Commit Graph

242 Commits

Author SHA1 Message Date
minjaesong
c2fdb4b26a tile damage and wire layers are now save/loaded 2021-08-26 23:11:03 +09:00
minjaesong
9a8bd8d6ec trying to load a world 2021-08-25 15:30:46 +09:00
minjaesong
bb95444067 reducing number of warnings on the codebase 2021-08-20 23:28:59 +09:00
minjaesong
deb2dcf28b extending light draw size so that 'lagging-behind' update won't exhibit 'camera seam' 2021-08-15 00:29:16 +09:00
minjaesong
3d5bb55514 confirmation that some tricks would not work 2021-08-14 17:02:54 +09:00
minjaesong
168e4f08b5 lightmap to update every other frame, and rendering needs fix minor jitter 2021-08-14 12:52:47 +09:00
minjaesong
a6d082fb7d wire branching traversal itself works, but fetches wrong signal status 2021-08-12 11:38:48 +09:00
minjaesong
995d02d966 signal emitter is now a fixture 2021-08-08 21:38:38 +09:00
minjaesong
edc3d53f4e refactoring around 2021-08-06 13:34:17 +09:00
minjaesong
f64574db80 wire actor wip 2021-07-30 17:48:25 +09:00
minjaesong
4f52b26590 oops walls were too light 2021-07-29 17:41:10 +09:00
minjaesong
0e3bfbb782 fixed a bug where wall item can be consumend indefinitely because checking for what's already there was not working 2021-07-29 16:23:18 +09:00
minjaesong
26ee7498e2 closing issue #39 2021-07-29 12:56:25 +09:00
minjaesong
e19187eea9 first working wall occlusion (issue #39) 2021-07-29 12:25:56 +09:00
minjaesong
870e165cf6 renaiming debug timers 2021-07-29 10:23:32 +09:00
minjaesong
29f6034fdc wires are now separated from blocks 2021-07-28 16:10:03 +09:00
minjaesong
5aacbe84b8 wire is back! but not the render 2021-07-28 14:22:13 +09:00
minjaesong
67a5e2e1e6 tilesize declaration refactoring 2021-07-27 16:17:54 +09:00
minjaesong
a91156ac21 gdx 1.10/lwjgl3 migration; removing old Lua stuffs 2021-07-27 12:43:01 +09:00
minjaesong
7900309f30 slate layer; new stone 'marble' 2021-02-28 16:33:12 +09:00
minjaesong
b6a688c484 render is fixed (tile breakage not tested as loading items are still wip); air tile no longer has tilenum of 0 2021-02-24 11:04:11 +09:00
minjaesong
36387753b1 game compiles but: render is wrong; can't have any wall items 2021-02-20 16:53:22 +09:00
minjaesong
463e59087c something's not right with tile numbering 2021-02-20 15:10:47 +09:00
minjaesong
0292115f89 wipwip 2021-02-14 10:07:08 +09:00
minjaesong
9eb757b7b9 wip 2 2021-02-11 20:45:38 +09:00
minjaesong
8fdc11288c the-flattening wip 2021-02-10 17:48:01 +09:00
minjaesong
5685243443 light whitewash version 1 2020-12-01 17:50:47 +09:00
minjaesong
f77e65ac97 light whitewash impl 2020-12-01 16:49:46 +09:00
minjaesong
44c11cef76 multithread light: forget about it 2020-11-20 14:08:18 +09:00
minjaesong
ab780fd246 code cleanup 2020-11-11 11:04:59 +09:00
minjaesong
4db5bc1623 guess some quality can be sacrificed 2020-11-10 18:49:24 +09:00
minjaesong
8548e415d2 it works yay :) 2020-11-10 16:21:08 +09:00
minjaesong
3ad80d1687 y u no work :( 2020-11-10 11:54:52 +09:00
minjaesong
b908cee2fe round 4 wip but not working :( 2020-11-10 00:51:46 +09:00
minjaesong
65f536db3c one diag done, one more to go 2020-11-09 23:13:20 +09:00
minjaesong
fdee65ad0d using internal coord only; diagonal round todo 2020-10-25 23:47:39 +09:00
minjaesong
9280a1e4a1 new lighting kinda works 2020-10-25 19:10:48 +09:00
minjaesong
0c48b9dce8 using kotlin's newfangled 'x in xs.indices' instead of 'x in 0 until xs.size' 2020-10-21 17:42:58 +09:00
minjaesong
d89e0d30da new tonemapping lut using some random fibseq 2020-07-12 10:29:39 +09:00
minjaesong
0200fa8803 simplified the tiling shader a bit 2020-04-13 02:13:24 +09:00
minjaesong
07b9e76090 Reducing hierarchy by merging ActorWithBody with ActorWBMovable 2020-03-20 19:30:17 +09:00
minjaesong
8894be303a some code pruning 2020-03-07 03:39:26 +09:00
minjaesong
0b57a995a5 Tentatively fixed the issue #35
if it's truly been fixed, the culprit was the mixed use of lx/ly and worldx/worldy
2020-03-07 02:39:01 +09:00
minjaesong
4c77ccb548 Pre-calculation. Plagued with segfaults. Feel free to roll back. 2020-03-06 21:52:06 +09:00
minjaesong
e77c52a86f commenting out the assert code that is called ~50 000 times per frame 2020-03-06 01:54:18 +09:00
minjaesong
418353c652 stupid idea that didnt work 2020-03-04 10:32:05 +09:00
minjaesong
bac2190104 back to octagonal lightspreading and one more failed test 2020-02-28 05:39:46 +09:00
minjaesong
c4521b9fd9 more comments 2020-02-28 05:14:13 +09:00
minjaesong
e235b81041 middle click to open pie menu 2020-02-27 05:41:57 +09:00
minjaesong
89c99e19c0 TEST: 5-pass performs better than 2-split idea 2020-02-25 00:05:54 +09:00