Commit Graph

723 Commits

Author SHA1 Message Date
Sourec
bbe0c34d3e Switched an OR to an AND
That was leftover from when I was rewriting a bit of this. Sorry!
2015-06-11 16:25:39 -04:00
Sourec
1494f8237c Fixed FIRE, SMKE, and CO2 passing through the powder-only wall. 2015-06-11 14:29:59 -04:00
Sourec
7d7bf5eff6 Fixed CLST tmp value carrying over when converted by water 2015-06-05 21:40:28 -04:00
jacob1
c9d5841101 fix DRAY with .tmp = 0 (broken in a115e78952) 2015-05-23 12:47:39 -04:00
Aditya Vaidya
13cc593d13 Fixed most spelling errors in code. 'originaly' is read as 'original Y', so not a typo 2015-05-18 15:16:01 -05:00
jacksonmj
34567bc496 Merge pull request #247 from ryanmjacobs:fix_pointer_checks 2015-05-16 02:19:08 +01:00
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
dd102c1f11 fix possible crash when PROT removes spark on disabled elements 2015-05-10 21:16:53 -04:00
jacob1
aa854557f7 fix WOOD sometimes creating water when burning 2015-05-10 20:55:03 -04:00
jacksonmj
38e21c8236 Fix crash when STOR is next to PIPE and has an invalid tmp value (http://tpt.io/~1768004) 2015-04-10 14:23:58 +01:00
jacksonmj
72329af09d Fix DLAY delay changing during save+load
by rounding temperatures to nearest instead of always flooring.

Effect on DLAY delay:
Room temperature offset - loaded as whole number of degrees C, so rounding to nearest deg C gives the same number as flooring.
Full - loaded as whole number of K = original whole deg C - 0.15. Rounding to nearest deg C means the whole deg C delay from before saving is used as the number of frames to delay, instead of deg C - 1 if flooring was used.
2015-03-27 17:39:05 +00:00
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
jacob1
a422e43beb visual studio error fix + warning fix 2015-02-25 18:56:50 -05:00
jacksonmj
91e871d0ea PSTN: allow zero or negative contributions towards movement amount
Note that final movement amount < 0 means no movement, it will not reverse the movement direction. This is to keep interpretation of inputs simple - PSCN always extends, other conductors always retract.
2015-02-24 22:48:31 +00:00
jacksonmj
cd71a6dff7 Float rounding strikes again - set destination coords using integers when moving particles with PSTN
instead of adding a delta value to the current position, which might not give the correct result. Particles (except solids) were on rare occasions ending up at a point 1 pixel away from where they should be after being pushed by PSTN. This led to stacking, and in the case of save 1732622 after changing BIZS to a liquid, to disintegration of the save.

(TPT++ version of commit 2ad996dfe621887355f8532f1262c306421bc2de in jacksonmj fork)
2015-02-23 13:35:17 +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
Ryan Jacobs
55a30673c4 Remove unnecessary pointer checks.
There are *no* more spacing issues. I used tabs exclusively.
Also, I made changes off of the develop branch.

Here's the Ruby regex that I used:
text.gsub!(/(( |\t)*)if ?\((.*)\) ?{?\n?( |\t)*(free ?\(|delete |delete\[\] )(.*)\)?;/, "\\1\\5\\6;")
2015-02-14 22:13:26 -08:00
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
84f13cfe63 fix compiling error on windows 2015-02-10 23:39:15 -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
94e635b65d fix negative tmp sing possibly generating max particles 2015-01-17 14:45:20 -05:00
jacob1
8c1db513f6 make sure ELEC dies in ELEC+NEUT reaction 2015-01-17 14:06:38 -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
ace9e36cc6 fix ALL the warnings
mostly just using more size_t. Also do some formatting around if statements
2015-01-16 22:35:32 -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
54d985f975 gcc warning fixes (up to lua files) 2015-01-16 17:26:13 -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
jacob1
0ad225d1fc update VIBR randoms, fix any VINE in old saves also 2015-01-07 19:32:49 -05:00
jacob1
be6551ceea fixes to rndstore in VIBR/VIRS, remove goto in PROT 2015-01-07 19:04:11 -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
jacob1
0f583f3bd8 fix PLSM spawning in fusion (allow some stacking), GRVT in O2 fusion 2014-12-15 15:52:08 -05:00
cracker64
6410171bd5 Fix IRON rust
Fix some randoms
2014-12-06 16:23:45 -05:00
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
cracker64
783b2c1736 Stop PIPE graphics from creating a particle every frame.
Remove temperature setting, this feature is beyond useless now, PROP+Lua are better ways to manually set pipe.
2014-12-06 01:16:04 -05:00
jacksonmj
e25fac5037 Less layering of particles in fusion
Fixes http://tpt.io/~1683916 - PLSM was created on top of DMND, which other particles then displaced, leading to lots of stacking and particles escaping through the DMND.
2014-11-30 17:22:56 +00:00
jacob1
70a815a8c7 fix crash when PIPE finds PRTI with an invalid channel 2014-11-29 00:30:05 -05:00
jacob1
6da5b08fd2 fix for fast particles moving through VOID 2014-11-22 13:04:04 -05:00
jacob1
aa8fe86735 fix DEUT graphics (accidentally changed something) 2014-11-21 16:40:46 -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
8233b28820 Change GRVT flammability to 0 2014-11-19 22:49:20 -05:00
jacob1
c673f30e14 fixes suggested by jacksonmj in -dev
fixes bugs in DMG, LIGH, PHOT, and QRTZ, also makes deut explosions less laggy when they hit the particle limit
2014-11-14 12:48:06 -05:00