Commit Graph

336 Commits

Author SHA1 Message Date
jacob1
9b9555226b fix compiling in visual studio, fix maybe bug with updates? 2015-09-20 00:59:37 -04:00
jacob1
5433766311 fix ETRD creating plasma as if it were created by the brush (-2) 2015-09-01 12:26:06 -04:00
jacob1
48dbc4182d Add CRMC from my mod 3dd3fb2f7801 92f0301295f6 2015-08-30 18:29:21 -04:00
jacob1
ed4678c9a8 add deco flood fill, flood fills based on color being close enough
flood fill brush is hidden when deco tools are selected like this because it gets in the way. Renderer::vid is compared here so there could definitely be issues, but it works fine when used under normal conditions
2015-08-30 01:38:32 -04:00
jacob1
2ebc522c36 add ERASEALL wall from my mod (erases walls, particles, and signs) 2015-08-30 00:18:06 -04:00
jacob1
37794c01af .tmp2 for CRAY now sets creation offset (just like DRAY)
LIFE info moved into .ctype, no reason to use a whole extra variable for it
2015-08-29 22:02:05 -04:00
jacob1
f95db0278e really fix coordinates when placing stamps ... 2015-07-07 00:44:06 -04:00
jacob1
8e7e8e0670 some changes to LIGH creation (mostly from lua) 2015-05-11 20:50:10 -04:00
jacob1
b1fc134204 fix crash with high speed photons in loop edge mode 2015-05-10 21:48:09 -04:00
jacob1
aa854557f7 fix WOOD sometimes creating water when burning 2015-05-10 20:55:03 -04:00
jacob1
fc5f3671f1 new function sim.clearRect, plus fix rounding errors breaking ctrl+x 2015-03-12 00:54:27 -04:00
jacksonmj
84f6ede2b8 Fix for commit d71a0d98: also adjust melting point of BRMT(TUNG) based on TUNG HighTemperature value 2015-03-05 00:14:26 +00:00
jacksonmj
d71a0d98eb Allow TUNG melting point to be changed from Lua
Also set lava LowTemperature threshold to MAX_TEMP, to simplify changing melting points from Lua.
2015-02-23 13:24:27 +00:00
jacob1
03e07945e3 fix lua element update bugs, fixes #244
also add new mode for functions run before the normal update function
2015-02-13 14:18:55 -05:00
jacob1
2c0287b71d PARTICLEDEBUG define which turns on some particle debugging key shortcuts
Also fix particle updating bug
2015-02-06 20:33:10 -05:00
jacob1
b1a3c404b6 fix platform / sconscript flag specific warnings, --no-warnings no longer defaults to true 2015-01-16 23:39:42 -05:00
jacob1
efd69b208d fix a ton more errors in the interface code, including all the -Wreorder ones 2015-01-16 19:58:39 -05:00
jacob1
3a52453561 move more stuff around, remove loop through particles to decrease life and put it in the pmap one instead (like in my mod) 2015-01-11 14:36:40 -05:00
jacob1
577ae3400f move some stuff around (without changes) in Simulation.cpp, add sim.updateParticles function 2015-01-11 13:17:18 -05:00
jacob1
dce874484a fix all the gcc warnings in the element files (except one in PSTN) + all the unused variable warnings 2015-01-10 22:43:33 -05:00
jacksonmj
236ff08da9 Fix some problems noted in http://www.viva64.com/en/b/0298/
I've left some of the less important items, like SearchView.cpp "'then' statement is equivalent to the 'else' statement", and RequestBroker::Request::~Request, because I don't feel like spending a few days entirely rewriting those files at the moment (which is what I'd end up doing if I started fixing minor problems and refactoring...)

GameSave::readOPS - not changed. At some point we may have to move to a larger type for element IDs (probably two or four bytes), but PT_NUM isn't likely to be raised to the maximum value of that type immediately, so this check will be needed then. There should be an elements[partsData[i]].Enabled check in there too, but it might be a bit difficult - I'm not sure how to access a Simulation object from GameSave::readOPS...

Notes on changes:

Graphics::textsize, Element_FRZW::Element_FRZW - typos

Button::Draw - the extra case was originally used to invert the icon (draw it in black instead of in white) when the button was clicked. However, the icon colour is now automatically set depending on the background colour. (Note similar conditions "if(Enabled) { if(isButtonDown || (isTogglable && toggle)) " near the start of the function - same logic but in a different place, setting icon colour indirectly).

Simulation::transform_save - unused redundant function, everything uses GameSave::Transform which does much the same thing.

PreviewView::NotifySaveChanged - should be height==YRES/2, it's checking whether the preview image is the correct size, and resizing it if it isn't.

Element_FWRK::update - no idea why that line was there, even though it was my commit that originally added it...
2014-12-25 17:09:35 +00:00
cracker64
a115e78952 More element optimizations!
ACEL, changed a range check
DRAY, Fixed repetitive checking
GOLD, less rand()
PLNT, removed range checks, less rand()
PROT, used a switch()
VIBR, less rand()
VINE, less rand(), fixed growing along WOOD
VIRS, less rand()
2014-12-06 15:43:11 -05:00
jacob1
6da5b08fd2 fix for fast particles moving through VOID 2014-11-22 13:04:04 -05:00
jacob1
16ce3a68c0 more jacksonmj suggestions: save edgeMode in saves, BVBR absorption fix, life saving fix, DEUT graphics change, PROT fix, SOAP graphics fix 2014-11-21 15:41:22 -05:00
jacob1
e20f6b101b jacksonmj: "Allow ELEC to pass through GLOW, fixes ELEC->PHOT reaction in GLOW." f162984e22e5 + some parts of "Misc small fixes" 95cf5bd67c2b 2014-11-21 15:41:22 -05:00
jacob1
a182e925fe some elementpallete fixes + fix SPAWN2 ToolButton 2014-11-20 22:44:02 -05:00
jacob1
6ce2d5fe92 #define MAX_FIGHTERS + some fixes 2014-11-20 22:11:20 -05:00
jacob1
c9cc2a1a6b more accurate elementCount (part_change_type, pasting stamps, lua), prevent having multiple STKM / SPWN even more 2014-11-20 21:51:45 -05:00
jacob1
6066ae8341 prevent having multiple stickmen on the screen, also add playerst.spawnID 2014-11-20 18:51:33 -05:00
jacob1
a31f4df0a1 fix being unable to draw METL/PSCN/INST ctype on CRAY 2014-11-07 12:28:49 -05:00
jacksonmj
1eeed277a0 Fix initialisation of transitionOccurred 2014-11-06 00:46:15 +00:00
jacksonmj
829e2cca7d Flatter surface when liquids solidify 2014-11-06 00:32:25 +00:00
jacksonmj
9e7ead9bcc Change melting point for snow with wrong ctype back to 273.15 2014-11-05 23:32:49 +00:00
jacksonmj
57409b0b41 Change order in which particles are created by the rectangle and brush tools
to make liquid movement look less weird in normal gravity
2014-11-01 15:38:39 +00:00
jacksonmj
02e1969ef2 Fix SNOW(WATR) melting temperature
Broken by fixing SNOW(SLTW) melting temperature in a78bd78bfc
2014-10-31 16:39:30 +00:00
jacksonmj
f7b53d0231 Prevent fast particles from skipping over DESTROYALL wall 2014-10-27 17:50:58 +00:00
jacob1
12f00db240 loop edge mode from my mod (also works with stickmen) 2014-10-24 00:18:51 -04:00
jacob1
b59ecf2d65 add airblock wall 2014-07-03 14:30:12 -04:00
jacob1
f68fadb3f4 make PHOT only able to move 2 pixels at a time through things again 2014-07-03 12:05:26 -04:00
jacob1
45a051d4ea New element: DRAY (Duplicator RAY)
Replicates a line of particles in front of it, affected by tmp and tmp2, and being sparked by PSCN or INWR
2014-07-03 00:59:41 -04:00
jacob1
4b4eb1a68e Some changes which make GRVT work better 2014-07-02 23:07:10 -04:00
jacob1
70676aba4a New element: GRVT (gravitons), energy particle that creates Newtonian Gravity 2014-07-02 23:06:45 -04:00
jacob1
42f5ec9f36 Fix crash with spark flood fill 2014-05-22 11:20:33 -04:00
jacksonmj
5e02073a2f Fix TNT floodfill crash 2014-05-22 15:27:18 +01:00
mniip
21532821b7 fix crash when creating a fighter with an explicit particle ID 2014-05-14 06:41:18 +04:00
jacob1
20a7d0528b also fix SOAP changing .ctype of particles it thinks it's attached to 2014-05-12 11:27:39 -04:00
jacob1
462bb78f3d fix nx/ny again (values were reversed) 2014-04-26 14:39:40 -04:00
jacksonmj
4dae152b6a Comments for some of the liquid movement code 2014-04-26 17:55:57 +01:00
jacob1
097e4968e0 fix invisible PHOT bug when going through GLAS sometimes 2014-04-26 12:40:29 -04:00
jacob1
270a3837bc PROT goes through portals 2014-04-25 21:08:09 -04:00