Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Replace a few uses of a <= b <= c (#8594) | Neil Moore | 2014-05-31 | 1 | -1/+1 |
| | | | | One of them was incorrect, and the other correct but confusing. | ||||
* | Don't carry over sealed featured into the Abyss (#8601) | Neil Moore | 2014-05-28 | 1 | -1/+3 |
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* | Formatting fixes (add braces). | Neil Moore | 2014-05-12 | 1 | -0/+2 |
| | | | | This fixes all the instances caught by unbrace. | ||||
* | Don't let teleporters be carried into the Abyss when banished (#8432) | Chris Campbell | 2014-04-24 | 1 | -1/+1 |
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* | dgn-proclayouts.cc: fix DNGN_SLIMY_WALL, DNGN_UNSEEN switch fallthroughs | Richard Soderberg | 2014-04-22 | 1 | -0/+2 |
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* | Remove mangroves, make single trees block LOS. | wheals | 2014-03-29 | 1 | -3/+3 |
| | | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp. | ||||
* | Drop pointless empty lines after or before a brace. | Adam Borowski | 2013-12-21 | 1 | -2/+0 |
| | | | | | I left them only where the contents is not indented, like in a namespace or a template. | ||||
* | Drop double newlines where they seem to serve no purpose. | Adam Borowski | 2013-12-21 | 1 | -1/+0 |
| | | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent. | ||||
* | Indentation fixes. | Adam Borowski | 2013-12-04 | 1 | -2/+2 |
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* | Use cell_is_solid where appropriate. | Neil Moore | 2013-11-01 | 1 | -1/+1 |
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* | Reformat multi-line array literals. | Adam Borowski | 2013-10-05 | 1 | -1/+2 |
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* | Move AppHdr include into dgn-proclayouts.cc | Pete Hurst | 2013-05-19 | 1 | -0/+1 |
| | | | | | As per instructions in AppHdr.h, this should always be the very first include in any file, to take advantage of pre-compiled headers. | ||||
* | Formatting fixes. | Adam Borowski | 2013-04-10 | 1 | -1/+2 |
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* | Fix a warning. | Adam Borowski | 2013-04-09 | 1 | -1/+1 |
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* | Prevent a warning, make abyssal forest slightly less homogenous | Pete Hurst | 2013-04-09 | 1 | -10/+13 |
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* | Clean up abyssal underworld generator | Pete Hurst | 2013-04-09 | 1 | -61/+25 |
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* | Make layout morph less quickly | Pete Hurst | 2013-04-09 | 1 | -2/+2 |
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* | Clean up errors introduced during cherry-pick | Pete Hurst | 2013-04-09 | 1 | -2/+0 |
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* | Abyssal Underworld layout | Pete Hurst | 2013-04-09 | 1 | -115/+61 |
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* | Implement noise wrapper functions | Pete Hurst | 2013-04-09 | 1 | -10/+55 |
| | | | | Also use the noise wrappers in ForestLayout | ||||
* | Cleaning up ForestLayout | Pete Hurst | 2013-04-09 | 1 | -74/+31 |
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* | Increase time scale | Pete Hurst | 2013-04-09 | 1 | -3/+3 |
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* | Abyss clamp testing | Pete Hurst | 2013-04-09 | 1 | -3/+3 |
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* | Forest ProceduralLayout | Pete Hurst | 2013-04-09 | 1 | -3/+101 |
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* | Large abyssal terrain layout | Pete Hurst | 2013-04-09 | 1 | -0/+294 |
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* | Formatting fixes. | Adam Borowski | 2013-03-09 | 1 | -3/+1 |
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* | Clamp Layout Tweak | Brendan Hickey | 2013-03-06 | 1 | -2/+3 |
| | | | | Modify clamp layout so that the turn on which a square might change is not predictable. | ||||
* | City Layout | Brendan Hickey | 2013-03-05 | 1 | -0/+18 |
| | | | | | | A preliminary vaults-style abyss city layout. Needs holes punched in the walls before it can go into use. Trapping players sucks. | ||||
* | Add Burstiness to clamp layout. | Brendan Hickey | 2013-03-05 | 1 | -0/+5 |
| | | | | | | Add a burstiness option to clamp layout. When picking the turn on which a feature might change, generate two 32-bit values and AND them together. | ||||
* | Clamp Layout | Brendan Hickey | 2013-03-05 | 1 | -0/+10 |
| | | | | | | A procedural layout wrapper that clamps a layout to change no more frequently than some limiting parameter. If you underestimate how rapidly the underlying layout changes, aliasing will occur. | ||||
* | Initialize seed member in LevelLayout. | Brendan Hickey | 2013-03-03 | 1 | -1/+1 |
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* | Don't call a destructor explicitely. | Adam Borowski | 2013-03-04 | 1 | -1/+0 |
| | | | | It will be triggered by going out of scope the very next line. | ||||
* | Formatting fixes. | Adam Borowski | 2013-03-04 | 1 | -9/+4 |
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* | Dungeon Levels in the Abyss | Brendan Hickey | 2013-03-02 | 1 | -1/+99 |
| | | | | Use chunks of real levels to generate abyss levels. | ||||
* | Mark functions prefixes with _ as actually static. | Adam Borowski | 2013-01-31 | 1 | -25/+2 |
| | | | | ... which reveals that some are unused. | ||||
* | Abyss: The Wastes | Brendan Hickey | 2013-01-19 | 1 | -11/+16 |
| | | | | A very rare (0.0004% by area) layout that's very sparse and rapidly changing. | ||||
* | Whitespace fixes | Brendan Hickey | 2012-12-30 | 1 | -10/+10 |
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* | Abyss Changes | Brendan Hickey | 2012-12-30 | 1 | -7/+6 |
| | | | | | | | * Fix abyss level teleports. * Remove lava (smoke is annoying) * Add giants * Change layout switching scale | ||||
* | NewAbyss to Inception | Brendan Hickey | 2012-12-30 | 1 | -13/+63 |
| | | | | Port a semi-faithful reproduction of the newabyss layout to inception. | ||||
* | More Abyss Changes | Brendan Hickey | 2012-12-30 | 1 | -39/+7 |
| | | | | | | * Mix up the monster list. * Make the layouts more interesting. * Remove exclusions on abyss teleport. | ||||
* | More vaults. Less shifts. | Brendan Hickey | 2012-12-30 | 1 | -3/+3 |
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* | Castles | Brendan Hickey | 2012-12-30 | 1 | -6/+51 |
| | | | | Added a very rare abyssal castle procedural layout. | ||||
* | Abyss layout changes | Brendan Hickey | 2012-12-30 | 1 | -38/+36 |
| | | | | Futzing around quite a bit with the abyss layout. | ||||
* | Calm down, Abyss! | Brendan Hickey | 2012-12-30 | 1 | -5/+5 |
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* | River scale | Brendan Hickey | 2012-12-30 | 1 | -1/+1 |
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* | Abyss Shifting | Brendan Hickey | 2012-12-30 | 1 | -11/+33 |
| | | | | Restore abyss shifting. | ||||
* | "And I will make you a raging river" | Brendan Hickey | 2012-12-30 | 1 | -6/+13 |
| | | | | | Fuzzed up the Abyss River with some perlin noise. Grabbed a free perlin noise implementation, crudely ported it to C/C++. | ||||
* | Abyss Layout: River | Brendan Hickey | 2012-12-30 | 1 | -4/+76 |
| | | | | | | | An endless river cutting through the abyss. Needs a bit of turbulent perlin noise and some large scale rotations to improve its look. An example of how to blend and chain procedural dungeon generators to get something interesting. | ||||
* | Worley Layout with Changepoints | Brendan Hickey | 2012-12-30 | 1 | -7/+30 |
| | | | | | | A WorleyLayout that selects between two other layouts. It calculates the lower bound on when the feature can change so that the whole dungeon doesn't get recomputed on every turn. | ||||
* | Proclayout fixup | Brendan Hickey | 2012-12-30 | 1 | -2/+2 |
| | | | | | ColumnLayout should handle very large negative values. Clear MMT_NUKED after the dungeon has repaired itself. |