5240 Commits

Author SHA1 Message Date
cim
42128d6ff2 Police lights now used in combat again 2013-10-24 21:09:57 +01:00
cim
3357c24644 New ship models and textures as provided by Griff and CaptSolo
(Don't forget to git submodule update to get the texture files themselves)
2013-10-24 21:04:41 +01:00
cim
08932b0e60 Remove the Multi-Targeting System from equipment of Asp, Adder, Cobra I
It's utterly useless with only one missile pylon, so no point in allowing it to be fitted. The Asp had it as built-in equipment, so give that Target Memory as standard instead.
2013-10-22 20:29:37 +01:00
cim
b446a71828 Cleanup a few un-needed energy bomb functions 2013-10-20 17:53:38 +01:00
cim
3bda2fd0b6 Fix cloaking device mission for new AIs
(pirate AI won't attack if it doesn't have any free cargo hold, so a pack of three Asp pirates needs a bit of encouragement)
2013-10-20 17:53:08 +01:00
cim
23e46a284f Adjust explosion colour transition rates 2013-10-20 17:08:20 +01:00
cim
b37cb50804 Primable equipment work - add affinity parameters for equipment.plist
fast_affinity_defensive, fast_affinity_offensive, both boolean. If set and that fast activation slot (defensive = 0, offensive = tab) has nothing in it (or what it had in it is no longer installed), assign that slot. As suggested in comments on db8f3ed

More cleanup of old energy bomb code.
2013-10-20 16:54:01 +01:00
cim
74ffe7d8ae Increase console message size a bit for readability 2013-10-20 16:53:46 +01:00
cim
48d48c6192 Cosmetic adjustment to size of displayed explosions 2013-10-19 22:28:50 +01:00
cim
db8f3edea4 Make cloaking device into primable equipment (closes #33)
'tab' and '0' now used as "fast-activate" controls for primable equipment.

Energy bomb OXPs will need a little bit of work to be compatible with this change.
2013-10-19 18:46:05 +01:00
cim
395b5c5395 Load/Save markets for all deterministic secondary stations 2013-10-18 22:51:25 +01:00
cim
d2498d54df Adjust main Makefile now DebugOXP Makefile is gone 2013-10-17 22:16:26 +01:00
Jens Ayton
7c00f7bdb9 Refine Mac log header 2013-10-16 01:26:48 +02:00
Jens Ayton
94a2808855 Remove an unused import 2013-10-16 01:26:39 +02:00
cim
2e6beea06b Reassure compiler that variables will be set before use 2013-10-15 18:02:17 +01:00
cim
90a2b906aa Correct speed test for carriers slow enough to take shuttles. 2013-10-14 21:08:55 +01:00
cim
27bc2fe620 Parcel contract tweaks
- add text properly to descriptions.plist as pointed out by Poovga
- ensure a couple of contracts always available at Lave for new commanders
2013-10-13 22:10:07 +01:00
cim
48982e6177 Game over message position should not depend on the HUD settings 2013-10-13 21:55:13 +01:00
Jens Ayton
3006fb4eba Removed Basic-debug.oxp makefile
Since Debug.oxp no longer contains code, a hand-maintained OXP seems
a simpler approach.
2013-10-13 15:20:08 +02:00
Jens Ayton
5f6c85a0d7 Embed debug plug-in in application instead of Debug.oxp 2013-10-13 15:19:48 +02:00
Jens Ayton
c3817c4f92 Add various missing resources to Xcode project
* oolite-particle-cloud.png and oolite-particle-cloud2.png
* oolite-priorityai.js
* Various JS AI scripts
2013-10-13 15:05:16 +02:00
Jens Ayton
3e54cd018b Fix stray semicolons 2013-10-13 14:05:34 +02:00
Jens Ayton
b6072ea38d Add waypoints to Xcode project 2013-10-13 14:05:34 +02:00
cim
84c13736be Fix silly typo in reloading of player role calculation data 2013-10-12 23:23:47 +01:00
cim
fa934b516f Fix bug in target memory trying to lock on to missing targets
(switch to weakrefs necessitates check that target is still in conventional space and not retained for other reasons)
2013-10-12 22:46:45 +01:00
cim
c0aec53063 Add nebula colour settings, closes #13
nebula_color_1 , nebula_color_2
As before default to star_color_1,2 if not set.

If explicitly set, but not otherwise, fix the hue range 'bug' which makes the colours more diverse, so that setting nebula_color_* has somewhat predictable results.
2013-10-12 18:50:21 +01:00
cim
d6844ad64c Merge pull request #56 from OoliteProject/hud-improvements
Hud improvements
2013-10-12 05:29:35 -07:00
cim
7b4e09b8ab Add startUpComplete worldscript event
Helpful for those scripts which want to do initialisation after they know what station the player is docked with.
2013-10-12 12:21:18 +01:00
cim
656e213beb Prevent impossibly-high skill requirements for contracts. 2013-10-11 22:08:18 +01:00
cim
786a136bd0 Assassin AI needs an odds assessment before engaging 2013-10-11 22:01:55 +01:00
cim
3383fbebf2 Waypoints now have distance shown if selection is active
(closes #12 as waypoints can now be used for long range indicators)
2013-10-11 19:09:32 +01:00
cim
90352dfa58 Need to reset system data cache if galaxy (might) change 2013-10-10 22:10:23 +01:00
cim
128b87e6b6 Add polite way to request MFD display, deal better with over-long texts 2013-10-10 20:29:25 +01:00
KonstantinosSykas
28bef4568c Revert "Linux: Makefiles updates for github project tree"
This reverts commit f0a3c742ec2d18b7690b4d69fd4fc7e78b91b85a.
2013-10-10 20:12:27 +03:00
cim
880c7294b2 Adjust MFD sizes for better font scaling, force MFD lines to be right length. 2013-10-09 18:11:29 +01:00
cim
d817df2576 Add MFD to small HUD, make MFDs work after loading game 2013-10-09 17:53:19 +01:00
KonstantinosSykas
9edd3a14b9 Linux: Test-release indicator for package filenames 2013-10-09 01:23:19 +03:00
KonstantinosSykas
f0a3c742ec Linux: Makefiles updates for github project tree 2013-10-09 01:07:21 +03:00
cim
3cea6eb1d4 Keys for player to change MFDs
';' to change MFD content, ':' to select the next MFD if HUD has >1
':' now allowed as an SDL key, though more accurately shift-; now allowed
2013-10-08 21:43:14 +01:00
cim
8bb6636e0c JS support for setting MFDs
PS.setMultiFunctionText(key, string)
PS.setMultiFunctionDisplay(index,key)
PS.multiFunctionDisplays // count

Second function may end up as debug-only.
2013-10-08 20:33:01 +01:00
unknown
95f90c5bfd Fixed GCC 'cannot find interface' warnings in PlayerEntityScriptMethods.m. 2013-10-08 20:23:31 +02:00
cim
ff60370d3f Make a start on the MFDs 2013-10-07 22:30:29 +01:00
cim
f73f2e31e1 The compiler might not complain, but it's still confusing to have two infos... 2013-10-07 18:25:22 +01:00
cim
a5d8d2b43a "reticle_scale" parameter for Scanner Targeting Enhancement
HUDs intended for large high-resolution screens may wish to reduce this a little from the default. Closes #20
2013-10-07 17:59:14 +01:00
cim
84e7653432 System highlight mode for long range chart 2013-10-06 21:26:03 +01:00
cim
1945574fb1 Police protection should extend to escape capsules 2013-10-06 17:01:15 +01:00
cim
04a48bb84e Overrule ShipEntity::realAlertCondition for player ship 2013-10-05 21:54:15 +01:00
cim
91309ed90f Fix places where ship scanner_range not used.
Large scanner ranges will still have odd effects because of how checkScanner works, but it should be okay used sparingly.
2013-10-03 20:50:46 +01:00
cim
d837532607 system.waypoints dictionary is readable 2013-10-03 20:28:48 +01:00
cim
91cc1f2806 Re-enable shaders for sufficiently recent versions of this driver
Closes #54
2013-10-03 18:45:17 +01:00