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Commits on Aug 14, 2016
  1. Merge branch 'master' into qteditor

    SvenTwo committed Aug 14, 2016
    Conflicts:
    	planet/Objects.ocd/Items.ocd/Tools.ocd/Dynamite.ocd/Script.c
    	planet/Objects.ocd/Libraries.ocd/Animal.ocd/CreatureControl.ocd/DefCore.txt
Commits on Aug 12, 2016
  1. Added a helmet by pluto. Wear and get 20% off damage*!

    Armag3ddon committed Aug 12, 2016
    *: not all damage is reduced, does not help against explosions, fire, asphyxiation or corrosion. We assume no liability for any deaths or injuries occurred while wearing.
Commits on Aug 11, 2016
  1. Fix RestartApplication on Linux

    lluchs committed Aug 11, 2016
    (and hopefully don't break it on Windows)
Commits on Aug 10, 2016
Commits on Aug 9, 2016
  1. Added a slight helper for corner scaling when just pressing up (#1770…

    Armag3ddon committed Aug 9, 2016
    …, #1630).
    
    The problem occurred as soon as the clonk's leg vertices passed the edge. It seems the engine does not really align the bottom vertex to the material. However, the bottom vertex does have CNAT_Bottom & _Left & _Right, in theory it should be properly attached. Maybe this is a little bit broken engine-wise or maybe assigning both left and right to a vertex isn't supported?
    Because the lower vertex (foot vertex) isn't attached, the clonk falls down onto its leg vertex and gets stuck in an endless loop of Scale, Jump, Walk, Scale, ...
    When pressing left/right, this is no problem as the clonk will be pushed towards the edge when walking and soon touch it with its foot vertex (I assume at this point regular engine behaviour kicks in).
    
    I added a little helper in the scale effect that sets COMD_UpLeft / UpRight whenever this situation is detected and only Up is pressed. 2 frames (1 is not enough) after the effect ended, the ComDir will reset to COMD_Up. It is then possible to climb an edge and stand still on top of it.
    
    Maybe not a perfect solution (a perfect solution would probably be to fix attachment in the engine but I couldn't pinpoint the exact problem) but it works for now.
  2. Expand ObjectInteractionMenu search radius one pixel lower (#1788).

    Armag3ddon committed Aug 9, 2016
    I don't think this pixel will hurt too much.
  3. ObjectInteractionMenu: don't create infinite ExtraSlotTracker effects.

    Armag3ddon committed Aug 9, 2016
    I think there's a bug in the effects system. It seems that effects are not removed properly if command_target is deleted. I will investigate.
  4. Dynamite Box is now a container holding 5 sticks of dynamite. Can be …

    Armag3ddon committed Aug 9, 2016
    …taken out separately (and put back in).
  5. PlayerStart: Default crew to one clonk

    SvenTwo committed Aug 9, 2016
    It's the most sensible setting for most scenarios (melee, parkour, etc.) and probably the best default for newbies.
Commits on Aug 8, 2016
  1. fix boiling lava name

    MDT-Maikel committed Aug 8, 2016
  2. User action script: Fix script error if a context returns nil.

    SvenTwo committed Aug 8, 2016
    If a context is defined but returns nil, the script now returns nil instead.
  3. Fix an aul preparser crash on DirectExec functions parsing

    SvenTwo committed Aug 8, 2016
    GetLastRetType doesn't work because the preparser does not generate code.
    
    The code looks a bit like this line just got lost somehow?
  4. Fix sequence suspension

    SvenTwo committed Aug 8, 2016
Commits on Aug 7, 2016
  1. Qt editor: Disable scoreboard windows to fix Linux crash

    lluchs committed Aug 7, 2016
    These windows should be reimplemented as Qt windows.