Rule_*, Goal_*, and Environment_* are created with CreateObject() now.
2015-01-11 19:04:42 +01:00
Mark
850bf1b9d4
CreateObject/CreateObjectAbove ( #1214 )
...
Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
Sven Eberhardt
1c994ad3c7
Windows: Do not deselect GL context when losing focus ( #1208 ).
...
Fixes engine intialization when tabbing out.
2015-01-11 17:01:27 +01:00
Maikel de Vries
d977d913ce
fixed interaction image for coconut tree
2015-01-11 09:17:14 +01:00
Maikel de Vries
79e2d8d822
add relaunches option to Dark Mine
2015-01-10 10:04:55 +01:00
Maikel de Vries
e9513218bf
add relaunch count to relaunch callback in last man standing goal
2015-01-10 10:04:26 +01:00
Maikel de Vries
afed995e37
added missing Folder.txt documentation ( #1187 )
2015-01-10 08:44:02 +01:00
Maikel de Vries
3cc644f6fc
reduced fire and explosive arrow strength
2015-01-09 23:37:04 +01:00
Maikel de Vries
9c0263faef
add title image to Acid Rift
2015-01-09 20:00:41 +01:00
Maikel de Vries
14123b0325
Use fixed array manipulation in Dark Mine again
2015-01-09 19:49:36 +01:00
Julius Michaelis
8e7001ba0f
Fix self-overwrite in C4ValueArray::SetSlice ( #1212 : Array manipulation goes wrong )
2015-01-09 15:09:36 +09:00
Sven Eberhardt
1213a2eef5
Torch knowledge for Golden Mountain.
2015-01-09 00:03:28 +01:00
Mark
43c924d00e
Restructuring of StdMeshSkeleton::MirrorAnimation
...
Mirroring the name happens in MirrorAnimation now, no double checks anymore, no double copying of buffers.
2015-01-07 22:48:04 +01:00
Maikel de Vries
85bbf5c595
improved Dark Mine vegetation and item locations
2015-01-07 21:55:15 +01:00
Maikel de Vries
872a64ff89
add Place() functionality to Trunk
2015-01-07 21:55:15 +01:00
Nicolas Hake
804bf41c92
Fix UPnP auto-detection
...
Auto-detecting UPnP might fail when CMake was invoked multiple times.
This would result in a broken build because the compiler would not find
<natupnp.h>.
2015-01-07 21:15:53 +01:00
Maikel de Vries
0ecd30ad9e
dynamite after fusing not collectible, but can be put into containers
2015-01-07 20:05:25 +01:00
Armin Burgmeier
e1d1d540c7
Allow independent viewport and light regions in C4FoWRegion ( #1211 )
...
With this change, an additional rectangle is stored in C4FoWRegion that
represents the area covered by the viewport in fractional floating point
coordinates. This allows the light texture to be created for an arbitrary
portion of the landscape, and the coordinate transformations for the
shaders will still work.
Also, since the additional rectangle uses floating point precision, the
computed coordinate transformations do now give the exact same result as for
the landscape pixel-by-pixel, and there should not be any offsets left.
I also hope that this change improves or fixes the single-pixel-lines of sky
that are sometimes seen at the edges of the viewport.
2015-01-07 19:44:31 +01:00
Armin Burgmeier
31c8c14e73
Fix viewport window size in light coordinate calculations ( #1211 )
...
The light rect is made larger than the viewport is by one pixel in
C4Viewport::Draw(), so correct for this.
2015-01-07 14:10:26 +01:00
Armin Burgmeier
b8fa1dd191
Fix the mape build
2015-01-07 12:28:10 +01:00
Armin Burgmeier
434eb1c77b
Fix Y offset when transforming fragment to light texture coordinates ( #1211 )
2015-01-07 12:28:10 +01:00
Julius Michaelis
8ff7d7c520
Torches for settlement tutorial
2015-01-07 12:14:58 +09:00
Maikel de Vries
36b29fd32e
adapt scenarios to rank->branch change
2015-01-07 00:04:44 +01:00
Maikel de Vries
6ae4e71e6e
Rank -> Branch, rename and Place() functionality
2015-01-07 00:04:44 +01:00
Maikel de Vries
2d741dfb70
fixed mixed up variables in Loc_Wall()
2015-01-07 00:04:44 +01:00
Maikel de Vries
6f3518d733
fixed lights in Rock Bottom
2015-01-07 00:04:44 +01:00