Commits on Oct 15, 2018
  1. Rework interaction menu into a new style. Also, style overloads are e…

    Armag3ddon committed Oct 15, 2018
    …asily possible.
    Because I did this in the test scenario first, it wasn't really possible to encapsulate different steps, sorry!
Commits on Oct 9, 2018
  1. Fresh repository, fresh build on Windows, VS created these folders. H…

    Armag3ddon committed Oct 9, 2018
    …ope it's cool to put them on ignore.
Commits on Mar 18, 2018
Commits on Mar 17, 2018
  1. Tutorial 2: Tell the player about Roger a bit earlier (when entering …

    Armag3ddon committed Mar 17, 2018
    …the junction), so you do not miss him and mess up the scenario.
Commits on Jan 18, 2018
Commits on Jan 14, 2018
Commits on Nov 26, 2017
  1. Clonk walk animations: smoother blending.

    Armag3ddon committed Nov 26, 2017
    This was a very old script todo. I don't really know if I made it better (but I think so).
Commits on Nov 21, 2017
  1. New property, set for all buildings: FireproofContainer.

    Armag3ddon committed Nov 21, 2017
    A fireproof container shields all contents from incendiary material (lava mainly). Structures can now be submerged in lava and the contents will not burn up.
Commits on Nov 1, 2017
  1. Cannon, Catapult, Lorry: use Library_Destructible (cannons and catapu…

    Armag3ddon committed Nov 1, 2017
    …lts are now destructible!).
  2. Library_Destructible: for destructible objects, mainly vehicles.

    Armag3ddon committed Nov 1, 2017
    Objects will be destroyed after local HitPoints has been reached in damage taken. Objects will explode into little burning bits, just like it is with lorries.
Commits on Oct 31, 2017
  1. Catapult texture: removed some dark pixels around the draw wheel whic…

    Armag3ddon committed Oct 31, 2017
    …h showed because of stretching.
  2. Various objects: include library flammable

    Armag3ddon committed Oct 31, 2017
    Increased burn time (140 frames) for: axe, bucket, grapple bow, hammer, pickaxe, shovel, sickle. So useful items will burn a little bit longer.
    Coal will burn for 245 frames and then just burst into ashes and not change into a Burned Object.
  3. New engine recognised property: MaterialIncinerate.

    Armag3ddon committed Oct 31, 2017
    Objects will be incinerated by incendiary material (which before was only possible by using ContactIncinerate).
    local MaterialIncinerate = true; - object will burn in lava not from other burning objects.
  4. Library_Flammable: Logic for flammable objects / items.

    Armag3ddon committed Oct 31, 2017
    When ignited, the object will burn for a fixed time (BurnTime property, default is 70 frames) with no detriment to its function.
    After that time, the object will change to a 'Burned Object', no longer useful for anything.
Commits on Oct 29, 2017
Commits on Oct 27, 2017
  1. Teleglove production: needs any one gem (diamond, ruby, amethyst) to …

    Armag3ddon committed Oct 27, 2017
    …produce (as discussed in #1505).
  2. Producer: allow construction material substitution for products via s…

    Armag3ddon committed Oct 27, 2017
    All item can now define substitute components like this:
    public func GetSubstituteComponent(id component)
    	if (component == Rock) // Rock is in the regular components
    		return Metal; // Rock can be replaced by Metal, amount is the same
    	if (component == Wood) // Wood is in the regular components
    		return [Cloth, Wipf]; // Wood can be replaced by either Cloth or Wipf, amount is the same
Commits on Oct 26, 2017
Commits on Oct 25, 2017
Commits on Oct 3, 2017
  1. Work save regarding cable cars/lorries.

    Armag3ddon committed Oct 3, 2017
    Started to work on a few station configuration options and combining these with producers for requesting materials (which now kind of works).
Commits on Jul 6, 2017
  1. Added OnClonkEnteredRelaunch when the clonk enters the relaunch conta…

    Armag3ddon committed Jul 6, 2017
    …iner (in accordance to OnClonkLeftRelaunch), request by the Knüppeln team.
    I also use this commit to shamefully hide the bugfix of the bug I previously committed.
  2. Make a positive return of the OnPlayerRelaunch game call suppress reg…

    Armag3ddon committed Jul 6, 2017
    …ular relaunch behavior.
    I suspect this was intended all along (compare to line #223) but not implemented by mistake.
Commits on May 3, 2017
  1. Hatch: combine with basements even if the construction preview hasn't…

    Armag3ddon committed May 3, 2017
    … been properly combined.
    The hatch will automatically attach itself onto basements it finds around its center after it has been built. This makes it easier to use since people probably tend to forget combining the construction preview. Especially since basements are very slim. The hatch will reposition itself in order to attach. This means it is not right where the player placed it. The alternative would be to move the basement and I guess that even more unwanted.
Commits on May 2, 2017