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Some optimizations
2014-03-14, by unc0rr
Fix perlin gen on 32 bit arch
2014-03-14, by unc0rr
- Room save/load into/from file
2014-03-14, by unc0rr
Allow to save and delete room config in room
2014-03-13, by unc0rr
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
2014-03-12, by nemo
Feel free to revert this one, was just screwing around with stuff from before. I kinda like it and figured committing it was the easiest way for you to look at it. http://m8y.org/hw/perlin.png
2014-03-11, by nemo
this is fine right?
2014-03-11, by nemo
Tweaks and tweaks
2014-03-11, by unc0rr
- Rework FillLand
2014-03-10, by unc0rr
as suggested, precompute to avoid use of double
2014-03-09, by nemo
Experiment: enforce a plate at bottom so the map generated is more connected
2014-03-08, by unc0rr
Some optimizations
2014-03-08, by unc0rr
Strip Z axis from calculations
2014-03-08, by unc0rr
Setup leftX, rightX and topY
2014-03-08, by unc0rr
Some tweaks to perlin generator
2014-03-08, by unc0rr
Add randomness
2014-03-07, by unc0rr
Perlin noise generator untweaked, temporarily replacing maze generator
2014-03-07, by unc0rr
Racer challenge map #4
2014-03-06, by unc0rr
merge
2014-03-06, by unc0rr
don't stack bye/teleport sounds of hogs (when a team is gone)
2014-03-05, by sheepluva
Don't run two engine threads simultaneously
2014-03-06, by unc0rr
Don't call halt()
2014-03-05, by unc0rr
Remove game/preview functions split in library mode, just let normal procedure run instead:
2014-03-04, by unc0rr
- Fix crasher in doStepSniperRifleShot
2014-03-03, by unc0rr
Make it build as library
2014-03-02, by unc0rr
Only draw border for solid land
2014-03-01, by nemo
Script might well override a static map, but can't risk it not doing it, and preview completely failing. Better to just not try it for static maps. Some script cfg might help. Could also avoid unnnecessary preview regenerations even if the script was doing nothing at all.
2014-03-01, by nemo
merge
2014-03-01, by unc0rr
always update. a bit inefficient, but scripts do weird things.
2014-03-01, by nemo
Fix "don't know how to make hwengine.pas" error
2014-03-01, by unc0rr
no idea what happened to this image... it seems like I'm reverting to most recent revision O_o
2014-03-01, by nemo
pass --prefix to previews too
2014-03-01, by nemo
Use all pixels, not only 8x8 areas
2014-02-28, by unc0rr
AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
2014-02-28, by unc0rr
Oops, remove debug stuff which hid the feature
2014-02-27, by unc0rr
Add alpha channel to preview
2014-02-26, by unc0rr
Move preview rendering into HWMap
2014-02-26, by unc0rr
- Make world wrap edges not depend on gear radius
2014-02-26, by unc0rr
move the freeModule too, couple of style tweaks
2014-02-24, by nemo
fix molotov sprite too
2014-02-23, by sheepluva
tweak dynamite sprite (pixels at frame border, leading to visible filtering artifacts when zoomed)
2014-02-23, by sheepluva
merge
2014-02-23, by nemo
change how textures from non-power-of-2-width textures are filled. this fixes e.g. the vertical lines appearing between Bath theme's horizontL
2014-02-23, by sheepluva
minor comments fix
2014-02-23, by sheepluva
add preview init to tunnels too
2014-02-23, by nemo
fix remaining alpha pixel issues (explosion landbacktex borders etc
2014-02-23, by sheepluva
use data not text, so DLC doesn't get an *
2014-02-23, by nemo
Allow lua drawn maps (shoppamap, tunnels, diagonal maze etc) to generate previews.
2014-02-23, by nemo
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