Mon, 28 Apr 2014 16:52:00 +0200 |
sheepluva |
minimal changes for compatibility with lua 5.2, thanks to v4hn for fixing standard library loads. note: ALSO compatibile with (internal) lua 5.1, until something bothers to upgrade bundled lua version
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Fri, 25 Apr 2014 23:17:49 +0400 |
unc0rr |
Fix typo leading to crashes
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Fri, 25 Apr 2014 16:52:04 +0400 |
unc0rr |
Add race type detection
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Fri, 25 Apr 2014 14:22:59 +0400 |
unc0rr |
- Fix bug with infinite rounds in racer when a team quits mid-game
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Wed, 16 Apr 2014 11:18:39 +0400 |
unc0rr |
Fix new generator on 32 bit arch
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Tue, 15 Apr 2014 22:36:44 +0400 |
unc0rr |
No more occasional long straight edges
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Mon, 28 Apr 2014 16:49:29 -0400 |
tomasstraupis |
Spelling corrections
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Tue, 15 Apr 2014 21:46:08 +0400 |
unc0rr |
Optimize out path closing point for one point paths
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Mon, 14 Apr 2014 13:46:46 +0400 |
unc0rr |
Racer challenge map #7
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Fri, 04 Apr 2014 12:32:15 +0400 |
unc0rr |
Official racer challenge map #6
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Sat, 29 Mar 2014 14:02:05 -0400 |
nemo |
merge
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Sat, 29 Mar 2014 13:57:46 -0400 |
nemo |
param for original highlander mode - right now just allows getting another copy of a weapon you already had, but had used that turn.
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Fri, 28 Mar 2014 23:04:23 +0400 |
unc0rr |
Send updated info on map switched by voting
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Fri, 28 Mar 2014 21:20:25 +0400 |
unc0rr |
Fix condition
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Fri, 28 Mar 2014 11:02:06 +0400 |
unc0rr |
Fix build
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Thu, 27 Mar 2014 23:25:31 +0400 |
unc0rr |
- Fix applying vote result
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Mon, 24 Mar 2014 21:32:24 +0400 |
unc0rr |
Fix script
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Mon, 24 Mar 2014 16:51:39 +0400 |
unc0rr |
Racer challenge #5
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Sun, 23 Mar 2014 23:35:33 +0400 |
unc0rr |
Some fixes to voting + small refactoring
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Thu, 20 Mar 2014 22:14:30 +0400 |
unc0rr |
Better detection
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Thu, 20 Mar 2014 13:12:05 -0400 |
nemo |
hm. I think I forgot to commit this when adding speech bubble change
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Thu, 20 Mar 2014 17:14:25 +0400 |
unc0rr |
Fix warnings
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Thu, 20 Mar 2014 17:04:49 +0400 |
unc0rr |
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
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Thu, 20 Mar 2014 00:59:15 +0400 |
unc0rr |
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
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Wed, 19 Mar 2014 18:45:20 +0400 |
unc0rr |
Process segments from last to first point too
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Wed, 19 Mar 2014 12:53:07 +0400 |
unc0rr |
Prevent intersections with segment from last to first point, adjust size of details
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Wed, 19 Mar 2014 11:54:09 +0400 |
unc0rr |
Fix div by zero error in new generator
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Wed, 19 Mar 2014 00:34:14 +0400 |
unc0rr |
Greedy approach: divide while it divides
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Wed, 19 Mar 2014 00:28:52 +0400 |
unc0rr |
No self intersections, except for weirdness between first and last point
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Tue, 18 Mar 2014 00:01:52 +0400 |
unc0rr |
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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Mon, 17 Mar 2014 00:41:45 +0400 |
unc0rr |
More math, implementation is nearly complete, just still have an issue to resolve
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Sun, 16 Mar 2014 00:47:18 +0400 |
unc0rr |
Some progress on new generator
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Fri, 14 Mar 2014 19:59:34 +0400 |
unc0rr |
Move template-based generator into its own file
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Fri, 14 Mar 2014 16:00:36 +0400 |
unc0rr |
Some optimizations
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Fri, 14 Mar 2014 13:59:39 +0400 |
unc0rr |
Fix perlin gen on 32 bit arch
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Fri, 14 Mar 2014 00:42:04 +0400 |
unc0rr |
- Room save/load into/from file
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Thu, 13 Mar 2014 23:25:31 +0400 |
unc0rr |
Allow to save and delete room config in room
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Wed, 12 Mar 2014 22:40:49 -0400 |
nemo |
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
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Tue, 11 Mar 2014 22:49:01 -0400 |
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
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Tue, 11 Mar 2014 22:32:48 -0400 |
nemo |
this is fine right?
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Tue, 11 Mar 2014 00:59:42 +0400 |
unc0rr |
Tweaks and tweaks
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Mon, 10 Mar 2014 22:47:29 +0400 |
unc0rr |
- Rework FillLand
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Sun, 09 Mar 2014 20:53:11 -0400 |
nemo |
as suggested, precompute to avoid use of double
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Sat, 08 Mar 2014 23:51:50 +0400 |
unc0rr |
Experiment: enforce a plate at bottom so the map generated is more connected
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Sat, 08 Mar 2014 23:00:03 +0400 |
unc0rr |
Some optimizations
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Sat, 08 Mar 2014 22:49:13 +0400 |
unc0rr |
Strip Z axis from calculations
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Sat, 08 Mar 2014 13:50:50 +0400 |
unc0rr |
Setup leftX, rightX and topY
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Sat, 08 Mar 2014 00:19:24 +0400 |
unc0rr |
Some tweaks to perlin generator
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Fri, 07 Mar 2014 23:59:04 +0400 |
unc0rr |
Add randomness
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Fri, 07 Mar 2014 23:36:56 +0400 |
unc0rr |
Perlin noise generator untweaked, temporarily replacing maze generator
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Thu, 06 Mar 2014 14:17:44 +0400 |
unc0rr |
Racer challenge map #4
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Thu, 06 Mar 2014 00:19:50 +0400 |
unc0rr |
merge
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Wed, 05 Mar 2014 12:38:01 +0100 |
sheepluva |
don't stack bye/teleport sounds of hogs (when a team is gone)
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Thu, 06 Mar 2014 00:18:51 +0400 |
unc0rr |
Don't run two engine threads simultaneously
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Wed, 05 Mar 2014 00:53:08 +0400 |
unc0rr |
Don't call halt()
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Tue, 04 Mar 2014 00:40:23 +0400 |
unc0rr |
Remove game/preview functions split in library mode, just let normal procedure run instead:
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Mon, 03 Mar 2014 22:36:30 +0400 |
unc0rr |
- Fix crasher in doStepSniperRifleShot
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Sun, 02 Mar 2014 00:34:18 +0400 |
unc0rr |
Make it build as library
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Sat, 01 Mar 2014 15:04:38 -0500 |
nemo |
Only draw border for solid land
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Sat, 01 Mar 2014 14:52:36 -0500 |
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.
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