Commit Graph

4859 Commits

Author SHA1 Message Date
jacob1
d666559481 more accurate O2 fusion calculation, fixes #505
seemed to only be 3% slower in my tests with a full screen of heated pressurized O2
2018-03-03 21:15:28 -05:00
jacob1
2adae64041 fix ambient heat going to high negative values with high life LIGH, fixes #536 2018-03-03 20:58:39 -05:00
jacob1
f9b5c6bb1a use std::string instead of c strings for sign stuff, fixes #545 2018-03-03 20:44:03 -05:00
jacob1
883484e2f9 remove -flto because it actually makes tpt significantly slower when compiled on the build server
worked fine on my computer, maybe something with the older gcc version? Affected both lin64 and lin32 versions. /LTGC works fine on msvc also, so stays enabled.

-flto can be added manually with environment variables for anyone that wants to use it
2018-03-01 23:52:17 -05:00
jacob1
5f4c5fb118 Fix &255 usage 2018-02-28 22:01:49 -05:00
wolfy1339
a435b5f7b9 --sse3 doesn't work on MSVC, so don't let people use it 2018-02-24 18:24:28 -05:00
krawthekrow
d7e26e8c03 fix free particle list messing up during particle debug 2018-02-24 18:24:07 -05:00
jacob1
39d62f1aad add -flto (link time optimization)
msvc was already using /LTGC
also, add /GL to all files in msvc, may provide some additional help
2018-02-21 23:27:31 -05:00
jacob1
a0a7281cc7 add TOOL_CYCL lua constant, change ID to 7 2018-02-14 22:19:31 -05:00
jombo23
0a63e1afb5 Add Cyclone Tool and Brush X/Y Arguments (#542) 2018-02-13 00:08:00 -05:00
Nikolay Marchuk
30b8078ad2 fix undoing changes in gravity mask 2018-02-13 00:06:55 -05:00
jacob1
257fe6f61b
Fix debug print in PLNT causing lag 2018-02-12 00:09:35 -05:00
jacob1
1237b49e37 allow compiling renderer with --msvc in scons 2018-02-11 14:47:36 -05:00
jacob1
0d1c3f5f49 ctrl+p shortcut to select prop tool 2018-02-03 17:39:23 -05:00
jacob1
3d66b7e263 remove hardcoded op 2018-02-03 17:38:47 -05:00
jacob1
25ef5b19fd fix STOR to PIPE 2018-01-07 20:27:54 -05:00
jacob1
1405c10046 fix STOR->PRTI transfer 2018-01-03 00:13:06 -05:00
jacob1
5012c3cfe6 fix build error when UPDATESERVER is defined 2018-01-01 12:12:43 -05:00
jacob1
07988147b9 prevent compiling if pmap doesn't have enough space, make lua elements favor 1 byte IDs 2018-01-01 00:31:44 -05:00
jacob1
b5159ab74e Changes to save format and PIPE
Update save format to optionally store type as two bits
PIPE now stores element in ctype
Disallow uploading saves using two bytes in type or other fields
update save format to store pmapbits and automatically convert data
2017-12-31 23:55:41 -05:00
jacob1
0c8c4de125 convert all of the rest of the things except GameSave.cpp and pipe/ray elements
also add sim.PMAPBITS and sim.PMAPMASK constants
2017-12-29 21:01:28 -05:00
jacob1
20e1abd840 update Simulation.cpp to use new macros 2017-12-29 17:34:19 -05:00
jacob1
da45e0e469 last src/simulation/element changes
PSTN, CRAY, and possibly some others will need to be modified to account for this without breaking saves. The save format will need to include PMAPBITS and adjust properly
2017-12-28 21:27:01 -05:00
jacob1
208cf14ce8 convert r&0xFF in src/simulation/elements 2017-12-28 13:00:23 -05:00
jacob1
4b1c929f58 use macros for the rest of the necessary >>8/<<8 in src/simulation/elements 2017-12-28 12:18:44 -05:00
jacob1
ac24810da5 add some defines to reduce usages of hardcoded r>>8 2017-12-28 12:03:26 -05:00
jacob1
fbf7210814 fix division by 0 in PHOT+C5 interaction, shoot the photon off at 90 degrees instead 2017-12-27 18:11:33 -05:00
jacob1
c31267b06f use unique_ptr in GameSave::readPsv, rename variables 2017-12-27 16:57:32 -05:00
jacob1
ae9b416f2f use c++11 (unique_ptr) in GameSave::readOPS 2017-12-27 13:00:48 -05:00
jacob1
70bbb16f37 sort local saves alphabetically, accounting for uppercase/lowercase 2017-12-27 11:50:28 -05:00
jacob1
887d60628d use c++11, use unique_ptr in GameSave::SerializeOPS 2017-12-27 11:50:09 -05:00
jacob1
23c68b1db1 fix issue loading manually created SOAP bubbles in some saves 2017-12-19 22:15:32 -05:00
jacob1
553eaf9524 fix loading saves with stacked particles 2017-12-19 21:15:19 -05:00
krawthekrow
68af269b76 sort local saves alphabetically 2017-12-19 21:15:06 -05:00
jacob1
e956e7c5fd fix issue where stamps would stack if you loaded multiple in one frame
sim.loadStamp in the console, or a lua script
2017-12-03 19:30:21 -05:00
jacob1
63c13bda89 fix use of deprecated luaL_getn function 2017-11-23 22:34:22 -05:00
jacob1
c2064b48c3 fix comment 2017-11-23 22:23:56 -05:00
jacob1
3529f6f468 fix ambient heat not loading in ctrl+c paste, fix pressure resetting to 0 when loading saves without pressure 2017-11-23 22:09:33 -05:00
jacob1
78fb27b354 fix SOAP links not saving/loading properly 2017-11-23 21:53:21 -05:00
jacob1
6ddab5a96e update scale info in readme 2017-11-23 16:37:57 -05:00
jacob1
1971efe8b8 include tpt-minmax in the rest of the files it is needed in 2017-11-23 16:21:19 -05:00
jacob1
c9d9f5b71d more include fixes (CoordStack.h) 2017-11-23 16:06:09 -05:00
jacob1
2ccbec1d05 include tpt-minmax header in Simulation 2017-11-23 15:12:47 -05:00
jacob1
a674dc93e2 include tpt-minmax header in Renderer 2017-11-23 15:01:04 -05:00
wolfy1339
d7a27cc682 FreeBSD build fixes (#517) 2017-11-23 14:38:47 -05:00
LBPHacker
a12785cd5d Use a dropdown instead of a textbox
Textboxes don't mix well with error messages fired from from keypress handlers.
2017-11-23 12:24:34 -05:00
LBPHacker
be29fad7e8 Add support for window scale modes other than 1 and 2
Window scale can now be anything between 1 and 10 (suggest something other than 10 for maximum scale?). This required a number of subtle changes:

 * made blit2 (PowderToySDL.cpp) handle scale modes correctly (it really only handled scale:2 correctly before)
 * replaced `bool scale` with `int scale` everywhere in the options view/model/controller
 * replaced the _large screen_ checkbox with a _window scale_ textbox in the options view

The new scale is only checked and applied when the options view is closed. There's no reason to not apply it live, I just chose not to.

This commit does *not* make TPT able to figure out an optimal scale mode at first run. It still suggests using scale:2 if it makes sense though.

I had doubts about using a second loop in blit2 but it doesn't seem to be an issue. If there's a more optimal way of going about what blit2 does, I haven't figured it out.

(Sublime seems to have eaten a few trailing spaces, hence there are a few seemingly identical pairs of lines in the diff.)
2017-11-23 12:24:34 -05:00
krawthekrow
62d57cc1de fix indentation 2017-11-23 00:42:42 -05:00
Novocain1
db6fb5461d Adds ways to digitize temperature and ways to turn that digitization to an actual temperature. (#525) 2017-11-23 00:28:12 -05:00
wolfy1339
255ca13fab Remove unused code in src/Config.h (Fixes #516)
- Remove commented out code as it was not used anywhere in the code
2017-11-23 00:18:44 -05:00