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167 Commits

Author SHA1 Message Date
minjaesong
4239bbe05b removing unused and failed opus impl attempts 2018-12-02 22:45:08 +09:00
minjaesong
c43d2e6e68 gradle migration 1 2018-12-02 19:31:38 +09:00
minjaesong
1ce2d69809 Update .gitignore 2018-12-02 19:19:17 +09:00
minjaesong
e966063e80 minor edits 2018-12-02 17:34:01 +09:00
minjaesong
8ef45968c2 rem external_resource_packs.zip 2018-11-22 19:14:49 +09:00
minjaesong
df738348f6 rem workspace.xml 2018-11-22 19:09:48 +09:00
minjaesong
3561ff9132 fixing one of the new bugs: block duplication artefact on render 2018-11-20 22:16:20 +09:00
minjaesong
0056f92b65 physics anomaly at x 0..33? are fixed, other issues (re)introduced
See ActorWBMovable@Line1238
2018-11-20 06:08:21 +09:00
minjaesong
deaee71a44 Reverting GDX to nightly-20170610
Due to the some fuck rendering issue on certain graphics processors (maybe?)
2018-11-20 04:27:14 +09:00
minjaesong
49966a53f6 commiting minor changes cause I need to track down some bugs
- Text on small font goes dark gradually (?)
2018-11-20 04:10:13 +09:00
minjaesong
0123cc5b1a 1dim-ised lightmap 2018-11-16 22:44:54 +09:00
minjaesong
0695e3325d lightbufferastex is now properly disposed of
should help with my mem leak probs
2018-11-16 20:42:30 +09:00
minjaesong
d830fa2873 change in ingame config: useamericanunit -> temperatureunit 2018-11-16 20:37:44 +09:00
minjaesong
a2f88ebbf1 reconfiguring docs and libs
- Targeting Java 10
- Gdx nightly 20181111 (1.9.9)
2018-11-11 20:13:31 +09:00
minjaesong
f721ad0db9 drawing of the tile breakage 2018-11-10 21:09:02 +09:00
minjaesong
c6e9a46c3e Can setTitle() cause memleak (right before test commit) 2018-11-08 22:42:27 +09:00
minjaesong
4c3354f22c starting day of the game is now Spring 1st 2018-11-06 23:49:22 +09:00
minjaesong
92091532e0 a new watchface to support seasons instead of months 2018-11-06 23:40:36 +09:00
minjaesong
81b65d57ca fixed a NaN bug caused by a zero-width/height hitbox
Also inventory is widened to 10x7 of prev 9x7
2018-11-06 04:02:33 +09:00
minjaesong
ec871318a9 new ingame calendar impl
for some reason it runs slower that it should do
2018-10-30 22:47:41 +09:00
minjaesong
0e93f6609b new RNG for everything; Joise update 2018-10-27 00:03:06 +09:00
minjaesong
3612b55f97 read world info 2018-10-09 23:49:14 +09:00
minjaesong
e156349ec0 writeworldinfo tested to be working 2018-10-08 18:15:05 +09:00
Minjae Song
4658fa2aed worldinfo writer 2018-10-08 01:16:29 +09:00
Minjae Song
630d6d2fed new outputstream for bytearray64 2018-10-06 01:16:26 +09:00
minjaesong
879583623d testing the GDX's LZMA de/compressor 2018-10-06 00:49:06 +09:00
minjaesong
5189c46ce5 abolished a need to pass world as parametre
+ simply changing the single variable (ingame.world) will update all the renderer's behaviour
+ somehow my git changelogs are exploding
2018-10-05 23:40:03 +09:00
minjaesong
3735ce351e layer seems load, need to write better test-able code 2018-10-05 22:13:55 +09:00
minjaesong
3045534222 layer write should write proper zlib 2018-10-05 01:23:18 +09:00
minjaesong
434a2dbca3 it's not zipping correctly; some fixes on readlayer 2018-10-05 01:11:12 +09:00
minjaesong
2239625efe layer export: tested output seems legit but can't confirm 2018-10-04 23:46:24 +09:00
minjaesong
76e8727bfc GameWorld: adding "worldIndex"; more save/load stuffs 2018-10-03 23:15:24 +09:00
minjaesong
6fd2a4d69f new map data format and its read/writer
!! UNTESTED !! UNTESTED !! UNTESTED !!
2018-10-03 19:20:11 +09:00
minjaesong
197afc21ce decided not to GZip the CSVs; hack it away! 2018-10-02 21:13:02 +09:00
minjaesong
62edf9c3ae newer map data format 2018-10-02 21:10:02 +09:00
minjaesong
c452017c84 the event works; ingame works; but starts as "bugged noclip" 2018-10-02 00:12:04 +09:00
minjaesong
5367b97943 World Click events
let's hope it works w/o tests as I can't get to the Ingame now
2018-10-01 23:51:04 +09:00
minjaesong
1b94d2ea14 player is now nullable; wtf is calling Ingame 5 times? 2018-09-17 01:46:50 +09:00
minjaesong
d16e916502 serialised RNG; font update 2018-09-16 03:32:12 +09:00
minjaesong
7069528714 title remocon: menu UI with no child should be displayed now 2018-09-15 01:08:10 +09:00
minjaesong
79f3e8e28d font update; ui remocon fix; save doc elaboration
UI RemoCon fix: RemoCon will no longer widen to the screen width when being used
2018-09-14 01:14:13 +09:00
minjaesong
0658d95b12 more remoCon thingies 2018-08-30 21:30:39 +09:00
minjaesong
ad26b0f80c UI Remote Controller reworked (now 90% less stupidity) 2018-08-30 17:24:53 +09:00
minjaesong
c953d84af9 font updates; PBS 2018-08-23 21:06:08 +09:00
minjaesong
809f1ad26f partially working sky model 2018-08-05 21:57:39 +09:00
minjaesong
932222a9c6 dump (another useless message) 2018-08-05 21:57:18 +09:00
minjaesong
2d68fcd7c9 ENVIRON guide update straight from my observation 2018-07-21 19:58:56 +09:00
minjaesong
78e329d1c8 reducing down HistoricalFigure to nothing
It doesn't seem like a good idea
2018-07-03 22:45:00 +09:00
minjaesong
ab49846611 removing branching on tiling shader, improving performance
Now tga export needs extra care, but boy that 5 FPS improvement
2018-07-03 22:17:34 +09:00
minjaesong
1476ea737e making debugwindow to appear again 2018-07-03 14:33:20 +09:00
minjaesong
305e992da6 intro screen flipped correctly, build passes 2018-07-03 14:28:30 +09:00
minjaesong
7a05931da8 PostProcessor working: nested FBO won't work, use FrameBufferManager 2018-07-03 13:48:34 +09:00
minjaesong
c1f829291a title screen using IngameRenderer 2018-07-01 01:38:07 +09:00
minjaesong
069eca7d9c IngameRenderer: damned thing finally works somewhat 2018-06-30 16:47:22 +09:00
minjaesong
872124429d still broken, still renders
because im going to break it once again
See my comment in PostProcessor.kt
2018-06-28 21:31:39 +09:00
minjaesong
1ca3fff17e trying to optimise the rendering, this is BEFORE job 2018-06-26 09:10:05 +09:00
minjaesong
d7c8b7f8f7 still wip modularisation, game somehow boots 2018-06-21 17:33:22 +09:00
minjaesong
baf2a47d75 scrollable inventory with up/down UI button 2018-05-09 19:41:04 +09:00
minjaesong
33c326febe ModMgr: I can load class by name; dropped Groovy script support, coding must go to JAR 2018-05-09 05:34:39 +09:00
minjaesong
da796194d6 computery stuff and new set of wires 2018-03-04 19:15:43 +09:00
minjaesong
85dac4a109 colourutil update 2018-02-16 10:49:13 +09:00
minjaesong
2701934f89 adopting Java 9/Kotlin 1.2 2018-02-10 21:40:17 +09:00
minjaesong
c8debd351f rain megaparticle experiment 2017-12-18 20:45:32 +09:00
minjaesong
24a6aa5a9a 196 dithering instead of 625 2017-12-10 14:33:12 +09:00
minjaesong
f3075dfc18 cheat detected notification 2017-12-10 14:32:32 +09:00
minjaesong
6901b17bb6 language vars are fully moved to apploader 2017-11-25 22:29:59 +09:00
minjaesong
d9258bcb84 tooltip UI; tooltip in the inventory 2017-11-25 17:56:57 +09:00
minjaesong
b5e908d271 inventory grid mode buttons working highlight 2017-11-07 23:29:07 +09:00
minjaesong
60d1a5cea2 map & save button for inventory 2017-11-03 22:48:13 +09:00
minjaesong
a22d2dbb92 postprocessor for 3dlut colcorr; dithering should be managed in "dirty" way
dirty way: loads dithered/passthru shader according to the game's config (boolean fxdither)
2017-11-02 17:47:52 +09:00
minjaesong
b892d2e70c hacked the titlescreen to fix resize-related UI shit 2017-11-01 15:46:09 +09:00
minjaesong
cec6d9c3c2 encumbrance meter for new inventory 2017-10-30 04:28:27 +09:00
minjaesong
0266f518fc black background for inventory 2017-10-29 13:26:34 +09:00
minjaesong
f72f18a821 working "equipped" view with unequip 2017-10-28 15:07:58 +09:00
minjaesong
c2ac328cab "equipped" indicator on item grid 2017-10-25 05:53:39 +09:00
minjaesong
07d609ca72 fixed uiItem stupidity with uiCanvas; it activated even if its parent is invisible 2017-10-24 07:25:05 +09:00
minjaesong
af027e616d catbar and grid: updates and renders as intended 2017-10-24 00:21:13 +09:00
minjaesong
04161525eb at least some of the new UIs are working 2017-10-23 03:44:45 +09:00
minjaesong
0023b4a4a8 new inventory design: is it good?
See work_files/inventory_nouveau_2.psd
2017-10-22 02:03:23 +09:00
minjaesong
a5d0d5e525 somehow fixed a consolewin bug
- It would read a key even if it's closed
2017-10-18 03:52:11 +09:00
minjaesong
5b8bee6777 lightmap draw shift fixed; game will properly resize 2017-10-16 22:47:16 +09:00
minjaesong
76260cbc18 renderFront is fixed 2017-10-14 02:48:52 +09:00
minjaesong
a7849d2635 sprite shift re-fixed with a correct method 2017-10-14 02:13:06 +09:00
minjaesong
595681d6e9 player sprites now aligned to hitbox && drawn at centre of the screen 2017-10-13 00:36:03 +09:00
minjaesong
3505b38789 Houston, we have a render (again) 2017-10-07 22:21:37 +09:00
minjaesong
42efbd5297 Feature idea I had around for months 2017-09-22 00:22:35 +09:00
minjaesong
3569e3ccbf Rectified heretic YY-MM-DD to standard YYYY-MM-DD 2017-09-20 14:36:40 +09:00
minjaesong
e31640cba6 Scientifically correct moondial
Flipped crescents are my mistake 😄
2017-09-19 14:43:06 +09:00
minjaesong
9645b28674 we've got something
- except actor's RGB won't draw; only the glow does
2017-09-18 02:32:47 +09:00
minjaesong
e9f8f47e20 fixed camera not putting actor at the centre of the screen
- Actually may not be fixed, but it does not cause render bugs at least!
2017-09-17 23:42:13 +09:00
minjaesong
d3b54ae300 module UI now has margin; game update will drop consecutive updates if its try count is exhausted (reduced lag after window move/resize) 2017-09-15 01:40:12 +09:00
minjaesong
553816e8c4 Ingame: great, nothing renders :( 2017-09-15 00:40:11 +09:00
minjaesong
772436b16b simple hack for out-of-place render of terrain and lightmap
- Just made them not have negative value
2017-09-14 02:13:37 +09:00
minjaesong
f6c5d22dc2 Guess it's fully working for titlescreen 2017-09-13 18:10:03 +09:00
minjaesong
dcd21bc3fa NOT using a trick in issue #5 was the key, also closes issue #8 2017-09-13 01:06:01 +09:00
minjaesong
b05706a7c5 almost works but dae fucking jitter again 2017-09-12 23:52:16 +09:00
minjaesong
59270f2c40 Light fuck: At least I've figured out what the fuck was wrong with. 2017-09-12 21:29:45 +09:00
minjaesong
636b0ffe4f at least now I know which part is to be patched... 2017-09-09 02:45:58 +09:00
minjaesong
81c031966c terrain AND wall renders 2017-09-01 01:05:21 +09:00
minjaesong
b040531f99 now I can't even tell if it's working as intended or not 2017-08-30 22:16:10 +09:00
minjaesong
ff434b45fc new blocks drawer WIP 2017-08-29 21:06:30 +09:00
minjaesong
ff95f9e402 terrain atlas: added black patch 2017-08-28 20:37:39 +09:00
minjaesong
bdff19237e camera moving works 2017-08-28 02:27:53 +09:00
minjaesong
5d03bb96f3 Tiling shader -- FIXME: cameraTranslation not working as it should 2017-08-27 23:55:54 +09:00
minjaesong
6ce45abfc4 fucking finally... (needs cleanup) 2017-08-27 23:47:30 +09:00
minjaesong
c94418e98f tiling using shader, sorta works 2017-08-26 23:48:07 +09:00
minjaesong
1be8e5d0c7 trying to tile by shader 2017-08-25 19:37:12 +09:00
minjaesong
388e4675f4 some sort of error screen impl 2017-08-20 22:10:47 +09:00
minjaesong
ad60b21d2a better dithering 2017-08-07 01:09:04 +09:00
minjaesong
93b18dfb18 load app using apploader -- no more black screen on app load 2017-08-01 23:55:48 +09:00
minjaesong
f1afb67c77 RemoCons fully working; also fixed my stupidity 2017-07-26 17:03:22 +09:00
minjaesong
9731c8384a UIs wont FOR SURE update (more like, process events) anymore when they are not visible 2017-07-25 18:34:23 +09:00
minjaesong
33657624a6 UI: sub-UIs work? 2017-07-25 17:21:02 +09:00
minjaesong
3578df4770 fixed quickbar and piemenu texture 2017-07-23 19:55:06 +09:00
minjaesong
0fe3e7949b more compatible shader 2017-07-23 18:23:53 +09:00
minjaesong
d421d7964b leak patched I guess 2017-07-23 17:38:57 +09:00
minjaesong
b6c3467fe1 titlescreen: camera follows terraini undulation 2017-07-22 18:27:58 +09:00
minjaesong
f912b33f09 title screen renders well 2017-07-21 20:28:12 +09:00
minjaesong
4087a93142 generalised things so that they would work outside of ingame.world; title screen wip 2017-07-21 19:59:51 +09:00
minjaesong
cf9414f2df action listener on textbutton list 2017-07-20 22:25:40 +09:00
minjaesong
329beb3197 parallax (sky looks bluer when you go up) 2017-07-20 18:39:05 +09:00
minjaesong
81f0499c9d limitedly successful attempt to create a title screen 2017-07-20 00:36:41 +09:00
minjaesong
3727a9d27f Ingame's Player is now mandatory; player spawn on right position 2017-07-18 00:19:55 +09:00
minjaesong
2f75e276b2 Inventory UI: items page button 2017-07-17 14:37:10 +09:00
minjaesong
5a0b3c6eb1 some bayer matrix things and my discoveries 2017-07-17 12:22:15 +09:00
minjaesong
dad876308c simplified a structure of UIs a bit 2017-07-16 23:15:32 +09:00
minjaesong
98409f09c0 dithered skybox 2017-07-16 05:03:04 +09:00
minjaesong
b9c93dd6b0 bayer-dithering shader revisited 2017-07-15 18:35:57 +09:00
minjaesong
81acfecbd7 camera clamping, UI resize 2017-07-15 02:02:30 +09:00
minjaesong
1002f910e4 wall render bug fixed
- wall wouldn't render if transparent-yet-sold tiles like glass is placed on top of it
2017-07-15 00:02:00 +09:00
minjaesong
eff1cb1e62 load screen adj, faster gravity response for standard 2017-07-14 18:48:48 +09:00
minjaesong
70236f42ff Rudimentary load screen works (only with Ingame screen) 2017-07-13 19:10:11 +09:00
minjaesong
9a935c2e15 GenuineSonic 2017-07-13 18:07:12 +09:00
minjaesong
8438714062 disposable UI; loading screen mockup (i heard like loading screen -- sonic 06) 2017-07-13 17:53:40 +09:00
minjaesong
fcdac4b759 load screen render, fixed some init code of the app 2017-07-13 03:59:26 +09:00
minjaesong
e74a738274 how changing the screen should be done 2017-07-13 01:34:09 +09:00
minjaesong
86fad6390f lightmap downsample works, sampling bug fixed with Filter.NEAREST, now having shrinkage issue 2017-07-12 14:33:59 +09:00
minjaesong
7fc2d85c46 working UV simulation using alpha channel 2017-07-12 02:35:36 +09:00
minjaesong
e01ad32849 working world-glow blend 2017-07-11 13:34:14 +09:00
minjaesong
06cab5effc prep for draw glow 2017-07-09 20:29:35 +09:00
minjaesong
c96fb5e017 diching RGB10; colors are now fully vec3 2017-07-09 02:21:24 +09:00
minjaesong
b3a355f51d float lightmap seems it does have little boost on fps 2017-07-09 00:51:25 +09:00
minjaesong
b57b0cb04c failed attempt at multithreading 2017-07-08 22:34:45 +09:00
minjaesong
f71905b880 asynch update and render (aka frameskip) 2017-07-08 20:38:05 +09:00
minjaesong
235f774ff6 former bug fixed; now we have ceiling-stair-clip bug 2017-07-07 02:11:24 +09:00
minjaesong
3b99546f33 improved collision displacer: no more clip-to-climb-up-rightside-only thingy 2017-07-07 00:01:20 +09:00
minjaesong
19a094b2fa new collision displacer: got one-block-ceiling-passthru bug, but otherwise tolerable 2017-07-06 16:35:58 +09:00
minjaesong
3eadb6b5e5 4096 shader finally works... perhaps it needs bayer matrix? 2017-07-05 18:30:53 +09:00
minjaesong
1ca162f72e downsampling sorta works, ONLY WHEN (width or height % 4) is 0 or 1 2017-07-05 16:03:50 +09:00
minjaesong
28b67ec68b control scheme update 2017-07-05 12:49:26 +09:00
minjaesong
c7add8f0a8 Ladies and Gents, we have shader-powered smooth lighting! 2017-07-05 02:20:10 +09:00
minjaesong
d707287754 shader seems working!; it's messed up by all the test codes but I commit anyway 2017-07-05 02:05:03 +09:00
minjaesong
cf6e268ff6 blur shader works 2017-07-04 23:30:48 +09:00
minjaesong
bba2f3ce20 shader does work at least... 2017-07-04 22:04:07 +09:00
minjaesong
2ac7efeaac killed old zoom so that framebuffer would render without hack 2017-07-04 20:11:54 +09:00
minjaesong
fbe02ab19c needs more shader (for smoothing out lightmap render) 2017-07-04 14:58:18 +09:00
minjaesong
7ca4d03cf8 barely managed to fix inventory UI 2017-07-04 01:27:18 +09:00
minjaesong
924c7db5eb dunno why but setting camera position to negative works... 2017-07-03 23:42:59 +09:00
minjaesong
6b37b2b9d6 putting ore vein prototype on main sheet; also a commit before fuck-up 2017-07-03 19:26:00 +09:00
minjaesong
b04d062935 fixed bug: things go dark as inventory is opened
Not cloning the color when MULing was the culprit
2017-07-03 02:55:33 +09:00
minjaesong
d357ef0245 fixed bad color rendering on blocksdrawer and lightmaprenderer 2017-07-02 21:53:50 +09:00
minjaesong
3b24ce306f debugger's got its colour codes back 2017-07-02 15:28:45 +09:00
minjaesong
7f5760f84e proper sprite flip draw 2017-07-02 00:45:57 +09:00
minjaesong
e2da14da8a keyboard control ported to GDX (at least as much as I can right now) 2017-07-01 18:31:00 +09:00
minjaesong
54c643b35e ore veins 2017-06-30 02:06:53 +09:00
minjaesong
5ad34b96ac blocks camera and framebuffer seems working 2017-06-30 01:50:06 +09:00
minjaesong
62ff6e9ded can see camera working but not the actor gravity 2017-06-28 22:15:42 +09:00
998 changed files with 15584 additions and 77491 deletions

4
.gitattributes vendored
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@@ -3,7 +3,3 @@
*.tga filter=lfs diff=lfs merge=lfs -text
*.gz filter=lfs diff=lfs merge=lfs -text
*.opus filter=lfs diff=lfs merge=lfs -text
*.pdf filter=lfs diff=lfs merge=lfs -text
*.zip filter=lfs diff=lfs merge=lfs -text
*.kra filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text

36
.gitignore vendored
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@@ -1,45 +1,15 @@
# Build-related
out/*
bin/*
build/*
.gradle/*
TerrarumBuild.jar
# Java native errors
hs_err_pid*
replay_pid*
# OS files
Thumbs.db
*.jar
.DS_Store
desktop.ini
.directory
*/.directory
# Resources that should not be tracked
~$*
assets/mods/basegame/demoworld
external_resource_packs
#assets/mods/basegame/demoworld.gz
assets/mods/basegame/demoworld.gz
external_resource_packs.zip
# IntelliJ
workspace.xml
# Temporary files
.tmp*
tmp_*
*.bak
## Microsoft Office
~$*
## Generic temp files in Linux
*~
## Vim temp files
*.swp
*.swo
# Eclipse MAT heap files
*.hprof
*.bin
*.index
*.threads
*_Leak_Suspects.zip

View File

@@ -5,10 +5,7 @@
<element id="directory" name="META-INF">
<element id="file-copy" path="$PROJECT_DIR$/src/META-INF/MANIFEST.MF" />
</element>
<element id="library" level="project" name="KotlinJavaRuntime" />
<element id="library" level="project" name="lib" />
<element id="module-output" name="ingamemodule_basegame" />
<element id="module-output" name="terrarum" />
<element id="module-output" name="Terrarum_renewed" />
</root>
</artifact>
</component>

5
.idea/compiler.xml generated
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@@ -4,7 +4,10 @@
<annotationProcessing>
<profile default="true" name="Default" enabled="true" />
</annotationProcessing>
<bytecodeTargetLevel target="8" />
<bytecodeTargetLevel target="10">
<module name="terrarum_main" target="11" />
<module name="terrarum_test" target="11" />
</bytecodeTargetLevel>
</component>
<component name="JavacSettings">
<option name="PREFER_TARGET_JDK_COMPILER" value="false" />

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@@ -1,23 +0,0 @@
<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="ArrayEquality" enabled="true" level="WARNING" enabled_by_default="true" />
<inspection_tool class="ConstantConditionIf" enabled="false" level="WEAK WARNING" enabled_by_default="false" />
<inspection_tool class="CsvValidation" enabled="false" level="WARNING" enabled_by_default="false" />
<inspection_tool class="ExplicitThis" enabled="false" level="INFORMATION" enabled_by_default="false" />
<inspection_tool class="KotlinDoubleNegation" enabled="true" level="WARNING" enabled_by_default="true" />
<inspection_tool class="NullChecksToSafeCall" enabled="false" level="WEAK WARNING" enabled_by_default="false" />
<inspection_tool class="RedundantCompanionReference" enabled="false" level="WARNING" enabled_by_default="false" />
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<inspection_tool class="RemoveCurlyBracesFromTemplate" enabled="false" level="WEAK WARNING" enabled_by_default="false" />
<inspection_tool class="RemoveEmptyPrimaryConstructor" enabled="false" level="WEAK WARNING" enabled_by_default="false" />
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<inspection_tool class="RemoveRedundantBackticks" enabled="false" level="WARNING" enabled_by_default="false" />
<inspection_tool class="RemoveRedundantQualifierName" enabled="false" level="WARNING" enabled_by_default="false" />
<inspection_tool class="RemoveSingleExpressionStringTemplate" enabled="false" level="WARNING" enabled_by_default="false" />
</profile>
</component>

View File

@@ -4,9 +4,6 @@
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-stdlib.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-reflect.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlinx-coroutines-core-1.0.1.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlinx-coroutines-io-jvm-0.1.1.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlinx-coroutines-jdk8-1.0.1.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES>

View File

@@ -1,53 +0,0 @@
<component name="libraryTable">
<library name="com.badlogicgames.gdx:gdx-backend-lwjgl3:1.9.10" type="repository">
<properties maven-id="com.badlogicgames.gdx:gdx-backend-lwjgl3:1.9.10" />
<CLASSES>
<root url="jar://$PROJECT_DIR$/lib/gdx-backend-lwjgl3-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-3.2.1.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-3.2.1-natives-windows.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-3.2.1-natives-linux.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-3.2.1-natives-macos.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-glfw-3.2.1.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-glfw-3.2.1-natives-windows.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-glfw-3.2.1-natives-linux.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-glfw-3.2.1-natives-macos.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-jemalloc-3.2.1.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-jemalloc-3.2.1-natives-windows.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-jemalloc-3.2.1-natives-linux.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-jemalloc-3.2.1-natives-macos.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-opengl-3.2.1.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-opengl-3.2.1-natives-windows.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-opengl-3.2.1-natives-linux.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-opengl-3.2.1-natives-macos.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-openal-3.2.1.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-openal-3.2.1-natives-windows.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-openal-3.2.1-natives-linux.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-openal-3.2.1-natives-macos.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jlayer-1.0.1-gdx.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jorbis-0.0.17.jar!/" />
</CLASSES>
<JAVADOC>
<root url="jar://$PROJECT_DIR$/lib/gdx-backend-lwjgl3-1.9.10-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-3.2.1-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-glfw-3.2.1-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-jemalloc-3.2.1-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-opengl-3.2.1-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-openal-3.2.1-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jlayer-1.0.1-gdx-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jorbis-0.0.17-javadoc.jar!/" />
</JAVADOC>
<SOURCES>
<root url="jar://$PROJECT_DIR$/lib/gdx-backend-lwjgl3-1.9.10-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-3.2.1-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-glfw-3.2.1-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-jemalloc-3.2.1-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-opengl-3.2.1-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-openal-3.2.1-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jlayer-1.0.1-gdx-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jorbis-0.0.17-sources.jar!/" />
</SOURCES>
</library>
</component>

View File

@@ -1,41 +0,0 @@
<component name="libraryTable">
<library name="com.badlogicgames.gdx:gdx-backend-lwjgl:1.9.10" type="repository">
<properties maven-id="com.badlogicgames.gdx:gdx-backend-lwjgl:1.9.10" />
<CLASSES>
<root url="jar://$PROJECT_DIR$/lib/gdx-backend-lwjgl-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-2.9.3.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-platform-2.9.3-natives-windows.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-platform-2.9.3-natives-linux.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-platform-2.9.3-natives-osx.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jinput-2.0.5.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jutils-1.0.0.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jinput-platform-2.0.5-natives-linux.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jinput-platform-2.0.5-natives-windows.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jinput-platform-2.0.5-natives-osx.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl_util-2.9.3.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jlayer-1.0.1-gdx.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jorbis-0.0.17.jar!/" />
</CLASSES>
<JAVADOC>
<root url="jar://$PROJECT_DIR$/lib/gdx-backend-lwjgl-1.9.10-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-2.9.3-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jinput-2.0.5-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jutils-1.0.0-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl_util-2.9.3-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jlayer-1.0.1-gdx-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jorbis-0.0.17-javadoc.jar!/" />
</JAVADOC>
<SOURCES>
<root url="jar://$PROJECT_DIR$/lib/gdx-backend-lwjgl-1.9.10-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl-2.9.3-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jinput-2.0.5-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jutils-1.0.0-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/lwjgl_util-2.9.3-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jlayer-1.0.1-gdx-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/jorbis-0.0.17-sources.jar!/" />
</SOURCES>
</library>
</component>

View File

@@ -1,20 +0,0 @@
<component name="libraryTable">
<library name="com.badlogicgames.gdx:gdx-controllers-desktop:1.9.10" type="repository">
<properties maven-id="com.badlogicgames.gdx:gdx-controllers-desktop:1.9.10" />
<CLASSES>
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-desktop-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-1.9.10.jar!/" />
</CLASSES>
<JAVADOC>
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-desktop-1.9.10-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-1.9.10-javadoc.jar!/" />
</JAVADOC>
<SOURCES>
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-desktop-1.9.10-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-1.9.10-sources.jar!/" />
</SOURCES>
</library>
</component>

View File

@@ -1,18 +0,0 @@
<component name="libraryTable">
<library name="com.badlogicgames.gdx:gdx-controllers-platform:1.9.10" type="repository">
<properties maven-id="com.badlogicgames.gdx:gdx-controllers-platform:1.9.10" />
<CLASSES>
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-platform-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-1.9.10.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10.jar!/" />
</CLASSES>
<JAVADOC>
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-1.9.10-javadoc.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-javadoc.jar!/" />
</JAVADOC>
<SOURCES>
<root url="jar://$PROJECT_DIR$/lib/gdx-controllers-1.9.10-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/gdx-1.9.10-sources.jar!/" />
</SOURCES>
</library>
</component>

View File

@@ -1,10 +0,0 @@
<component name="libraryTable">
<library name="com.badlogicgames.gdx:gdx-platform:1.9.10" type="repository">
<properties maven-id="com.badlogicgames.gdx:gdx-platform:1.9.10" />
<CLASSES>
<root url="jar://$PROJECT_DIR$/lib/gdx-platform-1.9.10.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</component>

View File

@@ -4,17 +4,23 @@
<root url="file://$PROJECT_DIR$/lib" />
</CLASSES>
<JAVADOC>
<root url="file://$PROJECT_DIR$/lib/javadoc" />
<root url="http://libgdx.badlogicgames.com/nightlies/docs/api/" />
<root url="https://libgdx.badlogicgames.com/ci/nightlies/docs/api/" />
<root url="jar://$PROJECT_DIR$/lib/javadoc/gdx-docs.zip!/" />
</JAVADOC>
<NATIVE>
<root url="file://$PROJECT_DIR$/lib" />
<root url="file://$PROJECT_DIR$/lib/x86" />
<root url="file://$PROJECT_DIR$/lib/x86_64" />
</NATIVE>
<SOURCES>
<root url="file://$PROJECT_DIR$/lib/source" />
<root url="jar://$PROJECT_DIR$/lib/Terrarum_Joise.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/source/gdx-backend-lwjgl-sources.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/TerrarumSansBitmap.jar!/" />
<root url="jar://$PROJECT_DIR$/lib/prtree.jar!/" />
</SOURCES>
<jarDirectory url="file://$PROJECT_DIR$/lib" recursive="false" />
<jarDirectory url="file://$PROJECT_DIR$/lib/source" recursive="false" type="SOURCES" />
</library>
</component>

View File

@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="MarkdownExportedFiles">
<htmlFiles />
<imageFiles />
<otherFiles />
</component>
</project>

View File

@@ -1,3 +1,3 @@
<component name="MarkdownNavigator.ProfileManager">
<settings default="" pdf-export="" plain-text-search-scope="Project Files" />
<settings default="" pdf-export="" />
</component>

2
.idea/misc.xml generated
View File

@@ -38,7 +38,7 @@
<property name="caretWidth" class="java.lang.Integer" />
</properties>
</component>
<component name="ProjectRootManager" version="2" languageLevel="JDK_1_8" default="false" project-jdk-name="1.8.0_242" project-jdk-type="JavaSDK">
<component name="ProjectRootManager" version="2" languageLevel="JDK_10" default="false" project-jdk-name="1.8" project-jdk-type="JavaSDK">
<output url="file://$PROJECT_DIR$/out" />
</component>
</project>

View File

@@ -1,6 +1,6 @@
*Terrarum*
Copyright (C) 2013-2021 Minjae Song ("CuriousTorvald")
Copyright (C) 2013-2018 Minjaesong (Torvald)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -19,7 +19,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
*Terrarum Sans Bitmap*
Copyright (c) 2017-2020 Minjae Song ("CuriousTorvald") and the contributors
Copyright (c) 2017 Minjae Song (Torvald) and the contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@@ -66,7 +66,7 @@ limitations under the License.
*Accidental Noise Library*
Joise is a derivative work based on Josua Tippetts' C++ library:
<http://accidentalnoise.sourceforge.net/index.html>
http://accidentalnoise.sourceforge.net/index.html
Copyright (C) 2011 Joshua Tippetts
@@ -90,7 +90,7 @@ Copyright (C) 2011 Joshua Tippetts
*Vector2.java*, *Epsilon.java*
Copyright (c) 2010-2015 William Bittle <http://www.dyn4j.org/>
Copyright (c) 2010-2015 William Bittle http://www.dyn4j.org/
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted
@@ -113,7 +113,7 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Kotlin translated and modified code Copyright (C) 2016 Minjae Song ("CuriousTorvald")
Kotlin translated and modified code Copyright (C) 2016 Minjaesong (Torvald)
----
@@ -127,7 +127,7 @@ Ambient sound recordings:
crickets_02.ogg
Copyright (C) 2012, 2013, 2015, 2016, 2017 Klankbeeld
Sound from <http://www.freesound.org/people/klankbeeld/>
Sound from http://www.freesound.org/people/klankbeeld/
----
@@ -155,39 +155,6 @@ THE SOFTWARE.
----
PRTree, a Priority R-Tree, a spatial index for java code
Copyright (c) 2008-2012 Robert Olofsson.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. Neither the name of the authors nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHORS AND CONTRIBUTORS ``AS IS'' AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
----
Some of the resources were created by _raxod502_.
@@ -209,4 +176,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
THE SOFTWARE.

View File

@@ -1,49 +1,20 @@
## Prefix-ID Referencing
Every blocks and items have Prefix-ID Referencing scheme, which is defined as follows:
```<Prefix>@<Modname>:<Integer ID>```
where Prefix is predefined (see below), Integer ID is arbitrarily chosen within a domain.
### Prefixes
|Name|Description|
|----|-----------|
|wall|Wall, only used by the Inventory to differentiate walls from blocks (therefore wall shares same "ID Space" with blocks/fluids/wires)|
|item|Item (Static), uses different "ID Space" with blocks/walls/fluids/wires|
Notes:
- BlockCodex and ItemCodex will not store prefix part of the ID, as blocks and walls are identical in properties
- Wires and Fluids use the same "ID Space" as the tiles; they just happened to exclusive to their own layers.
This simplifies many things e.g. only one TileID-to-AtlasTileNumber map is needed and the renderer will
greatly benefit from it.
### Predefined Modnames
|Name|Description|
|----|-----------|
|dyn|Dynamic Item|
|actor|Actor As an Item. Integer ID is identical to the actor's Reference ID|
|virt|Virtual Tile Number|
### Integer ID Domains
|Range|Description|
|-----|-----------|
|1..2147483647|Integer ID for dynamic items|
|0x1000_0000..0x7FFF_FFFF|Reference ID for Actors (1879M possible)|
|1..2147483647|Integer ID for virtual tiles|
|0..4095|Tiles (4096 possible)|
|4096..8191|Walls (4096 possible)|
|8192..8447|Wires (256 possible)|
|8448..32767|Items (static) (24320 possible)|
|32768..0x0FFF_FFFF|Items (dynamic\*) (268M possible)|
|0x1000_0000..0x7FFF_FFFF|Actors|
|-2147483648..-1 (all negative numbers)|Faction|
* dynamic items have own properties that will persist through savegame.
Actor range in-depth
Actors range in-depth
|Range|Description|
|-----|-----------|
|0x1000_0000..0x1FFF_FFFF|Rendered behind (e.g. tapestries)|
|0x2000_0000..0x4FFF_FFFF|Regular actors (e.g. almost all of them)|
|0x5000_0000..0x5FFF_FFFF|Special (e.g. weapon swung, bullets, dropped item, particles)|
|0x6000_0000..0x6FFF_FFFF|Rendered front (e.g. fake tile)|
|0x7000_0000..0x7FFF_FFFF|Rendered as screen overlay, not affected by light nor environment overlays|
Actor IDs are assigned in 256 groups, single actor can have 256 sub-actors
|0x1000_0000..0x1FFF_FFFF|Rendered behind (e.g. tapestries)
|0x2000_0000..0x5FFF_FFFF|Regular actors (e.g. almost all of them)
|0x6000_0000..0x6FFF_FFFF|Special (e.g. weapon swung, bullets, dropped item, particles)
|0x7000_0000..0x7FFF_FFFF|Rendered front (e.g. fake tile)

View File

@@ -1,11 +1,11 @@
## Minimum requirements ##
* Processor with 2.4 GHz speed
* GeForce MX 150
* 4 GB of RAM
* GPU that can support OpenGL 2.1, is capable of 4K texture
* 6 GB of RAM
* 4 GB of free disk space
* Windows Vista/Mac OS X Lion or higher (Mac OS X Snow Leopard is incompatible with a shader the game uses)
* PC: Java 8
* PC: Java 8, Up-to-date graphics driver
## Recommended requirements ##
@@ -14,13 +14,12 @@
* 8 GB of RAM
* 8 GB of free disk space
* Windows Vista/Mac OS X Lion or higher
* PC: Java 8
* PC: Java 8, Up-to-date graphics driver
## Tested environments ##
## Tested environment ##
(to devs: please extend this list with your test results!)
* MacBookPro9,2 (MacBook Pro 13 inch mid-2012) -- shader don't work
* Intel 6700K, nVidia GTX970, Windows 10 -- fully works
* Intel 6600, nVidia GT 710, Windows 8 -- unplayable framerate
* Intel 8265U, Intel UHD620/nVidia MX 250, Windows 10 -- fully works with Intel iGPU (24 fps), fully works with MX 250 (66 fps)
* MacBookPro9,2 (MacBook Pro 13 inch mid-2012)
* Intel 6700K, nVidia GTX970, Windows 10

BIN
assets/32opus_poke.ogg LFS Normal file

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View File

@@ -20,8 +20,6 @@ uniform float rcount = 64.0; // it even works on 256.0!
uniform float gcount = 64.0; // using 64: has less banding and most monitors are internally 6-bit
uniform float bcount = 64.0;
// inverted zoom; this value must set to (1f/zoom)
uniform float zoomInv = 1.0;
/*int bayer[7 * 7] = int[](
32,42,10,27,37,5,15,
@@ -74,13 +72,12 @@ void main(void) {
float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0);
float zoomSamplePoint = (1.0 - zoomInv) / 2.0; // will never quite exceed 0.5
// I don't even know if it works, and also not sure if I actually want it
vec3 newBottom = mix(bottomColor, topColor, zoomSamplePoint);
vec3 newTop = mix(topColor, bottomColor, zoomSamplePoint);
float inR = mix(bottomColor.r, topColor.r, scale);
float inG = mix(bottomColor.g, topColor.g, scale);
float inB = mix(bottomColor.b, topColor.b, scale);
vec4 inColor = vec4(mix(newBottom, newTop, scale), 1.0);
vec4 inColor = vec4(inR, inG, inB, 1.0);
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));

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@@ -1,4 +1,4 @@
#version 120
#version 100
#ifdef GL_ES
precision mediump float;
#endif

View File

@@ -71,7 +71,7 @@ The control is omnidirectional. In other words, \emph{not} cell-based.
\subsubsection{ISO\slash ANSI\slash JIS pedalboards}
Your default moving around uses ESDF (qwerty)\slash FRST (colemak)\slash .OEW (dvorak) pedals for default `WASD', in order for you to provide more modifier pedals---QAZ (qwerty\slash colemak), /A; (dvorak)---that are pressed with your little finger and more comfort to some pedalboards with Topre actuators.\footnote{Writers of this book would recommend you to use pedalboard with Cherry MX Red actuators, though any decent pedalboard should be sufficient.}
\subsubsection{gamepads}
\subsubsection{Joypads}
Your moving around uses left stick, and direction of the movement is \emph{not} limited to 8 directions, hence the term, “omni\-direc\-tion\-al”.
\section{World}

View File

@@ -1,15 +0,0 @@
SET basefilename=%~d1%~p1%~n1
SET inputextension=%~x1
rem inputextension should be dot-psd
rem color space must be Lab16
IF "%inputextension%" NEQ ".psd" goto fail
convert %1 -colorspace sRGB -write mpr:temp -background black -alpha Remove mpr:temp -compose Copy_Opacity -composite "%basefilename%.tga"
exit
:fail
echo "File not PSD"
pause
exit /b 1

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assets/graphics/fonts/terrarum-sans-bitmap/insular_variable.tga LFS Executable file → Normal file

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assets/graphics/gui/inventory/category.tga LFS Executable file → Normal file

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@@ -11,7 +11,7 @@ uniform sampler2D u_texture;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 32.0;
uniform float gcount = 64.0;
uniform float gcount = 32.0;
uniform float bcount = 32.0;
uniform float acount = 1.0;
@@ -53,7 +53,6 @@ void main(void) {
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
vec4 outColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
gl_FragColor = outColor;
}

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52
assets/keylayout.json Normal file
View File

@@ -0,0 +1,52 @@
{
"qwerty": {
"layout": "1234567890-=QWERTYUIOP[]ASDFGHJKL;'ZXCVBNM,./",
"capslock": "Caps",
"name": "QWERTY"
},
"qwertz": {
"layout": "1234567890-=QWERTZUIOP[]ASDFGHJKL;'YXCVBNM,./",
"capslock": "Caps",
"name": "QWERTZ"
},
"azerty": {
"layout": "1234567890-=AZERTYUIOP[]QSDFGHJKL;'WXCVBNM,./",
"capslock": "Caps",
"name": "AZERTY"
},
"colemak": {
"layout": "1234567890-=QWFPGJLUY;[]ARSTDHNEIO'ZXCVBKM,./",
"capslock": "Back",
"name": "Colemak"
},
"workman": {
"layout": "1234567890-=QDRWBJFUP;[]ASHTGYNEOI'ZXMCVKL,./",
"capslock": "Back",
"name": "Workman"
},
"dvorak": {
"layout": "1234567890[]',.PYFGCRL/=AOEUIDHTNS-;QJKXBMWVZ",
"capslock": "Caps",
"name": "Dvorak"
},
"bepo": {
"layout": "1234567890=%BÉPOÈ!VDLJZWAUIE,CTSRNMÀYX.K'QGHF",
"capslock": "Caps",
"name": "Bépo"
},
"turk-f": {
"layout": "1234567890/-FGĞIODRNHPQWUİEAÜTKMLYŞJÖVCÇZSB.,",
"capslock": "Caps",
"name": "F klavye"
},
"qwerty-jis-apple": {
"layout": "1234567890-=QWERTYUIOP[]ASDFGHJKL;'ZXCVBNM,./",
"capslock": "Ctrl",
"name": "Apple 日本語"
},
"hhkb": {
"layout": "1234567890-=QWERTYUIOP[]ASDFGHJKL;'ZXCVBNM,./",
"capslock": "Ctrl",
"name": "HHKB2"
}
}

View File

@@ -1,6 +0,0 @@
layout_name=Colemak
ROW1=4s;4qNUM_1;4qNUM_2;4qNUM_3;4qNUM_4;4qNUM_5;4qNUM_6;4qNUM_7;4qNUM_8;4qNUM_9;4qNUM_0;4qMINUS;4qEQUALS;6qBACKSPACE
ROW2=6qTAB;4qQ;4qW;4qF;4qP;4qG;4qJ;4qL;4qU;4qY;4qSEMICOLON;4qLEFT_BRACKET;4qRIGHT_BRACKET;4qBACKSLASH
ROW3=7qCAPS_LOCK;4qA;4qR;4qS;4qT;4qD;4qH;4qN;4qE;4qI;4qO;4qAPOSTROPHE;7qENTER
ROW4=9qSHIFT_LEFT;4qZ;4qX;4qC;4qV;4qB;4qK;4qM;4qCOMMA;4qPERIOD;4qSLASH;9qSHIFT_RIGHT
ROW5=15s;28qSPACE

View File

@@ -1,6 +0,0 @@
layout_name=Dvorak Simplified
ROW1=4s;4qNUM_1;4qNUM_2;4qNUM_3;4qNUM_4;4qNUM_5;4qNUM_6;4qNUM_7;4qNUM_8;4qNUM_9;4qNUM_0;4qLEFT_BRACKET;4qRIGHT_BRACKET;6qBACKSPACE
ROW2=6qTAB;4qAPOSTROPHE;4qCOMMA;4qPERIOD;4qP;4qY;4qF;4qG;4qC;4qR;4qL;4qSLASH;4qEQUALS;4qBACKSLASH
ROW3=7qCAPS_LOCK;4qA;4qO;4qE;4qU;4qI;4qD;4qH;4qT;4qN;4qS;4qMINUS;7qENTER
ROW4=9qSHIFT_LEFT;4qSEMICOLON;4qQ;4qJ;4qK;4qX;4qB;4qM;4qW;4qV;4qZ;9qSHIFT_RIGHT
ROW5=15s;28qSPACE

View File

@@ -1,6 +0,0 @@
layout_name=Maltron 89
ROW1=4qNUM_1;4qNUM_2;4qNUM_3;4qNUM_4;4qNUM_5;10s;4qNUM_6;4qNUM_7;4qNUM_8;4qNUM_9;4qNUM_0
ROW2=4qQ;4qP;4qY;4qC;4qB;10s;4qV;4qM;4qU;4qZ;4qL
ROW3=4qA;4qN;4qI;4qS;4qF;10s;4qD;4qT;4qH;4qO;4qR
ROW4=4qCOMMA;4qPERIOD;4qJ;4qG;4qSEMICOLON;10s;4qAPOSTROPHE;4qW;4qK;4qX;4qNULL
ROW5=4qSHIFT_LEFT;4qBACKSLASH;4qLEFT_BRACKET;4qMINUS;3s;4qE;4s;4qENTER;3s;4qEQUALS;4qRIGHT_BACKET;4qSLASH;4qSHIFT_RIGHT

View File

@@ -1,13 +0,0 @@
! generic QWERTY keyboard
! row format: (n)q(keyname)
! n: width of a key, 4 for regular key (1.0u). Value smaller than 4 will break the UI, so DON'T
! keyname: name of the key that is recognised by the UI parser.
! each key in the row is separated by one semicolon.
layout_name=QWERTY
ROW1=4s;4qNUM_1;4qNUM_2;4qNUM_3;4qNUM_4;4qNUM_5;4qNUM_6;4qNUM_7;4qNUM_8;4qNUM_9;4qNUM_0;4qMINUS;4qEQUALS;6qBACKSPACE
ROW2=6qTAB;4qQ;4qW;4qE;4qR;4qT;4qY;4qU;4qI;4qO;4qP;4qLEFT_BRACKET;4qRIGHT_BRACKET;4qBACKSLASH
ROW3=7qCAPS_LOCK;4qA;4qS;4qD;4qF;4qG;4qH;4qJ;4qK;4qL;4qSEMICOLON;4qAPOSTROPHE;7qENTER
ROW4=9qSHIFT_LEFT;4qZ;4qX;4qC;4qV;4qB;4qN;4qM;4qCOMMA;4qPERIOD;4qSLASH;9qSHIFT_RIGHT
ROW5=15s;28qSPACE

View File

@@ -1,7 +1,3 @@
{
"APP_WARNING_HEALTH_AND_SAFETY": "ВНИМАНИЕ-ЗДРАВЕ И БЕЗОПАСНОСТ",
"MENU_LABEL_PRESS_START_SYMBOL": "атисни >",
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Всички права запазени",
"COPYRIGHT_GNU_GPL_3": "Разпределени под GNU GPL 3",
"MENU_MODULES" : "Модули"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Všechna práva vyhrazena",
"COPYRIGHT_GNU_GPL_3": "Šířen pod licencí GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "POZOR-ZDRAVÍ A BEZPEČNOST",
"MENU_LABEL_PRESS_START_SYMBOL": "Stiskněte >",
"MENU_MODULES" : "Moduly"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Alle rettigheder forbeholdes",
"COPYRIGHT_GNU_GPL_3": "Distribueret under GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ADVARSEL-SUNDHED OG SIKKERHED",
"MENU_LABEL_PRESS_START_SYMBOL": "Tryk >",
"MENU_MODULES" : "Moduler"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Alle Rechte vorbehalten",
"COPYRIGHT_GNU_GPL_3": "Verteilt unter GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "WARNUNG-GESUNDHEIT UND SICHERHEIT",
"MENU_LABEL_PRESS_START_SYMBOL": "Drücke >",
"MENU_MODULES" : "Modulen"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Όλα τα δικαιώματα διατηρούνται",
"COPYRIGHT_GNU_GPL_3": "Διανέμεται υπό την GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ΠΡΟΣΟΧΗ-ΥΓΕΙΑ ΚΑΙ ΑΣΦΑΛΕΙΑ",
"MENU_LABEL_PRESS_START_SYMBOL": "Πάτα >",
"MENU_MODULES" : "Ενότητες"
}

View File

@@ -1,8 +1,4 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "All rights reserved",
"COPYRIGHT_GNU_GPL_3": "Distributed under GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "WARNING-HEALTH AND SAFETY",
"MENU_LABEL_PRESS_START_SYMBOL": "Press >",
"MENU_MODULES" : "Modules",
"MENU_CREDIT_GPL_DNT" : "GPL"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Todos los derechos reservados",
"COPYRIGHT_GNU_GPL_3": "Distribuido bajo GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ADVERTENCIA-SALUD Y SEGURIDAD",
"MENU_LABEL_PRESS_START_SYMBOL": "Pulsa >",
"MENU_MODULES" : "Módulos"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Kaikki oikeudet pidätetään",
"COPYRIGHT_GNU_GPL_3": "Jaetaan GNU GPL 3:n mukaisesti",
"APP_WARNING_HEALTH_AND_SAFETY": "VAROITUS-TERVEYS JA TURVALLISUUS",
"MENU_LABEL_PRESS_START_SYMBOL": "Paina >",
"MENU_MODULES" : "Moduulit"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Tous les droits sont réservés",
"COPYRIGHT_GNU_GPL_3": "Distribué sous GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ATTENTION-SANTÉ ET SÉCURITÉ",
"MENU_LABEL_PRESS_START_SYMBOL": "Appuyez sur >",
"MENU_MODULES" : "Modules"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Minden jog fenntartva",
"COPYRIGHT_GNU_GPL_3": "Elosztott GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "VIGYÁZAT-EGÉSZSÉGÜGYI ÉS BIZTONSÁGI",
"MENU_LABEL_PRESS_START_SYMBOL": "Nyomd meg a >ot",
"MENU_MODULES" : "Modulok"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Öll réttindi áskilinn",
"COPYRIGHT_GNU_GPL_3": "Dreift samkvæmt GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "VIÐVÖRUN-HEILSA OG ÖRYGGI",
"MENU_LABEL_PRESS_START_SYMBOL": "Ýttu >",
"MENU_MODULES" : "Einingar"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Tutti i diritti riservati",
"COPYRIGHT_GNU_GPL_3": "Distribuito sotto licenza GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ATTENZIONE-SALUTE E SICUREZZA",
"MENU_LABEL_PRESS_START_SYMBOL": "Premi >",
"MENU_MODULES" : "Moduli"
}

View File

@@ -1,6 +1,3 @@
{ "COPYRIGHT_ALL_RIGHTS_RESERVED": "全著作権所有",
"COPYRIGHT_GNU_GPL_3": "GNU GPL 3で配布",
"APP_WARNING_HEALTH_AND_SAFETY": "警告ー健康と安全のために",
"MENU_LABEL_PRESS_START_SYMBOL": "> ボタンを押す",
{
"MENU_MODULES" : "モジュール"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "ぜんちょさくけん しょゆう",
"COPYRIGHT_GNU_GPL_3": "GNU GPL 3で はいふ",
"APP_WARNING_HEALTH_AND_SAFETY": "けいこくーけんこうと あんぜんの ために",
"MENU_LABEL_PRESS_START_SYMBOL": "> ボタンを おす",
"MENU_MODULES" : "モジュール"
}

View File

@@ -2053,7 +2053,7 @@
},
{
"n": "MENU_LABEL_MAINMENU",
"s": "메인 메뉴"
"s": "메뉴"
},
{
"n": "MENU_LABEL_MORE",

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "모든 권리 보유",
"COPYRIGHT_GNU_GPL_3": "GNU GPL 3에 따라 배포됨",
"APP_WARNING_HEALTH_AND_SAFETY": "경고—건강과 안전을 위하여",
"MENU_LABEL_PRESS_START_SYMBOL": ">을 누르세요",
"MENU_MODULES" : "모듈"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Alle rechten voorbehouden",
"COPYRIGHT_GNU_GPL_3": "Gedistribueerd onder GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "WAARSCHUWING-GEZONDHEID EN VEILIGHEID",
"MENU_LABEL_PRESS_START_SYMBOL": "Druk op >",
"MENU_MODULES" : "Modules"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Alle rettigheter reservert",
"COPYRIGHT_GNU_GPL_3": "Distribuert under GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ADVARSEL-HELSE OG SIKKERHET",
"MENU_LABEL_PRESS_START_SYMBOL": "Trykk >",
"MENU_MODULES" : "Moduler"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Wszelkie prawa zastrzeżone",
"COPYRIGHT_GNU_GPL_3": "Rozpowszechniana w GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "UWAGA-ZDROWIE I BEZPIECZEŃSTWO",
"MENU_LABEL_PRESS_START_SYMBOL": "Naciśnij >",
"MENU_MODULES" : "Moduły"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Todos os direitos reservados",
"COPYRIGHT_GNU_GPL_3": "Distribuído sob GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ATENÇÃO-SAÚDE E SEGURANÇA",
"MENU_LABEL_PRESS_START_SYMBOL": "Pressione >",
"MENU_MODULES" : "Módulos"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Todos os direitos reservados",
"COPYRIGHT_GNU_GPL_3": "Distribuído sob GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ATENÇÃO-SAÚDE E SEGURANÇA",
"MENU_LABEL_PRESS_START_SYMBOL": "Carrega no >",
"MENU_MODULES" : "Módulos"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Toate drepturile rezervate",
"COPYRIGHT_GNU_GPL_3": "Distribuit sub GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ATENȚIONARE-SĂNĂTATE ȘI SIGURANȚĂ",
"MENU_LABEL_PRESS_START_SYMBOL": "Apasă >",
"MENU_MODULES" : "Module"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Все права защищены",
"COPYRIGHT_GNU_GPL_3": "Распространяется в соответствии с GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "ПРЕДУПРЕЖДЕНИЕ-ЗДОРОВЬЕ И БЕЗОПАСНОСТЬ",
"MENU_LABEL_PRESS_START_SYMBOL": "Нажмите >",
"MENU_MODULES" : "Модули"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "Alla rättigheter förbehållna",
"COPYRIGHT_GNU_GPL_3": "Distribueras under GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "VARNING-HÄLSA OCH SÄKERHET",
"MENU_LABEL_PRESS_START_SYMBOL": "Tryck >",
"MENU_MODULES" : "Moduler"
}

View File

@@ -1,7 +1,3 @@
{
"COPYRIGHT_ALL_RIGHTS_RESERVED": "สงวนลิขสิทธิ์",
"COPYRIGHT_GNU_GPL_3": "เผยแพร่ภายใต้ GNU GPL 3",
"APP_WARNING_HEALTH_AND_SAFETY": "คำเตือน-อนามัยและความปลอดภัย",
"MENU_LABEL_PRESS_START_SYMBOL": "กดปุ่ม >",
"MENU_MODULES" : "โมดูล"
}

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