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* Make water bubbles in Shoals' deep water "animation" rarer.Johanna Ploog2010-01-128-0/+0
* Also add wave tiles for deep water. The water masks still look wonky.Johanna Ploog2010-01-128-0/+0
* Add wave tiles to smoothen the transition between shallow water and floor.Johanna Ploog2009-12-308-0/+0
* Add shadows to the tree tiles.Johanna Ploog2009-12-302-0/+0
* Merge branch 'master' into wizlabJude Brown2009-12-292-0/+0
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| * Add two placeholder tiles for trees.Johanna Ploog2009-12-292-0/+0
* | Add Purge's transparent flesh tiles.Jude Brown2009-12-257-0/+0
* | Merge branch 'master' into wizlabJude Brown2009-12-2555-0/+0
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| * Basic support for tile recolouring.Enne Walker2009-12-2454-0/+0
| * Improved shaft tile.Johanna Ploog2009-12-231-0/+0
* | Merge branch 'master' into wizlabJude Brown2009-12-221-0/+0
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| * Add a turtleshaped altar tile for Cheibriados. Can still be improved.Johanna Ploog2009-12-201-0/+0
* | Add fleshy doors and (temporary) transparent flesh walls for Cigotuvi's.Jude Brown2009-12-193-0/+0
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* Rename FeawnCharles Otto2009-11-081-0/+0
* Experimentally use Denzi and/or Mitsuhiro's water tiles for the Shoals.j-p-e-g2009-09-1633-0/+0
* Apply zebez' patch to differentiate gates some more from stairs.j-p-e-g2009-07-252-0/+0
* Apply caotto's plant god patch, for now named "Feawn".j-p-e-g2009-07-201-0/+0
* Move all tiles for stairs, gates and portals into a new subfolderj-p-e-g2009-07-1923-0/+0
* ATTR_RUNES_IN_ZOT is no longer needed. I couldn't decide if I shouldj-p-e-g2009-07-191-0/+0
* * Open Zot for good the first time you enter (with three runes or more).j-p-e-g2009-07-192-0/+0
* Add the Slime god as per n78291's (Shayne?) patch. Thanks! :Dj-p-e-g2009-07-181-0/+0
* Apply patch by zebez to add variants for a number of tiles (mostlyj-p-e-g2009-07-1517-0/+0
* Tweak Shoals algorithm to place the islands a bit more central and away from j-p-e-g2009-07-141-0/+0
* * Add a tile for detected secret doors as suggested by zebez, then turnedj-p-e-g2009-07-132-0/+0
* * Replace rock stair tiles with Eino's cool new escape hatch tiles.j-p-e-g2009-06-294-0/+0
* Add more semi-animations to the dungeon. This just means that some tilesj-p-e-g2009-06-2524-0/+0
* * Move wall tiles into the dc-dngn/wall folder.j-p-e-g2009-01-026-0/+0
* Actually replace sold out shops with the new feature DNGN_ABANDONED_SHOP.j-p-e-g2008-12-071-0/+0
* Add tiles for disturbance in shallow water (only preliminary since youj-p-e-g2008-12-078-0/+0
* Modify shop entry tile to show the shop type. Ignoring antique for now.j-p-e-g2008-11-2110-0/+0
* Add tiles for the sewers' murky (deep and shallow) water, as well as aj-p-e-g2008-11-202-0/+0
* RLTiles complete code rewrite: now much more robust and functional.ennewalker2008-08-23588-0/+0
* Add fountains of blood (as suggested by Lemuel), and tidy up j-p-e-g2008-03-261-0/+0
* Trap art update to have different graphics for each kind of trap.ennewalker2008-02-2911-0/+0
* Tile support for (horizontal) gates.ennewalker2008-02-226-0/+0
* Add shaft tile. Yay!j-p-e-g2008-01-271-0/+0
* Added rock worm and transparent wall tiles from Denzi.ennewalker2008-01-201-0/+0
* Modifying shoals tiles.ennewalker2008-01-087-0/+0
* Fixing Pan assertion.ennewalker2008-01-0536-0/+0
* Tiles!ennewalker2008-01-05253-0/+0