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931 Commits

Author SHA1 Message Date
minjaesong
82d675fd59 hooey indexing, dont know why 2019-05-10 00:32:49 +09:00
minjaesong
bda2f7ba82 wip3 2019-05-09 16:14:49 +09:00
Minjae Song
dfdd0ef411 wip2 2019-05-09 12:09:48 +09:00
minjaesong
4b3736cfa7 wip lets precalc and recycle numbers 2019-05-09 02:53:48 +09:00
minjaesong
48ba273317 comment 2019-05-08 21:23:42 +09:00
minjaesong
52d6955ffc blocksdrawer now draws wire 2019-05-04 18:19:08 +09:00
minjaesong
08f07e566d adding missing resources/moving zip files to lfs 2019-05-04 04:11:33 +09:00
minjaesong
c423190725 block functions now share one centralised core function 2019-05-04 03:29:59 +09:00
minjaesong
61078cf5a8 debug info for upcoming wires 2019-05-02 00:56:25 +09:00
minjaesong
eafdeddc94 fixed a long bug where item would be used twice but discounted by only one on single click 2019-05-01 23:26:01 +09:00
minjaesong
9050378e81 more comments 2019-04-30 03:06:19 +09:00
minjaesong
fecb20da13 sortedarraylist update; physball breaks the actor render dunno why 2019-04-30 02:52:09 +09:00
minjaesong
c89f602c06 actually using (and rediscovering) the kdtree 2019-04-18 23:42:54 +09:00
minjaesong
21e14babb9 gamepad keyboard mockup 2019-04-15 12:26:54 +09:00
minjaesong
a4eac2173a controller getaxisraw, calibration on startup 2019-04-09 23:42:10 +09:00
minjaesong
c74fd0736a fixed: noclipped player won't move up and down when gamepad is plugged in 2019-04-06 03:58:02 +09:00
minjaesong
3ddf3ec123 weponmeleecore 2019-03-19 13:35:58 +09:00
minjaesong
1dcbd3ddbe moduleinfo won't contain bad modules 2019-03-17 13:49:20 +09:00
minjaesong
c81414f097 inventory UI won't rebuild when pie menu is in operation 2019-03-16 03:44:03 +09:00
minjaesong
bc2b1f68d1 always sorting arraylist; more wire stuffs 2019-03-12 22:27:26 +09:00
minjaesong
e1340aac29 colour-changing durability and encumbrance bar 2019-03-12 02:29:58 +09:00
minjaesong
73b18e1252 can retrieve item image for dynamic items 2019-03-12 01:42:07 +09:00
minjaesong
bae9c60c81 not reading material csv issue fixed 2019-03-12 00:47:06 +09:00
minjaesong
7171055016 my CSV was malformed :( 2019-03-11 19:36:42 +09:00
minjaesong
341c35fab7 distinguishable item placeholder image 2019-03-11 00:20:08 +09:00
minjaesong
e13c2ac59b autofill inventory with "available" blocks (has texture) 2019-03-10 23:42:48 +09:00
minjaesong
80c29f871c reading material from the module; pixaxes use it
But "dynamic item" created from the pickaxe class is not right
2019-03-10 23:38:11 +09:00
minjaesong
2570b13ad4 a piece of wire is considered as a tool for inventory (for now) 2019-03-10 18:13:29 +09:00
minjaesong
4b91f485a5 game item to load its own image if needed; common resource pool to assist that 2019-03-10 17:46:48 +09:00
minjaesong
9cf30ab3f4 removing lwjgl patch 2019-03-10 00:31:16 +09:00
minjaesong
63e416f472 minimap: only update and render when needed 2019-03-10 00:28:47 +09:00
minjaesong
464e0380e4 rudimentary minimap draw only 2019-03-08 18:49:38 +09:00
minjaesong
2942276341 minor comment update 2019-03-05 23:39:36 +09:00
minjaesong
d65f0cb17f ingamerenderer: things won't update when the game is paused (e.g. UI open) 2019-03-05 17:45:41 +09:00
minjaesong
ea69f28d05 minimap test: zoom and pan of the image 2019-03-04 18:33:39 +09:00
Minjae Song
3f213cfbe0 requesting xinput will always fail on non-windows 2019-03-04 04:55:12 +09:00
minjaesong
efa5d21717 some more blocks 2019-03-04 02:48:49 +09:00
minjaesong
3cc13f32c9 createtileatlas: fixing a mistake where non-47 blocks won't be rendered to atlas 2019-03-03 21:53:56 +09:00
minjaesong
f3c2ddb3e2 did my best to draw fluids. The thing is, tiles suck at this and I need polygon-based render for fluids 2019-03-03 12:18:04 +09:00
minjaesong
58bbb73cb1 codes to produce fluid atlas 2019-03-03 00:25:42 +09:00
minjaesong
44745bfad1 brighter corners on the tile mask 2019-03-02 22:48:24 +09:00
minjaesong
5daea4fa57 fluid masks tga 2019-03-02 20:20:00 +09:00
minjaesong
98d013267e new blocksdrawer: works well with masktype 0 and 2 2019-03-02 00:57:26 +09:00
minjaesong
522279fec6 blocksdrawer: now generates terrain and wall item image 2019-03-01 23:25:23 +09:00
minjaesong
dfb9d0d8d9 enough resources to test impl the thing 2019-03-01 03:22:46 +09:00
minjaesong
8589847e3d I put wrong colour on the terrain mask type3 2019-03-01 02:20:14 +09:00
minjaesong
4a9b003fe5 test impl of the new block atlas maker 2019-03-01 01:20:07 +09:00
minjaesong
adcedaeba8 dynamic shape: added metadata doc
sililar to the one used in the game's font
2019-02-28 21:57:56 +09:00
minjaesong
9922f81100 block masks and docs according to the new dynamic whatever 2019-02-28 00:15:17 +09:00
minjaesong
c69025a251 completely new terrain masks to cover 256 possible surroundings 2019-02-27 06:28:48 +09:00
minjaesong
a66afb7b6a terrain mask PSDs 2019-02-26 17:26:19 +09:00
minjaesong
f12271f087 WriteWorldInfo: actually working thumbnail export 2019-02-25 02:07:39 +09:00
minjaesong
6afd36db64 prettier text print on Notification 2019-02-24 05:06:54 +09:00
minjaesong
7cbe09eee8 lang updater 2019-02-24 00:27:50 +09:00
minjaesong
e56149f953 more tests with gson (de)serialiser 2019-02-23 17:40:13 +09:00
minjaesong
8ffdf5fbc5 seemingly working savewriter with fixed TEVD 2019-02-23 05:03:20 +09:00
minjaesong
a10d54c314 some random idea 2019-02-22 15:24:56 +09:00
minjaesong
a54ba0925f HasAssembledSprite saves path instead of FileHandle (easier gson-ing) 2019-02-22 15:19:39 +09:00
minjaesong
bcb8db852c inventory: saving ID only, most things still work 2019-02-22 05:22:09 +09:00
minjaesong
53737bd746 gson test in progress 2019-02-22 04:50:43 +09:00
minjaesong
f24ddb5c82 temp minimap placeholder 2019-02-21 03:54:09 +09:00
minjaesong
391463a4e4 world: ZIP compression is the reference now 2019-02-21 00:25:23 +09:00
minjaesong
6dcdf32627 gamepad button label; gamepad calibrate on startup 2019-02-21 00:12:12 +09:00
minjaesong
b55fe09d9f lightmap drawing won't use spritebatch 2019-02-20 23:14:28 +09:00
minjaesong
72ad6dc4e0 payloadutil and unhelpful commit message 2019-02-20 22:43:35 +09:00
minjaesong
390dd51045 actorwbmovable: alias vars are latched to its update; sprite that's out of screen won't render 2019-02-20 15:38:18 +09:00
minjaesong
71baddd8bc inventory equip slot icon 2019-02-20 01:34:47 +09:00
minjaesong
ffb69813ed buildingmaker: can hide/show selection overlay 2019-02-18 16:57:28 +09:00
minjaesong
6c7e1c30c7 buildingmaker block marking 2019-02-18 16:36:21 +09:00
minjaesong
98c602ef65 doc update for UICanvas and UIItem 2019-02-17 19:42:00 +09:00
minjaesong
439312e711 fully working blockchooser 2019-02-17 03:52:27 +09:00
minjaesong
afa942e75d working pen menu 2019-02-16 22:48:27 +09:00
minjaesong
3148f18007 terrain quarried stone fix 2019-02-16 19:56:12 +09:00
minjaesong
448e0aa9c5 penmenu with icons (render only) 2019-02-16 17:52:18 +09:00
minjaesong
7a62c06bc6 buildingmaker penmenu; resolving mouse click clash between world and UIs 2019-02-16 17:11:36 +09:00
minjaesong
66fdb6ab5d new basicinfo ui; each module should be dispose()-able 2019-02-16 01:32:17 +09:00
minjaesong
f8d4d284d6 buildingmaker palette close and open again 2019-02-14 22:33:54 +09:00
minjaesong
fcf9aa1b79 fixing list UI's colours; buildingmaker palette wip 2019-02-14 15:55:31 +09:00
minjaesong
72dbc18128 PUA: LR buttons are now xbox shaped, added xbox one's View and Menu buttons 2019-02-13 17:53:40 +09:00
minjaesong
33db76e3c8 block placing is now primary-use (left click/main trigger/screen tap) 2019-02-12 01:30:31 +09:00
minjaesong
9031ff0c2a inventory wallet view 2019-02-11 18:02:52 +09:00
minjaesong
b9fbacad14 set environment as console if gamepad is detected 2019-02-11 14:54:57 +09:00
minjaesong
21d7b83f96 pov for gdxcontrolleradapter (untested) 2019-02-10 03:48:39 +09:00
minjaesong
10572f4d7e making xinput to actually work (tested with xbone gamepad) 2019-02-09 18:33:54 +09:00
minjaesong
34364af1a1 noop mask doc 2019-02-08 23:50:04 +09:00
minjaesong
003fed6cf0 making gamepad work again 2019-02-08 18:57:47 +09:00
minjaesong
589ac0de95 bgBG: one dark pixel fixed 2019-02-08 09:56:30 +09:00
minjaesong
697449fca9 better and random-coloured grass 2019-02-08 09:27:13 +09:00
minjaesong
3da4719c8e light: skipping some of the update round wasn't a good idea 2019-02-07 18:04:34 +09:00
minjaesong
3f7ce632cb Font fixed, clearing issue #19 #23 2019-02-07 17:31:55 +09:00
minjaesong
5258c4b677 re-impl of once-scrapped "No-op Mask", and it works 2019-02-06 23:31:21 +09:00
minjaesong
28cf447ec4 inventory screen doesn't need two char info display 2019-02-06 11:05:58 +09:00
minjaesong
d1a84b17ab player info cell, INVENTORY UI LEAKS MEMORY 2019-02-06 05:18:00 +09:00
minjaesong
2a08f2c771 lang update (+delete world, worlds: ) 2019-02-06 05:17:02 +09:00
minjaesong
d16d232a0f Lightmap: i'm only doing round 2-4-2 and it works?! 2019-02-04 22:59:42 +09:00
minjaesong
1301943e6a removing maxBlend function; only use maxAndAssign from now on 2019-02-04 18:47:16 +09:00
minjaesong
5d8e64ca7f disabling clamp() on Gdx.color makes it 1+ms faster? 2019-02-04 17:49:43 +09:00
minjaesong
52b1bee3a3 blockprop opacity to be actually cached 2019-02-04 17:17:48 +09:00
minjaesong
a73a865d29 histogram to display UV values 2019-02-04 05:23:07 +09:00
minjaesong
3f108a6ea9 quicker camera on buildingmaker 2019-02-04 01:37:31 +09:00
minjaesong
a831a4d798 fixing mouseUp on NSMenu; making pen on buildingmaker work 2019-02-03 23:53:46 +09:00
minjaesong
e3ed712a42 F3 moved to PostProcessor; palette UI for buildingmaker 2019-02-03 17:01:27 +09:00
minjaesong
daf5c02605 #12 event for world block change -- mainly meant for fixture updating itself 2019-02-02 01:58:49 +09:00
minjaesong
e8b39fc668 blocksdrawer use offsetted time_t 2019-02-02 01:08:14 +09:00
minjaesong
c20d7edb34 closing #22 2019-02-01 22:45:34 +09:00
minjaesong
28f305e76f application icons 2019-02-01 20:15:19 +09:00
minjaesong
4c3fc2352c #21, also making seasonal grasses easier on PSD 2019-02-01 18:47:02 +09:00
minjaesong
01094d49eb wall block item to use its own texture (for real) 2019-02-01 17:28:08 +09:00
minjaesong
7d3bf0eece terrain texture change by all seasons 2019-02-01 15:59:54 +09:00
minjaesong
75f128a8f7 fixed notificator UI 2019-01-31 20:54:25 +09:00
minjaesong
514f1e9012 nsmenu to invoke class with defined args; working settime on buildingmaker 2019-01-31 18:01:33 +09:00
minjaesong
60db83eddb making sure unused screen be disposed, and not breaking the app 2019-01-31 13:29:40 +09:00
minjaesong
90a7fcd4d0 fix memory leak from my ididcy; relationship w #19 needs investigation 2019-01-31 05:02:44 +09:00
minjaesong
d93c6de851 language is moved inside of options 2019-01-31 03:27:03 +09:00
minjaesong
f603b58307 adjusting disposing behavs so that we can go back and forth the ingame and titlescr 2019-01-31 00:12:38 +09:00
minjaesong
074fe2438d inventory gamemenu visual only 2019-01-29 23:37:38 +09:00
minjaesong
69e9fa4b0f 3 screens impl of inventory UI wip 2019-01-29 20:24:11 +09:00
minjaesong
9373feff34 nice try, but it crashes the gpu AND I get <1 fps :( 2019-01-29 17:35:56 +09:00
minjaesong
10c188bea7 wrong colour fixed -- Gdx.Color.toIntBits() returns ABGR, GLSL expects RGBA 2019-01-29 03:04:01 +09:00
minjaesong
cd1ad9277a gpu rendered light wip 2019-01-29 02:21:22 +09:00
minjaesong
465ed0d7a4 inventory ui won't always draw item count 2019-01-28 19:22:47 +09:00
minjaesong
bd1c1bff8a amount of fluid affects the light absorption 2019-01-27 16:58:29 +09:00
minjaesong
8ac5f1dc9e nuked fluidcodex 2019-01-27 05:09:52 +09:00
minjaesong
268907ee9d so not making new objs frequently does make it bit faster... 2019-01-27 02:09:20 +09:00
minjaesong
9937c34d25 light calc takes fluid into account 2019-01-27 00:30:56 +09:00
minjaesong
bdbb30bc58 new watch design consistent with existing UI 2019-01-24 23:46:24 +09:00
minjaesong
bdbf6cd458 new TV-safe watch UI 2019-01-24 02:32:28 +09:00
minjaesong
e4f456ffa7 gapbox toggle with F11 2019-01-23 12:45:40 +09:00
minjaesong
73a6c844c8 less intrusive gapbox colours 2019-01-23 03:52:28 +09:00
minjaesong
84ca954a26 F12 for screenshot; it's high time to care about TVs
(besides, the EBU gap is also a good guideline for placing UIs on edge)
2019-01-23 03:46:46 +09:00
minjaesong
66b18bf8c5 equipped items are drawn into their respective slot 2019-01-23 00:50:20 +09:00
minjaesong
6d0bff2879 greater number of inventory cells 2019-01-23 00:09:31 +09:00
minjaesong
14b485dc32 small number font moved to apploader 2019-01-22 23:05:29 +09:00
minjaesong
a192abd657 glsl works differently on my macbook? 2019-01-22 22:23:30 +09:00
minjaesong
0d534fd60c adding demoworld.gz 2019-01-22 21:34:00 +09:00
minjaesong
a4dabbbf37 adding gradle-wrapper.jar 2019-01-22 21:27:56 +09:00
minjaesong
450874540c initial screen size is read from the config 2019-01-22 20:56:16 +09:00
minjaesong
53c45d6829 smoothDelta is now come from Gdx's LwjglGraphics instead of AppLoader 2019-01-22 13:16:21 +09:00
minjaesong
1c839f7135 test impl kalman delta on gdx 2019-01-22 06:30:11 +09:00
minjaesong
f133406df3 copyright update 2019-01-22 05:57:38 +09:00
minjaesong
ae14026191 implementing the iconic 'lag behind' camera the right way 2019-01-22 05:46:26 +09:00
minjaesong
b9a4e0f64b game actually reads fps setting from config 2019-01-22 05:29:03 +09:00
minjaesong
aef601e9b8 some classes in sprite assembler is now internal 2019-01-22 03:51:18 +09:00
minjaesong
88db71f780 ingame will only render visible actor 2019-01-22 03:50:35 +09:00
minjaesong
ded9cb1a10 instead of dealing with delta, we'll just update multiple times, THIS TIME IN CORRECT WAY
(because it really works :p)
2019-01-22 02:59:22 +09:00
minjaesong
afba402c6c the entire game will use new smooth delta 2019-01-21 05:22:49 +09:00
minjaesong
b027f662ce forgot to comment out the debug print 2019-01-21 01:44:19 +09:00
minjaesong
c60b0b42ad I'll settle with 'Kalman filter with adaptive reset' 2019-01-20 22:50:22 +09:00
minjaesong
40580a57cd smooth delta uses framerate-averaged instead of raw delta; stupid but works :\ 2019-01-20 21:46:11 +09:00
minjaesong
09b4a34d14 trying to get smooth delta (because fuck you GDX) 2019-01-20 20:13:56 +09:00
minjaesong
613b69a20f issue #16: jump height is "close enough", friction and walk/stop needs fix 2019-01-20 07:03:23 +09:00
minjaesong
5738418f39 the simplest case of noclip=true 2019-01-20 06:43:59 +09:00
minjaesong
10cf3fb007 reverting changes on ActorWBMovable: gotta make new branch 2019-01-20 06:39:01 +09:00
minjaesong
be20fd8328 removing default batch on blendxxx() funs 2019-01-20 03:09:23 +09:00
minjaesong
d1a2e6b8f2 issue #16: walking fixed, jump not 2019-01-19 16:44:59 +09:00
minjaesong
5bf8b6cad7 on-the-fly sprite assembly WIP 2019-01-19 04:34:50 +09:00
minjaesong
2c59d60a15 spriteassembler: oob bodyparts will clip, as they should be
...to hide unwanted bodyparts in the skeleton
2019-01-18 18:59:05 +09:00
minjaesong
68df2a223e parallel light always does this random noise 2019-01-18 04:24:14 +09:00
minjaesong
784a6a13e3 f 2019-01-18 03:14:37 +09:00
minjaesong
9040ff2c87 light: seems like the problem is the ram access time 2019-01-17 21:08:50 +09:00
minjaesong
c4510f9c3b still working on light, no improvements perf-wise 2019-01-17 18:28:43 +09:00
minjaesong
ebce90aa4b light: lantern lookup should be faster 2019-01-17 16:06:00 +09:00
minjaesong
25d0e195c3 all my confusions were derived from not wiping old map; fixed things accordingly 2019-01-17 15:12:52 +09:00
minjaesong
e209967730 light: slightly improved performance with careful skipping
(hopefully...)
2019-01-17 06:52:04 +09:00
minjaesong
f689e1de99 added some features and comments for coding convenience 2019-01-17 05:32:52 +09:00
minjaesong
6e33dbdfaf ui itemlist scrolls with wheel 2019-01-16 01:37:44 +09:00
minjaesong
b10e8aa777 lol 2019-01-16 01:23:23 +09:00
minjaesong
6a343ae382 taking screenshot 2019-01-15 16:10:40 +09:00
minjaesong
17b6738308 fixing a new GDX version colouring bug 2019-01-15 06:05:43 +09:00
minjaesong
078cdfefa4 See Github issue #15 2019-01-15 05:50:36 +09:00
minjaesong
81f9c92e48 adding test code to export fboRGB 2019-01-15 03:02:40 +09:00
minjaesong
8237188dc3 a setup to mitigate directional artefacts in light 2019-01-15 01:18:54 +09:00
minjaesong
7b120020e4 map data format adds world generator version and fluids 2019-01-14 23:15:01 +09:00
minjaesong
f4cd4f49b2 width fixes in UI 2019-01-14 02:46:23 +09:00
minjaesong
09b039c62f trying to work on issue #15 and I'm stumped 2019-01-13 23:51:04 +09:00
minjaesong
ff8791f48a Gzipping PSDs; every art must be alpha premultiplied; added converter batch 2019-01-13 21:23:01 +09:00
minjaesong
43bc99548c copyright update 2019-01-13 04:42:40 +09:00
minjaesong
380a14492f grey box issue fixed (github issue #13) 2019-01-13 04:06:53 +09:00
minjaesong
692e08fc1e UI: quickslot register; IngameController: quickslot selection using wheel
This closes github issue #14
2019-01-13 03:02:57 +09:00
minjaesong
33ad8520f8 quickslot selections are controlled by the ingame rather than the 'bar UI' 2019-01-13 02:17:49 +09:00
minjaesong
9aa8eb395d fixed various quirks and removed dirty hacks on quickslot bar/pie 2019-01-12 22:56:48 +09:00
minjaesong
34d50b8d70 fixed wrong coords 2019-01-12 00:59:15 +09:00
minjaesong
07e8e21eae lightmap edge-case fixed
when camera.x is in -15..-1, all thing shifts to left
2019-01-11 04:44:52 +09:00
minjaesong
525273e37f TerrarumSansBitmap update 2019-01-11 03:07:10 +09:00
minjaesong
34a8113d53 tooltip positioning should work again 2019-01-11 03:06:45 +09:00
minjaesong
4f8cf2cb02 csv sort by ID (hacky?) 2019-01-09 15:15:26 +09:00
minjaesong
8a0abf22da circular array is fixed and tested 2019-01-09 05:43:56 +09:00
minjaesong
9140d6d8b0 prolonged alpha blending issue seemingly fixed?
at least it's partially fixed...
2019-01-07 17:34:47 +09:00
minjaesong
9133f05b5e sprite tool exports "formatted" TGA
meaning if alpha is zero, RGB is also zero
2019-01-07 17:11:43 +09:00
minjaesong
790d16b85d gradle tasks for two new apps 2019-01-07 14:19:15 +09:00
minjaesong
adf60e357e sprite assembler can produce intended output 2019-01-07 05:01:28 +09:00
minjaesong
f81db26e60 ALL kwd in transform implemented 2019-01-07 04:24:13 +09:00
minjaesong
655eccbe19 first successful sprite assembly
ALL kwd still not implemented
2019-01-07 04:13:38 +09:00
minjaesong
5b31b4768f screw AWT, we'll use GDX for sprite preview 2019-01-07 00:35:20 +09:00
minjaesong
425cb82133 TODO added: when the transform joint is "ALL" 2019-01-06 22:45:51 +09:00
minjaesong
344e4ebdab adproperties now has transforms list; assembler can make transformed skeleton
new fun: LinearSearch(By)
2019-01-06 22:43:50 +09:00
minjaesong
32afb2e2e5 updated the psd with the actual assembly 2019-01-06 19:28:06 +09:00
minjaesong
3100a093fd animation metadata now contains discovered frame count
...in hacky way
2019-01-06 15:13:17 +09:00
minjaesong
fb06200d26 ADProperties now properly stores parsed mumbojumbo 2019-01-06 04:19:21 +09:00
minjaesong
1696cc8601 fixed a bug properties view won't show scroll bars 2019-01-06 03:25:40 +09:00
minjaesong
4072b9fb09 adproperties now hold filename-related info 2019-01-06 02:57:49 +09:00
minjaesong
36160a6579 sprite assembler app can read and disp ADL
garbage code not properly handled
2019-01-06 02:06:51 +09:00
minjaesong
4986d570a0 sprite assembler test assets 2019-01-06 00:30:43 +09:00
minjaesong
1965eabaa3 joints in skeleton are ordered according to drawing order, PSD also updated 2019-01-05 16:53:21 +09:00
minjaesong
90784afd48 TIL you can go multiline on Java .properties 2019-01-05 16:33:40 +09:00
minjaesong
258364f37e skeleton datasets from sprite_joints.psd 2019-01-05 16:23:19 +09:00
minjaesong
f99531c9d4 testing how joints of sprites should look like
humanoid only
2019-01-05 04:53:22 +09:00
minjaesong
74cfc05fba parsing ADL
a road to auto-gen'd spriteanimation spritesheet
2019-01-05 02:19:56 +09:00
minjaesong
15868a5a2d forgot to update tga file 2019-01-04 21:19:11 +09:00
minjaesong
3abca8989a somewhat successful walk/idle anim impl 2019-01-04 17:44:22 +09:00
minjaesong
ae9a1ebcb4 write to the actual file 2019-01-03 13:02:54 +09:00
Minjae Song
18a05ace64 new csv and it asks number of lines to init 2019-01-02 22:41:20 +09:00
Minjae Song
3b2c38cf0b csv reader can read file, stringify (not real save) and read the save itself wrote 2019-01-02 22:25:44 +09:00
Minjae Song
6ecbb672fb csv editor read file with imperfections 2019-01-02 22:03:52 +09:00
Minjae Song
30954d239a CSV editor: test export of spreadsheet
Seems working?
2019-01-02 10:55:32 +09:00
Minjae Song
edd15a4f79 watch is semitransparent when EL is off 2019-01-01 22:29:18 +09:00
Minjae Song
db110d1ca4 csv editor wip 2019-01-01 21:00:33 +09:00
Minjae Song
e3e97000a7 New year's first commit
is just a comment
2019-01-01 00:10:37 +09:00
Minjae Song
ce2d9a271a slow descend of the platform fixed 2018-12-31 21:34:50 +09:00
Minjae Song
222aef7e3d more screwing around and commenting 2018-12-31 00:50:44 +09:00
Minjae Song
08bbdaf70b platform sorta works as intended 2018-12-31 00:00:47 +09:00
Minjae Song
7300b05442 removing useless list "affectingTiles" 2018-12-30 23:41:57 +09:00
Minjae Song
cd13e04658 platform going down with Down button on keeb 2018-12-30 20:17:28 +09:00
Minjae Song
48de42d98b jumping up to the platform working 2018-12-30 20:02:24 +09:00
Minjae Song
35c0c45500 WIP platforms, at least "should I collide with this?" is one single function 2018-12-30 19:50:22 +09:00
Minjae Song
6c01aa9b0b removed FLUID prop from the blocks 2018-12-29 21:04:27 +09:00
Minjae Song
2335312081 WIP removing fluid marker block
see "work_files/todo_platforms.png"
2018-12-29 17:04:46 +09:00
Minjae Song
abfd9b68fc detailed impl of fixtures WIP 2018-12-29 04:11:26 +09:00
Minjae Song
500c72ebc9 Summary
Description
2018-12-26 19:26:08 +09:00
Minjae Song
00fc4f1b8c reduced boot time by not using proper wall tex; darker wall draw 2018-12-25 16:28:38 +09:00
Minjae Song
98755fab61 still cleaning up
Making wall item textures takes SO long
2018-12-25 15:39:01 +09:00
Minjae Song
09d8702089 have been forgetting to update fullscreenquad on resize :\ 2018-12-25 05:34:59 +09:00
Minjae Song
9080127d38 when it's not dev build, title bar shows less info
they take some processing time
2018-12-25 01:58:18 +09:00
Minjae Song
d7664c7f46 moved things a lot just so that splash screen shows up WHILE things load 2018-12-25 01:39:22 +09:00
Minjae Song
47da7d5b81 Added JoiseDoc 2018-12-24 22:49:08 +09:00
Minjae Song
ef3690765d simplified fluid render 2018-12-23 02:13:41 +09:00
Minjae Song
33c333e7fa new version number
eheheheh
2018-12-22 02:10:33 +09:00
Minjae Song
10128a20a0 rendering scheme of the world changed, fluids draw as intended
But my idea wasn't very stellar, *sigh*
2018-12-22 02:08:08 +09:00
Minjae Song
764945fc30 prep for fluid exclusive render 2018-12-19 22:23:50 +09:00
Minjae Song
3098c0afd2 fluidmap won't have errenous behaviour at the world edge; tga alpha fix 2018-12-19 01:53:09 +09:00
Minjae Song
101c67a107 water flow works
turns out, var.coerceIn() returns value and does not modify the var
2018-12-18 01:48:38 +09:00
Minjae Song
a1661fbb4e fluid multiplies themselves ?! 2018-12-17 22:39:19 +09:00
Minjae Song
04c5e32ddf test: tiles tex blend according to seasons 2018-12-17 04:30:08 +09:00
Minjae Song
b78d488044 duh 2018-12-16 16:17:05 +09:00
Minjae Song
832e296bc5 rename TARGET_FPS to PHYS_TIME_FRAME; shader to use multiple atlas tex; and things 2018-12-16 15:30:25 +09:00
Minjae Song
46e5860143 at least this fluid sim passes collection assertion codes 2018-12-16 02:55:12 +09:00
Minjae Song
4fa44abd3e bugs on fluid sim, Type is NULL but fill isn't 0/new temporary fluid draw 2018-12-16 02:10:04 +09:00
Minjae Song
191a91cb81 blockingthreadpool test done
not very effective
2018-12-15 14:43:55 +09:00
Minjae Song
388d3d6f2f noise generator: automated test and reporting 2018-12-14 23:19:40 +09:00
Minjae Song
b1b29387e3 new thread pooling strategy and test program WIP 2018-12-14 22:53:25 +09:00
Minjae Song
764edea832 Update ThreadParallel.kt 2018-12-14 15:06:55 +09:00
Minjae Song
16e4067d89 working very crude fluid sim 2018-12-14 00:52:10 +09:00
Minjae Song
05a8f47006 implementing water sim but not actually working 2018-12-13 04:45:09 +09:00
Minjae Song
1f1d6f1eda preparing fluid updater: debug water bucket 2018-12-12 23:29:30 +09:00
Minjae Song
27f79238a1 perhaps missed this from before? 2018-12-12 20:47:06 +09:00
Minjae Song
6d553ea583 replacing water/lava tiles with one fluid marker
actual fluid not implemented
2018-12-12 20:32:13 +09:00
Minjae Song
ad8d3ba210 see page 9 2018-12-12 18:49:18 +09:00
Minjae Song
e441cdf5f0 fluid layer data and fluid sim specifications
See added note FLUID_SIMULATION
2018-12-12 18:39:14 +09:00
Minjae Song
9c3c35067d adjusted items ID range for more static items 2018-12-12 03:00:49 +09:00
Minjae Song
7a60ae0629 support for screen-overlay actors; buildingmaker has light now 2018-12-12 02:52:33 +09:00
Minjae Song
258273fd25 nonprivate lateinits are bitch 2018-12-11 16:39:27 +09:00
Minjae Song
dc502b2f12 Summary 2018-12-11 16:14:11 +09:00
Minjae Song
803e59a0ee Merge remote-tracking branch 'origin/master' 2018-12-11 16:08:41 +09:00
Minjae Song
e31eaf0241 matching blendglow's version with others 2018-12-11 11:06:03 +09:00
Minjae Song
8181bec481 things "look" good enough, should stop here and work on the main game 2018-12-11 04:02:23 +09:00
Minjae Song
7c1d6e6b88 fix: textbuttonlist selector appearance bug, nsmenu not closing its child 2018-12-11 02:22:31 +09:00
Minjae Song
7e7e54eed7 other commit didn't work, duh; this SHOULD fix shit
the other commit: "prev commit didn't work" at 2018-12-09 (16a7d2abe7)
2018-12-10 20:35:54 +09:00
Minjae Song
57c9b7b277 yaml: adding generic parse-as-invokable 2018-12-10 04:15:57 +09:00
Minjae Song
984eb4de00 nsmenu working submenu navigation; new graphics bug discovered 2018-12-10 03:33:08 +09:00
Minjae Song
c4b4bfd2fc UINSMenu is made to show how to code 'UI dragging' 2018-12-09 20:00:52 +09:00
Minjae Song
cf9bce5bac NSMenu WIP 2018-12-09 17:51:17 +09:00
Minjae Song
16a7d2abe7 prev commit didn't work 2018-12-09 17:31:17 +09:00
Minjae Song
a690b46456 textbuttonlist fixed incorrect vertical placement 2018-12-09 17:24:26 +09:00
Minjae Song
b55cd415f2 'the entire screen is shifted!' bug fixed 2018-12-09 13:38:25 +09:00
minjaesong
4c2b73197d NSMenu WIP, but also caught a source of the old bug 2018-12-09 04:40:46 +09:00
minjaesong
1c1ae37f41 moved white box tex to AppLoader; textButton now has alignment option 2018-12-09 04:36:53 +09:00
minjaesong
57fa6de62a making Yaml and BFS of QNDTree work 2018-12-09 01:52:57 +09:00
minjaesong
6f0a923df7 WIP new UI elem 2018-12-08 23:26:01 +09:00
minjaesong
4b04bf3781 replaced a hack that starts random game on title screen 2018-12-08 18:30:10 +09:00
minjaesong
eca0469f32 bringing back onscreen debug info 2018-12-08 05:05:42 +09:00
minjaesong
d588f73ed6 Memory leak alleviated FUCK YEAH? 2018-12-08 04:26:01 +09:00
minjaesong
b40a78b706 Update LightmapRendererNew.kt 2018-12-07 06:15:41 +09:00
minjaesong
93a43899e7 why they are keep resurrecting 2018-12-03 22:37:51 +09:00
minjaesong
155ba9eb56 Update .gitignore 2018-12-03 11:05:35 +09:00
minjaesong
4224d56b25 exit now gracefully calls gdx.app.exit 2018-12-03 00:34:31 +09:00
minjaesong
cc14218dd5 removing kotlin-stdlib.jar again duuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuh 2018-12-03 00:25:01 +09:00
minjaesong
b856829ca9 Merge branch 'gradle-migration-1' 2018-12-02 23:01:25 +09:00
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
a9bc4f47f8 Update .gitignore 2018-12-02 19:28:38 +09:00
minjaesong
1ce2d69809 Update .gitignore 2018-12-02 19:19:17 +09:00
minjaesong
bf9c172206 minor edits 2018-12-02 17:34:01 +09:00
minjaesong
e966063e80 minor edits 2018-12-02 17:34:01 +09:00
minjaesong
fa86ca2e05 rem external_resource_packs.zip 2018-11-22 19:14:49 +09:00
minjaesong
8ef45968c2 rem external_resource_packs.zip 2018-11-22 19:14:49 +09:00
minjaesong
9cc0a62188 rem workspace.xml 2018-11-22 19:09:48 +09:00
minjaesong
df738348f6 rem workspace.xml 2018-11-22 19:09:48 +09:00
minjaesong
f3b0044d5f fixing one of the new bugs: block duplication artefact on render 2018-11-20 22:16:20 +09:00
minjaesong
3561ff9132 fixing one of the new bugs: block duplication artefact on render 2018-11-20 22:16:20 +09:00
minjaesong
f5d36e2c92 physics anomaly at x 0..33? are fixed, other issues (re)introduced
See ActorWBMovable@Line1238
2018-11-20 06:08:21 +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
8da80e88a3 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
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
f21ed3bf0d 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
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
4d0c772dd8 1dim-ised lightmap 2018-11-16 22:44:54 +09:00
minjaesong
0123cc5b1a 1dim-ised lightmap 2018-11-16 22:44:54 +09:00
minjaesong
f4f0e59811 lightbufferastex is now properly disposed of
should help with my mem leak probs
2018-11-16 20:42:30 +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
d9f576e4dc change in ingame config: useamericanunit -> temperatureunit 2018-11-16 20:37:44 +09:00
minjaesong
d830fa2873 change in ingame config: useamericanunit -> temperatureunit 2018-11-16 20:37:44 +09:00
minjaesong
091f79c7f8 reconfiguring docs and libs
- Targeting Java 10
- Gdx nightly 20181111 (1.9.9)
2018-11-11 20:13:31 +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
8942f352a1 drawing of the tile breakage 2018-11-10 21:09:02 +09:00
minjaesong
f721ad0db9 drawing of the tile breakage 2018-11-10 21:09:02 +09:00
minjaesong
1aa90077a4 Can setTitle() cause memleak (right before test commit) 2018-11-08 22:42:27 +09:00
minjaesong
c6e9a46c3e Can setTitle() cause memleak (right before test commit) 2018-11-08 22:42:27 +09:00
minjaesong
3360ab0dfe starting day of the game is now Spring 1st 2018-11-06 23:49:22 +09:00
minjaesong
4c3354f22c starting day of the game is now Spring 1st 2018-11-06 23:49:22 +09:00
minjaesong
4eee5ee2b1 a new watchface to support seasons instead of months 2018-11-06 23:40:36 +09:00
minjaesong
92091532e0 a new watchface to support seasons instead of months 2018-11-06 23:40:36 +09:00
minjaesong
c7c68187eb 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
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
5c8cdd3162 new ingame calendar impl
for some reason it runs slower that it should do
2018-10-30 22:47:41 +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
73d1a1bdc5 new RNG for everything; Joise update 2018-10-27 00:03:06 +09:00
minjaesong
0e93f6609b new RNG for everything; Joise update 2018-10-27 00:03:06 +09:00
minjaesong
ee3d98662c read world info 2018-10-09 23:49:14 +09:00
minjaesong
3612b55f97 read world info 2018-10-09 23:49:14 +09:00
minjaesong
d77b552518 writeworldinfo tested to be working 2018-10-08 18:15:05 +09:00
minjaesong
e156349ec0 writeworldinfo tested to be working 2018-10-08 18:15:05 +09:00
Minjae Song
5f75288dc7 worldinfo writer 2018-10-08 01:16:29 +09:00
Minjae Song
4658fa2aed worldinfo writer 2018-10-08 01:16:29 +09:00
Minjae Song
74d76440ee new outputstream for bytearray64 2018-10-06 01:16:26 +09:00
Minjae Song
630d6d2fed new outputstream for bytearray64 2018-10-06 01:16:26 +09:00
minjaesong
e072aff897 testing the GDX's LZMA de/compressor 2018-10-06 00:49:06 +09:00
minjaesong
879583623d testing the GDX's LZMA de/compressor 2018-10-06 00:49:06 +09:00
minjaesong
397b2a8795 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
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
ae1e99aa3e layer seems load, need to write better test-able code 2018-10-05 22:13:55 +09:00
minjaesong
3735ce351e layer seems load, need to write better test-able code 2018-10-05 22:13:55 +09:00
minjaesong
17e550a6a0 layer write should write proper zlib 2018-10-05 01:23:18 +09:00
minjaesong
3045534222 layer write should write proper zlib 2018-10-05 01:23:18 +09:00
minjaesong
292de8d56a it's not zipping correctly; some fixes on readlayer 2018-10-05 01:11:12 +09:00
minjaesong
434a2dbca3 it's not zipping correctly; some fixes on readlayer 2018-10-05 01:11:12 +09:00
minjaesong
626aa710c1 layer export: tested output seems legit but can't confirm 2018-10-04 23:46:24 +09:00
minjaesong
2239625efe layer export: tested output seems legit but can't confirm 2018-10-04 23:46:24 +09:00
minjaesong
78fc6fc657 GameWorld: adding "worldIndex"; more save/load stuffs 2018-10-03 23:15:24 +09:00
minjaesong
76e8727bfc GameWorld: adding "worldIndex"; more save/load stuffs 2018-10-03 23:15:24 +09:00
minjaesong
d2b7c76734 new map data format and its read/writer
!! UNTESTED !! UNTESTED !! UNTESTED !!
2018-10-03 19:20:11 +09:00
minjaesong
6fd2a4d69f new map data format and its read/writer
!! UNTESTED !! UNTESTED !! UNTESTED !!
2018-10-03 19:20:11 +09:00
minjaesong
4cfd3b8c45 decided not to GZip the CSVs; hack it away! 2018-10-02 21:13:02 +09:00
minjaesong
197afc21ce decided not to GZip the CSVs; hack it away! 2018-10-02 21:13:02 +09:00
minjaesong
e645eaade9 newer map data format 2018-10-02 21:10:02 +09:00
minjaesong
62edf9c3ae newer map data format 2018-10-02 21:10:02 +09:00
minjaesong
af34d94e6a the event works; ingame works; but starts as "bugged noclip" 2018-10-02 00:12:04 +09:00
minjaesong
c452017c84 the event works; ingame works; but starts as "bugged noclip" 2018-10-02 00:12:04 +09:00
minjaesong
98539e698f 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
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
03b642ddd3 player is now nullable; wtf is calling Ingame 5 times? 2018-09-17 01:46:50 +09:00
minjaesong
1b94d2ea14 player is now nullable; wtf is calling Ingame 5 times? 2018-09-17 01:46:50 +09:00
minjaesong
967eafe8a3 serialised RNG; font update 2018-09-16 03:32:12 +09:00
minjaesong
d16e916502 serialised RNG; font update 2018-09-16 03:32:12 +09:00
minjaesong
69eb2d7a3b title remocon: menu UI with no child should be displayed now 2018-09-15 01:08:10 +09:00
minjaesong
7069528714 title remocon: menu UI with no child should be displayed now 2018-09-15 01:08:10 +09:00
minjaesong
6d4ac92133 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
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
b40af8e1b3 more remoCon thingies 2018-08-30 21:30:39 +09:00
minjaesong
0658d95b12 more remoCon thingies 2018-08-30 21:30:39 +09:00
minjaesong
c381250665 UI Remote Controller reworked (now 90% less stupidity) 2018-08-30 17:24:53 +09:00
minjaesong
ad26b0f80c UI Remote Controller reworked (now 90% less stupidity) 2018-08-30 17:24:53 +09:00
minjaesong
497a88c8de font updates; PBS 2018-08-23 21:06:08 +09:00
minjaesong
c953d84af9 font updates; PBS 2018-08-23 21:06:08 +09:00
minjaesong
0bad86bb9d partially working sky model 2018-08-05 21:57:39 +09:00
minjaesong
809f1ad26f partially working sky model 2018-08-05 21:57:39 +09:00
minjaesong
eee8a18875 dump (another useless message) 2018-08-05 21:57:18 +09:00
minjaesong
932222a9c6 dump (another useless message) 2018-08-05 21:57:18 +09:00
minjaesong
24b2e2a2af ENVIRON guide update straight from my observation 2018-07-21 19:58:56 +09:00
minjaesong
2d68fcd7c9 ENVIRON guide update straight from my observation 2018-07-21 19:58:56 +09:00
minjaesong
e48731b2e3 reducing down HistoricalFigure to nothing
It doesn't seem like a good idea
2018-07-03 22:45:00 +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
8f9022827c 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
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
de19f49d26 making debugwindow to appear again 2018-07-03 14:33:20 +09:00
minjaesong
1476ea737e making debugwindow to appear again 2018-07-03 14:33:20 +09:00
minjaesong
9ade08013f intro screen flipped correctly, build passes 2018-07-03 14:28:30 +09:00
minjaesong
305e992da6 intro screen flipped correctly, build passes 2018-07-03 14:28:30 +09:00
minjaesong
6b929ac107 PostProcessor working: nested FBO won't work, use FrameBufferManager 2018-07-03 13:48:34 +09:00
minjaesong
7a05931da8 PostProcessor working: nested FBO won't work, use FrameBufferManager 2018-07-03 13:48:34 +09:00
minjaesong
108a3e6188 title screen using IngameRenderer 2018-07-01 01:38:07 +09:00
minjaesong
c1f829291a title screen using IngameRenderer 2018-07-01 01:38:07 +09:00
minjaesong
07681110c7 IngameRenderer: damned thing finally works somewhat 2018-06-30 16:47:22 +09:00
minjaesong
069eca7d9c IngameRenderer: damned thing finally works somewhat 2018-06-30 16:47:22 +09:00
minjaesong
abd1827182 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
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
9736d39e04 trying to optimise the rendering, this is BEFORE job 2018-06-26 09:10:05 +09:00
minjaesong
1ca3fff17e trying to optimise the rendering, this is BEFORE job 2018-06-26 09:10:05 +09:00
minjaesong
8daf0a2c38 still wip modularisation, game somehow boots 2018-06-21 17:33:22 +09:00
minjaesong
d7c8b7f8f7 still wip modularisation, game somehow boots 2018-06-21 17:33:22 +09:00
minjaesong
6bbfd5d167 scrollable inventory with up/down UI button 2018-05-09 19:41:04 +09:00
minjaesong
baf2a47d75 scrollable inventory with up/down UI button 2018-05-09 19:41:04 +09:00
minjaesong
4664c9ba0d 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
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
fded7f1dfb computery stuff and new set of wires 2018-03-04 19:15:43 +09:00
minjaesong
da796194d6 computery stuff and new set of wires 2018-03-04 19:15:43 +09:00
minjaesong
d11fd281f4 colourutil update 2018-02-16 10:49:13 +09:00
minjaesong
85dac4a109 colourutil update 2018-02-16 10:49:13 +09:00
minjaesong
40423ede52 adopting Java 9/Kotlin 1.2 2018-02-10 21:40:17 +09:00
minjaesong
2701934f89 adopting Java 9/Kotlin 1.2 2018-02-10 21:40:17 +09:00
minjaesong
941d9fa107 rain megaparticle experiment 2017-12-18 20:45:32 +09:00
minjaesong
c8debd351f rain megaparticle experiment 2017-12-18 20:45:32 +09:00
minjaesong
c5fa83b2f4 196 dithering instead of 625 2017-12-10 14:33:12 +09:00
minjaesong
24a6aa5a9a 196 dithering instead of 625 2017-12-10 14:33:12 +09:00
minjaesong
51a2e47430 cheat detected notification 2017-12-10 14:32:32 +09:00
minjaesong
f3075dfc18 cheat detected notification 2017-12-10 14:32:32 +09:00
minjaesong
6715308f88 language vars are fully moved to apploader 2017-11-25 22:29:59 +09:00
minjaesong
6901b17bb6 language vars are fully moved to apploader 2017-11-25 22:29:59 +09:00
minjaesong
35f2cf6b4d tooltip UI; tooltip in the inventory 2017-11-25 17:56:57 +09:00
minjaesong
d9258bcb84 tooltip UI; tooltip in the inventory 2017-11-25 17:56:57 +09:00
minjaesong
f45a3d252a inventory grid mode buttons working highlight 2017-11-07 23:29:07 +09:00
minjaesong
b5e908d271 inventory grid mode buttons working highlight 2017-11-07 23:29:07 +09:00
minjaesong
ade77473c4 map & save button for inventory 2017-11-03 22:48:13 +09:00
minjaesong
60d1a5cea2 map & save button for inventory 2017-11-03 22:48:13 +09:00
minjaesong
7cd7b4047f 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
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
f5636fe0d3 hacked the titlescreen to fix resize-related UI shit 2017-11-01 15:46:09 +09:00
minjaesong
b892d2e70c hacked the titlescreen to fix resize-related UI shit 2017-11-01 15:46:09 +09:00
minjaesong
948f922041 encumbrance meter for new inventory 2017-10-30 04:28:27 +09:00
minjaesong
cec6d9c3c2 encumbrance meter for new inventory 2017-10-30 04:28:27 +09:00
minjaesong
6c72bef0de black background for inventory 2017-10-29 13:26:34 +09:00
minjaesong
0266f518fc black background for inventory 2017-10-29 13:26:34 +09:00
minjaesong
fe21340186 working "equipped" view with unequip 2017-10-28 15:07:58 +09:00
minjaesong
f72f18a821 working "equipped" view with unequip 2017-10-28 15:07:58 +09:00
minjaesong
516314c47f "equipped" indicator on item grid 2017-10-25 05:53:39 +09:00
minjaesong
c2ac328cab "equipped" indicator on item grid 2017-10-25 05:53:39 +09:00
minjaesong
55cdac9269 fixed uiItem stupidity with uiCanvas; it activated even if its parent is invisible 2017-10-24 07:25:05 +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
a506269906 catbar and grid: updates and renders as intended 2017-10-24 00:21:13 +09:00
minjaesong
af027e616d catbar and grid: updates and renders as intended 2017-10-24 00:21:13 +09:00
minjaesong
77b563396e at least some of the new UIs are working 2017-10-23 03:44:45 +09:00
minjaesong
04161525eb at least some of the new UIs are working 2017-10-23 03:44:45 +09:00
minjaesong
98a67c80c6 new inventory design: is it good?
See work_files/inventory_nouveau_2.psd
2017-10-22 02:03:23 +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
a8398765c6 somehow fixed a consolewin bug
- It would read a key even if it's closed
2017-10-18 03:52:11 +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
6df79b96dd lightmap draw shift fixed; game will properly resize 2017-10-16 22:47:16 +09:00
minjaesong
5b8bee6777 lightmap draw shift fixed; game will properly resize 2017-10-16 22:47:16 +09:00
minjaesong
83b9f74100 renderFront is fixed 2017-10-14 02:48:52 +09:00
minjaesong
76260cbc18 renderFront is fixed 2017-10-14 02:48:52 +09:00
minjaesong
d9a01a70c3 sprite shift re-fixed with a correct method 2017-10-14 02:13:06 +09:00
minjaesong
a7849d2635 sprite shift re-fixed with a correct method 2017-10-14 02:13:06 +09:00
minjaesong
06949848f8 player sprites now aligned to hitbox && drawn at centre of the screen 2017-10-13 00:36:03 +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
0e1c46f18d Houston, we have a render (again) 2017-10-07 22:21:37 +09:00
minjaesong
3505b38789 Houston, we have a render (again) 2017-10-07 22:21:37 +09:00
minjaesong
fe8163c1e4 Feature idea I had around for months 2017-09-22 00:22:35 +09:00
minjaesong
42efbd5297 Feature idea I had around for months 2017-09-22 00:22:35 +09:00
minjaesong
e3ac877c3d Rectified heretic YY-MM-DD to standard YYYY-MM-DD 2017-09-20 14:36:40 +09:00
minjaesong
3569e3ccbf Rectified heretic YY-MM-DD to standard YYYY-MM-DD 2017-09-20 14:36:40 +09:00
minjaesong
b560011d2f Scientifically correct moondial
Flipped crescents are my mistake 😄
2017-09-19 14:43:06 +09:00
minjaesong
e31640cba6 Scientifically correct moondial
Flipped crescents are my mistake 😄
2017-09-19 14:43:06 +09:00
minjaesong
e76458bff6 we've got something
- except actor's RGB won't draw; only the glow does
2017-09-18 02:32:47 +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
558430b4f3 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
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
1149311076 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
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
ef176909b4 Ingame: great, nothing renders :( 2017-09-15 00:40:11 +09:00
minjaesong
553816e8c4 Ingame: great, nothing renders :( 2017-09-15 00:40:11 +09:00
minjaesong
1d8e66a9cc 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
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
cdf961df09 Guess it's fully working for titlescreen 2017-09-13 18:10:03 +09:00
minjaesong
f6c5d22dc2 Guess it's fully working for titlescreen 2017-09-13 18:10:03 +09:00
minjaesong
01a32ad00c NOT using a trick in issue #5 was the key, also closes issue #8 2017-09-13 01:06:01 +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
7ffb417618 almost works but dae fucking jitter again 2017-09-12 23:52:16 +09:00
minjaesong
b05706a7c5 almost works but dae fucking jitter again 2017-09-12 23:52:16 +09:00
minjaesong
82ddfeb6ee Light fuck: At least I've figured out what the fuck was wrong with. 2017-09-12 21:29:45 +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
e67b97257c at least now I know which part is to be patched... 2017-09-09 02:45:58 +09:00
minjaesong
636b0ffe4f at least now I know which part is to be patched... 2017-09-09 02:45:58 +09:00
minjaesong
e6e962ecf7 terrain AND wall renders 2017-09-01 01:05:21 +09:00
minjaesong
81c031966c terrain AND wall renders 2017-09-01 01:05:21 +09:00
minjaesong
749a82bcf7 now I can't even tell if it's working as intended or not 2017-08-30 22:16:10 +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
f9897bc439 new blocks drawer WIP 2017-08-29 21:06:30 +09:00
minjaesong
ff434b45fc new blocks drawer WIP 2017-08-29 21:06:30 +09:00
minjaesong
1c6560797d terrain atlas: added black patch 2017-08-28 20:37:39 +09:00
minjaesong
ff95f9e402 terrain atlas: added black patch 2017-08-28 20:37:39 +09:00
minjaesong
75192bef17 camera moving works 2017-08-28 02:27:53 +09:00
minjaesong
bdff19237e camera moving works 2017-08-28 02:27:53 +09:00
minjaesong
05560cf04c Tiling shader -- FIXME: cameraTranslation not working as it should 2017-08-27 23:55:54 +09:00
minjaesong
5d03bb96f3 Tiling shader -- FIXME: cameraTranslation not working as it should 2017-08-27 23:55:54 +09:00
minjaesong
ee7d51c21b fucking finally... (needs cleanup) 2017-08-27 23:47:30 +09:00
minjaesong
6ce45abfc4 fucking finally... (needs cleanup) 2017-08-27 23:47:30 +09:00
minjaesong
2928aa2eb7 tiling using shader, sorta works 2017-08-26 23:48:07 +09:00
minjaesong
c94418e98f tiling using shader, sorta works 2017-08-26 23:48:07 +09:00
minjaesong
d0702c9159 trying to tile by shader 2017-08-25 19:37:12 +09:00
minjaesong
1be8e5d0c7 trying to tile by shader 2017-08-25 19:37:12 +09:00
minjaesong
2bf9acb07a some sort of error screen impl 2017-08-20 22:10:47 +09:00
minjaesong
388e4675f4 some sort of error screen impl 2017-08-20 22:10:47 +09:00
minjaesong
25ce7958ae better dithering 2017-08-07 01:09:04 +09:00
minjaesong
ad60b21d2a better dithering 2017-08-07 01:09:04 +09:00
minjaesong
64f36d2d7c load app using apploader -- no more black screen on app load 2017-08-01 23:55:48 +09:00
minjaesong
93b18dfb18 load app using apploader -- no more black screen on app load 2017-08-01 23:55:48 +09:00
minjaesong
65bc67710c RemoCons fully working; also fixed my stupidity 2017-07-26 17:03:22 +09:00
minjaesong
f1afb67c77 RemoCons fully working; also fixed my stupidity 2017-07-26 17:03:22 +09:00
minjaesong
86d3a4a08d UIs wont FOR SURE update (more like, process events) anymore when they are not visible 2017-07-25 18:34:23 +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
33da9777ea UI: sub-UIs work? 2017-07-25 17:21:02 +09:00
minjaesong
33657624a6 UI: sub-UIs work? 2017-07-25 17:21:02 +09:00
minjaesong
07ee987411 fixed quickbar and piemenu texture 2017-07-23 19:55:06 +09:00
minjaesong
3578df4770 fixed quickbar and piemenu texture 2017-07-23 19:55:06 +09:00
minjaesong
72b7adcf39 more compatible shader 2017-07-23 18:23:53 +09:00
minjaesong
0fe3e7949b more compatible shader 2017-07-23 18:23:53 +09:00
minjaesong
c595270faa leak patched I guess 2017-07-23 17:38:57 +09:00
minjaesong
d421d7964b leak patched I guess 2017-07-23 17:38:57 +09:00
minjaesong
d753365e54 titlescreen: camera follows terraini undulation 2017-07-22 18:27:58 +09:00
minjaesong
b6c3467fe1 titlescreen: camera follows terraini undulation 2017-07-22 18:27:58 +09:00
minjaesong
116b4cc390 title screen renders well 2017-07-21 20:28:12 +09:00
minjaesong
f912b33f09 title screen renders well 2017-07-21 20:28:12 +09:00
minjaesong
a5dd5b9e98 generalised things so that they would work outside of ingame.world; title screen wip 2017-07-21 19:59:51 +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
f51417e709 action listener on textbutton list 2017-07-20 22:25:40 +09:00
minjaesong
cf9414f2df action listener on textbutton list 2017-07-20 22:25:40 +09:00
minjaesong
fd7d724f39 parallax (sky looks bluer when you go up) 2017-07-20 18:39:05 +09:00
minjaesong
329beb3197 parallax (sky looks bluer when you go up) 2017-07-20 18:39:05 +09:00
minjaesong
528fdc9fc5 limitedly successful attempt to create a title screen 2017-07-20 00:36:41 +09:00
minjaesong
81f0499c9d limitedly successful attempt to create a title screen 2017-07-20 00:36:41 +09:00
minjaesong
33a774b5b7 Ingame's Player is now mandatory; player spawn on right position 2017-07-18 00:19:55 +09:00
minjaesong
3727a9d27f Ingame's Player is now mandatory; player spawn on right position 2017-07-18 00:19:55 +09:00
minjaesong
58205e5eb5 Inventory UI: items page button 2017-07-17 14:37:10 +09:00
minjaesong
2f75e276b2 Inventory UI: items page button 2017-07-17 14:37:10 +09:00
minjaesong
31b7203d01 some bayer matrix things and my discoveries 2017-07-17 12:22:15 +09:00
minjaesong
5a0b3c6eb1 some bayer matrix things and my discoveries 2017-07-17 12:22:15 +09:00
minjaesong
c9932fc81b simplified a structure of UIs a bit 2017-07-16 23:15:32 +09:00
minjaesong
dad876308c simplified a structure of UIs a bit 2017-07-16 23:15:32 +09:00
minjaesong
145a4e5e71 dithered skybox 2017-07-16 05:03:04 +09:00
minjaesong
98409f09c0 dithered skybox 2017-07-16 05:03:04 +09:00
minjaesong
81529eb215 bayer-dithering shader revisited 2017-07-15 18:35:57 +09:00
minjaesong
b9c93dd6b0 bayer-dithering shader revisited 2017-07-15 18:35:57 +09:00
minjaesong
057df6632a camera clamping, UI resize 2017-07-15 02:02:30 +09:00
minjaesong
81acfecbd7 camera clamping, UI resize 2017-07-15 02:02:30 +09:00
minjaesong
5499ded796 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
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
61427b849a load screen adj, faster gravity response for standard 2017-07-14 18:48:48 +09:00
minjaesong
eff1cb1e62 load screen adj, faster gravity response for standard 2017-07-14 18:48:48 +09:00
minjaesong
a53f818ba6 Rudimentary load screen works (only with Ingame screen) 2017-07-13 19:10:11 +09:00
minjaesong
70236f42ff Rudimentary load screen works (only with Ingame screen) 2017-07-13 19:10:11 +09:00
minjaesong
d9a3318768 GenuineSonic 2017-07-13 18:07:12 +09:00
minjaesong
9a935c2e15 GenuineSonic 2017-07-13 18:07:12 +09:00
minjaesong
d241e5cbb0 disposable UI; loading screen mockup (i heard like loading screen -- sonic 06) 2017-07-13 17:53:40 +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
49a9278c59 load screen render, fixed some init code of the app 2017-07-13 03:59:26 +09:00
minjaesong
fcdac4b759 load screen render, fixed some init code of the app 2017-07-13 03:59:26 +09:00
minjaesong
fc9516fd39 how changing the screen should be done 2017-07-13 01:34:09 +09:00
minjaesong
e74a738274 how changing the screen should be done 2017-07-13 01:34:09 +09:00
minjaesong
6bff02d91e lightmap downsample works, sampling bug fixed with Filter.NEAREST, now having shrinkage issue 2017-07-12 14:33:59 +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
bad6ff296a working UV simulation using alpha channel 2017-07-12 02:35:36 +09:00
minjaesong
7fc2d85c46 working UV simulation using alpha channel 2017-07-12 02:35:36 +09:00
minjaesong
1e9c04d7c0 working world-glow blend 2017-07-11 13:34:14 +09:00
minjaesong
e01ad32849 working world-glow blend 2017-07-11 13:34:14 +09:00
minjaesong
3ffdd7233f prep for draw glow 2017-07-09 20:29:35 +09:00
minjaesong
06cab5effc prep for draw glow 2017-07-09 20:29:35 +09:00
minjaesong
5a5fb45c3b diching RGB10; colors are now fully vec3 2017-07-09 02:21:24 +09:00
minjaesong
c96fb5e017 diching RGB10; colors are now fully vec3 2017-07-09 02:21:24 +09:00
minjaesong
1a33c3be5a float lightmap seems it does have little boost on fps 2017-07-09 00:51:25 +09:00
minjaesong
b3a355f51d float lightmap seems it does have little boost on fps 2017-07-09 00:51:25 +09:00
minjaesong
0ad7db3b51 failed attempt at multithreading 2017-07-08 22:34:45 +09:00
minjaesong
b57b0cb04c failed attempt at multithreading 2017-07-08 22:34:45 +09:00
minjaesong
8504337da9 asynch update and render (aka frameskip) 2017-07-08 20:38:05 +09:00
minjaesong
f71905b880 asynch update and render (aka frameskip) 2017-07-08 20:38:05 +09:00
minjaesong
f2f5cd7daf former bug fixed; now we have ceiling-stair-clip bug 2017-07-07 02:11:24 +09:00
minjaesong
235f774ff6 former bug fixed; now we have ceiling-stair-clip bug 2017-07-07 02:11:24 +09:00
minjaesong
464d30a384 improved collision displacer: no more clip-to-climb-up-rightside-only thingy 2017-07-07 00:01:20 +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
009b55481b new collision displacer: got one-block-ceiling-passthru bug, but otherwise tolerable 2017-07-06 16:35:58 +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
72e7931f4d 4096 shader finally works... perhaps it needs bayer matrix? 2017-07-05 18:30:53 +09:00
minjaesong
3eadb6b5e5 4096 shader finally works... perhaps it needs bayer matrix? 2017-07-05 18:30:53 +09:00
minjaesong
0e4dd79cc1 downsampling sorta works, ONLY WHEN (width or height % 4) is 0 or 1 2017-07-05 16:03:50 +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
f676938176 control scheme update 2017-07-05 12:49:26 +09:00
minjaesong
28b67ec68b control scheme update 2017-07-05 12:49:26 +09:00
minjaesong
8a759cb178 Ladies and Gents, we have shader-powered smooth lighting! 2017-07-05 02:20:10 +09:00
minjaesong
c7add8f0a8 Ladies and Gents, we have shader-powered smooth lighting! 2017-07-05 02:20:10 +09:00
minjaesong
66e4dcd1c4 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
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
d9381fc58e blur shader works 2017-07-04 23:30:48 +09:00
minjaesong
cf6e268ff6 blur shader works 2017-07-04 23:30:48 +09:00
minjaesong
039ccea58f shader does work at least... 2017-07-04 22:04:07 +09:00
minjaesong
bba2f3ce20 shader does work at least... 2017-07-04 22:04:07 +09:00
minjaesong
b592b8fa0f killed old zoom so that framebuffer would render without hack 2017-07-04 20:11:54 +09:00
minjaesong
2ac7efeaac killed old zoom so that framebuffer would render without hack 2017-07-04 20:11:54 +09:00
minjaesong
b82d172d58 needs more shader (for smoothing out lightmap render) 2017-07-04 14:58:18 +09:00
minjaesong
fbe02ab19c needs more shader (for smoothing out lightmap render) 2017-07-04 14:58:18 +09:00
minjaesong
41f9f4032d barely managed to fix inventory UI 2017-07-04 01:27:18 +09:00
minjaesong
7ca4d03cf8 barely managed to fix inventory UI 2017-07-04 01:27:18 +09:00
minjaesong
7b2b6caf82 dunno why but setting camera position to negative works... 2017-07-03 23:42:59 +09:00
minjaesong
924c7db5eb dunno why but setting camera position to negative works... 2017-07-03 23:42:59 +09:00
minjaesong
b7fb8ff4da putting ore vein prototype on main sheet; also a commit before fuck-up 2017-07-03 19:26:00 +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
2ea3ce0c67 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
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
9b32cf63ff fixed bad color rendering on blocksdrawer and lightmaprenderer 2017-07-02 21:53:50 +09:00
minjaesong
d357ef0245 fixed bad color rendering on blocksdrawer and lightmaprenderer 2017-07-02 21:53:50 +09:00
minjaesong
2129cce7f3 debugger's got its colour codes back 2017-07-02 15:28:45 +09:00
minjaesong
3b24ce306f debugger's got its colour codes back 2017-07-02 15:28:45 +09:00
minjaesong
c8c1bdf836 proper sprite flip draw 2017-07-02 00:45:57 +09:00
minjaesong
7f5760f84e proper sprite flip draw 2017-07-02 00:45:57 +09:00
minjaesong
4a54c87826 keyboard control ported to GDX (at least as much as I can right now) 2017-07-01 18:31:00 +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
7248616e58 ore veins 2017-06-30 02:06:53 +09:00
minjaesong
54c643b35e ore veins 2017-06-30 02:06:53 +09:00
minjaesong
33b5a21c26 blocks camera and framebuffer seems working 2017-06-30 01:50:06 +09:00
minjaesong
5ad34b96ac blocks camera and framebuffer seems working 2017-06-30 01:50:06 +09:00
minjaesong
1095cb451f can see camera working but not the actor gravity 2017-06-28 22:15:42 +09:00
minjaesong
62ff6e9ded can see camera working but not the actor gravity 2017-06-28 22:15:42 +09:00
minjaesong
b0031c8a67 a commit before heading to the airport 2017-06-23 02:18:03 +09:00
minjaesong
05fb0808ce More game-related documentations 2017-06-22 19:00:15 +09:00
minjaesong
2ebe4bc519 Just got enought to render without error (no display tho) 2017-06-22 18:59:53 +09:00
minjaesong
8e5e95e5a9 LibGDX, here I am. 2017-06-22 02:31:07 +09:00
minjaesong
ae00e2b8a6 gdx font: thai works good enough; RIP performance tho 2017-06-16 22:06:08 +09:00
minjaesong
fc9778118f gdx font: can customise font spritesheet location 2017-06-16 19:29:40 +09:00
minjaesong
5894cb944a gdx font working good 2017-06-16 19:27:14 +09:00
minjaesong
c96b227182 gdx font: working locale switch 2017-06-16 19:12:57 +09:00
minjaesong
699402d53f gdx font almost working
- TODO: bulgarian/serbian, shadow
2017-06-16 18:52:03 +09:00
minjaesong
47d6d5c17f re-arranged all the docs in more convenient fashion 2017-06-16 15:10:55 +09:00
minjaesong
f9a1edd6b9 Terrarum Sans Bitmap imple on GDX -- wip 2017-06-16 15:09:19 +09:00
minjaesong
ded19d3ae7 more inlining and minor performance tweaks on LightmapRenderer 2017-06-12 04:04:54 +09:00
minjaesong
2ca8c2c263 more minor changes 2017-06-11 18:01:03 +09:00
minjaesong
687a7f901e LibGDX stuffs for issue #23 2017-06-11 18:00:48 +09:00
minjaesong
b4b18c2457 test watches 2017-06-11 01:22:46 +09:00
minjaesong
49e290e335 this fixes *some* case of abnormal displacement 2017-06-03 00:37:47 +09:00
minjaesong
51c11a2d67 lightmap and skybox update 2017-06-03 00:07:47 +09:00
minjaesong
5e0fc0136c lightmap aesthetics: blocks exposed to light are now rendered brighter 2017-06-02 00:46:45 +09:00
minjaesong
f464ef8c18 fixed LB/RB/BR bug (actor jitters because of false positive collision?) with a hack 2017-06-01 23:10:08 +09:00
minjaesong
f95cc5b27d still sketchy, but at least I can only care about corner cases, as it's not generalised 2017-06-01 16:58:25 +09:00
minjaesong
3dae7b9d45 fixed a problem in prev commit msg somehow 2017-06-01 15:25:40 +09:00
minjaesong
e8978b3a21 this new method should work (except can't escape after right/bottom collision) 2017-06-01 14:52:32 +09:00
minjaesong
b8080a932c some realisation after a bad idea (bad idea part is hidden/omitted/overridden in this commit) 2017-06-01 03:25:08 +09:00
minjaesong
4caee89864 I really have no idea if i'm doing it right or wrong 2017-05-30 01:10:10 +09:00
minjaesong
225a18619b various patches and renaming; thai-variable font sheet 2017-05-27 20:05:12 +09:00
minjaesong
d5bf9b8279 phys for player works good (but not perfect); phys for objs are still fucked up 2017-05-27 20:04:41 +09:00
minjaesong
2860fa0751 why it's not super-fied? 2017-05-27 15:54:01 +09:00
minjaesong
dd1d1a3d3d physics sorta works well with player, but not balls
- bounce for downward works, bounce for left/right wall hit does not
- headbutt is still undefined behaviour for all phys objs
2017-05-27 15:48:35 +09:00
minjaesong
e24d492239 now works for both LR but actor sticks to left cliff but not right 2017-05-25 22:30:36 +09:00
minjaesong
95f00edd71 removing 99999 for endX finally works 2017-05-25 22:02:36 +09:00
minjaesong
61d0351469 with some hacks, I was able to make LR walk colliding work, but not the headbutt 2017-05-25 20:37:52 +09:00
minjaesong
b013ab6a15 no message 2017-05-25 20:23:24 +09:00
minjaesong
38db0deefe Terrarum Sans Bitmap: wider hangul 2017-05-25 00:04:21 +09:00
minjaesong
789c37d226 anti-stuck somewhat working 2017-05-25 00:03:12 +09:00
minjaesong
f851a0fd73 houston, we have (bad) render 2017-05-24 15:40:58 +09:00
minjaesong
e02f908a6b light de-banding when they exceed 255 out of 1023 2017-05-22 20:36:20 +09:00
minjaesong
7e9c4e95b4 much failure, such note; wow 2017-05-12 17:02:29 +09:00
minjaesong
3c14ca4d1b still glitchy but working? 2017-05-12 16:08:23 +09:00
minjaesong
d8cbc090f2 lcd font update 2017-05-12 04:35:28 +09:00
minjaesong
4168489ab6 pre-fuck-up commit inside of pre-fuck-up commit 2017-05-11 19:37:18 +09:00
minjaesong
8651a11ae5 av fuck 2017-05-11 03:12:10 +09:00
minjaesong
0d778c86bd code cleanup unrelated 2017-05-10 21:02:57 +09:00
minjaesong
4f52a4d09b code cleanup related to ActorWithPhysics 2017-05-10 21:02:05 +09:00
minjaesong
57419a9a24 no ui toggle when console is open 2017-05-10 21:01:19 +09:00
minjaesong
056e8ab693 physics almost works, except for bunch of TODOs and FIXMEs 2017-05-10 03:41:46 +09:00
minjaesong
dfad6b144e fixed dividng by zero (Line 756) 2017-05-09 23:38:09 +09:00
minjaesong
e8c5bec0c4 That's it for the today, thanks for coding and have a nice day 2017-05-09 02:52:15 +09:00
minjaesong
e395dc3781 Features that are reckoned are working (which means the full features are WIP) 2017-05-09 02:40:22 +09:00
minjaesong
79c2025509 y-down blocking work (can jump down to hit the ground but not the ceiling) 2017-05-09 00:46:38 +09:00
minjaesong
791aaa3482 removing moveDelta to utilise externalForce and controllerMoveDelta separately, for great justice 2017-05-08 21:19:28 +09:00
minjaesong
629408ebb8 ground slide (balls) works; walking works; still no wall... 2017-05-08 02:55:12 +09:00
minjaesong
ca8924e722 at least it snaps without hacks; adding one important documentaion 2017-05-08 00:47:21 +09:00
minjaesong
5be3aebd9a I can jump around at least, isTouching() needs more work 2017-05-08 00:10:58 +09:00
minjaesong
27dcfacf27 fucked up while making ActorValue delegated – not applicable; can't have default value
making commits for files to keep so that I can discard changes
2017-05-07 18:39:26 +09:00
minjaesong
87c9419af1 I think I can ignore this CCD-ing bug but it's happening 2017-05-07 03:11:42 +09:00
minjaesong
94eee48aef fuck it; we do it tomorrow (or Monday) 2017-05-07 02:17:38 +09:00
minjaesong
49a418b69c forgot to commit... 2017-05-07 00:48:57 +09:00
minjaesong
1f1fcfdf5f sorta works? 2017-05-07 00:24:00 +09:00
minjaesong
25e93b2552 hitbox displacement rewritten 2017-05-05 02:03:29 +09:00
minjaesong
9ba6ece7d1 does this plan look good? 2017-05-03 15:02:49 +09:00
minjaesong
af6be4de31 why things are keep happening? 2017-05-03 14:41:09 +09:00
minjaesong
9bae794491 more commits before the havoc 2017-05-03 03:07:35 +09:00
minjaesong
c1ef44c2f2 some organisation, Base32 password generator 2017-05-03 02:37:03 +09:00
Song Minjae
f8435711dd no message 2017-05-01 08:00:07 +09:00
Song Minjae
4a6effff96 A commit to save my soul as I'm going to fuck up things a bit... 2017-04-30 21:26:20 +09:00
Song Minjae
9a819ffec3 inventoryItem -> gameItem 2017-04-29 23:11:54 +09:00
Song Minjae
09b4e3719f kotlin runtime update 2017-04-29 22:53:32 +09:00
Song Minjae
0510ac230b blocks now have properly formatted ids 2017-04-29 00:05:10 +09:00
Song Minjae
df3afab5ee clean ice tex fix 2017-04-28 21:52:05 +09:00
Song Minjae
e2b523c4c4 Sandstone connectivity change
- TODO do the same with ice block
2017-04-28 17:07:45 +09:00
Song Minjae
996d578d3e quickslot works, new event for actor "actorValueChanged"
- "unpacking" fresh new tool would un-register quickslot desig.
- priority issue on "equipped by quickslot change" and "equipped by inventory UI"
2017-04-28 12:21:27 +09:00
Song Minjae
13e817e154 blocks name update 2017-04-28 01:49:32 +09:00
Song Minjae
55578ccc1e Quickbar: all working except for equip/unequip 2017-04-28 01:48:51 +09:00
Song Minjae
048f96b554 modularised lang 2017-04-27 23:41:19 +09:00
Song Minjae
3602ee3848 working walls, quickbar and piemenu fixed 2017-04-27 17:22:56 +09:00
Song Minjae
b76a4f3925 working quickbar and piemenu 2017-04-27 14:45:55 +09:00
Song Minjae
b4b2c0d85b Tile -> Block && Map -> World 2017-04-27 01:57:45 +09:00
Song Minjae
49d3c9f55b Loading item from module using Groovy 2017-04-26 23:53:22 +09:00
Song Minjae
05c9c8f5df durability meter: stack of (new) tools displayed as intended
- displaying NOT based on their stacks but their health
2017-04-25 17:24:56 +09:00
Song Minjae
7264fc6381 removing stupidity which harmed AmmoMeterProxy 2017-04-25 15:29:24 +09:00
Song Minjae
ce08b47423 fresh-new dynamic items (e.g. pickaxe) can be stacked 2017-04-25 02:59:59 +09:00
Song Minjae
a72b6f0d1a new ID for dynamic item work flawlessly with adding multiple at once 2017-04-24 21:31:53 +09:00
Song Minjae
d70cb2524d Resolving issues #16 and #20 2017-04-24 02:23:13 +09:00
Song Minjae
41b2b8a694 Resolving issue #18 and #19 2017-04-23 22:53:49 +09:00
Song Minjae
e9c8f03000 working vital meter for tool durability 2017-04-21 18:11:30 +09:00
Song Minjae
4e14b24011 wenquanyi: fixed bad code point allocation 2017-04-20 20:48:23 +09:00
Song Minjae
83d08c680d more housecleaning 2017-04-19 22:56:10 +09:00
Song Minjae
072ef19db1 compressing large font images 2017-04-19 22:31:55 +09:00
Song Minjae
261d78f1d2 about issue #17 2017-04-19 21:15:09 +09:00
Song Minjae
d8d4a062de Proper tga.gz loading using own imagedata 2017-04-19 20:53:03 +09:00
Song Minjae
6e4e52d693 Some space saving, terrain reads GZip directly 2017-04-19 16:15:14 +09:00
Song Minjae
9427293d7d terrain damage data is now properly removed when the tile is newly placed 2017-04-19 03:03:53 +09:00
Song Minjae
a88f5ba4ec does it work? 2017-04-18 01:24:54 +09:00
Song Minjae
8303b5c85b README update 2017-04-18 01:23:15 +09:00
Song Minjae
56d78d50ca pickaxe working as intended 2017-04-18 01:14:25 +09:00
Song Minjae
cec266d396 modular first test 2017-04-17 16:14:35 +09:00
Song Minjae
98d7548ce8 mod support design wip 2017-04-17 04:03:58 +09:00
Song Minjae
073e36b48a voi helvetti 2017-04-17 02:29:05 +09:00
Song Minjae
4c928f2772 fixes, bits and pieces, changes in ID referencing, terrain and wall takes damage, working test pickaxe, and a new issue 2017-04-17 02:18:52 +09:00
Song Minjae
8d4b803ef5 10-bit RGB conversion tool 2017-04-14 22:45:55 +09:00
Song Minjae
b1eade6858 inventory ui update 2017-04-13 03:25:49 +09:00
Song Minjae
80d993dced font adjustments 2017-04-12 00:27:14 +09:00
Song Minjae
498cf4709b setting up the inventory using builder (during init) requires ingame.player to be nullable, lateinit won't work 2017-04-11 23:07:29 +09:00
Song Minjae
e7f221a499 sanity check on equipping the item 2017-04-11 21:12:51 +09:00
Song Minjae
8d565a36ba selecting and consuming item in inventory 2017-04-11 19:21:32 +09:00
Song Minjae
c20524836d clickable inventory for (un)equip 2017-04-11 02:30:34 +09:00
Song Minjae
68f45ea6ab working inventory clicking ingame 2017-04-10 01:35:28 +09:00
Song Minjae
bb37f2aed7 UIs will draw on "backing" framebuffer where skybox is 2017-04-09 22:22:29 +09:00
Song Minjae
4254b87e51 Inventory UI on ingame 2017-04-09 03:35:18 +09:00
Song Minjae
1a3c9d7f65 vt: new filesystem using tevd 2017-04-07 19:12:27 +09:00
Song Minjae
35ca5762fd global light matched to skybox 2017-04-07 19:11:56 +09:00
Song Minjae
ed8b712cc5 change in light
- darker night
- no blue in deep night, as in real life
2017-04-07 03:46:16 +09:00
Song Minjae
41b236e303 new WorldTime based on TIME_T 2017-04-05 02:52:00 +09:00
Song Minjae
f534f08310 VT: shit is still rolling
- We might need virtual disk image...

Former-commit-id: c3278cd9fe1ddad8b26b45577fecb0500365d38b
2017-03-31 17:27:53 +09:00
Song Minjae
df824ebeda inventory now shows equipped position
Former-commit-id: 10950ffc409accfa914b9f531193b2fac0783f7d
2017-03-31 17:26:44 +09:00
Song Minjae
28a6f7bbfd brighter soil and grass tex
Former-commit-id: 8457edfdd297ddef3ebc6c6327611a42d21dbb44
2017-03-31 17:26:01 +09:00
Song Minjae
2e94490905 fixed a bug where for whatever reason io.read would return 0x0D (CR)
Former-commit-id: 769e2d3931472d14ce66cfef3a496a3913dc51be
2017-03-31 17:25:31 +09:00
Song Minjae
315713efe1 proper way of setting quickslot #
Former-commit-id: 5cd21f043def3c7622290df5bf11f0b3f0080d30
2017-03-28 03:44:43 +09:00
Song Minjae
61ad40672e inventory UI wip update
Two columns, some marginal spaces to make it look better


Former-commit-id: c26d11e499970280b78193772d29937295916ae2
2017-03-27 02:58:52 +09:00
Song Minjae
e47ffff126 inventory UI: quickslot designation
Former-commit-id: b2bddf7c271c678213f8f346d1de4b5c1dc27f60
2017-03-26 00:42:41 +09:00
Song Minjae
27a91a55fd runes: fixed numbers not coming up
Former-commit-id: 845b721d289842d39ea47043154a06ff7069be77
2017-03-25 02:28:49 +09:00
Song Minjae
b1df26f096 runes: fixing little mistakes
Former-commit-id: 2bfd0fd56a8219d44eed429671436ed2c638706f
2017-03-25 00:53:11 +09:00
Song Minjae
5c83f9afe1 runes update
Former-commit-id: 65a31563da924f46d5ce62c2af25549a97092762
2017-03-25 00:47:21 +09:00
Song Minjae
a3fc937d6f new runes impl and test
Former-commit-id: f92f6d528128ed19aadffee7e112daa5736d50e3
2017-03-24 23:59:57 +09:00
Song Minjae
d61970af05 string for GPL 3
Former-commit-id: f114ac32817d94b1fca3bc7463a8afc24d166f74
2017-03-23 16:38:53 +09:00
Song Minjae
d390217ba9 inventory ui
icon in list


Former-commit-id: 7182dcda408d9710d77e25e357f3a67bdd42fff9
2017-03-22 23:58:18 +09:00
Song Minjae
23f6f9cf5a marking obsolete resources as _old_
Former-commit-id: f0919500afaafa91adaeb7f7c7377a5e2f10ef08
2017-03-21 23:39:15 +09:00
Song Minjae
c431733d30 This project is now GPL3
Former-commit-id: 173c5833f232f3f6f7f091c02d56498cff600822
2017-03-17 23:52:10 +09:00
Song Minjae
2ece4b7ca7 MIDI input test
Former-commit-id: 8ec51637782a2c4185716f3164c837477e648975
2017-03-17 23:49:48 +09:00
Song Minjae
f080ee4848 added greek ano teleia
Former-commit-id: d2c67302b1e196949e8b6765b750ffffb38d2699
2017-03-17 19:23:40 +09:00
Song Minjae
d5d1d99c8e there was a mistake :D
Former-commit-id: 972b0f9481218f995e145e19dee3107dac912b72
2017-03-17 18:35:00 +09:00
Song Minjae
75aaa7a3ab font upd kana
Former-commit-id: c61920ca695eeafb3a9e200b5083b323b11814e6
2017-03-17 17:28:22 +09:00
Song Minjae
204945139a kana font wip
Former-commit-id: 0290410638e7ddd5981aba5d40acc2c1008b0658
2017-03-17 03:30:18 +09:00
Song Minjae
0e7ac916b7 inventory and its ui
Former-commit-id: b1a073c5636ac4516e6c9cf41bb97a844057de3f
2017-03-17 03:28:47 +09:00
Song Minjae
03bf6e95e4 TextButtonList working kinematic background
Former-commit-id: 8976d3b3d1e40731adf13430ad747351a6401b24
2017-03-15 01:06:13 +09:00
Song Minjae
18ce52e407 text labels now has background
Former-commit-id: 05f2767134b385960deb65c2e76c97432c8303ad
2017-03-14 15:08:18 +09:00
Song Minjae
1bad5550b2 magic description language update
Former-commit-id: 9637f09aa90345c2c2f4889a85d69af9f9c1e584
2017-03-13 21:41:08 +09:00
Song Minjae
f1151977d9 UI testing env and working text buttons
Former-commit-id: b8fd27c7f71f9bc8da259ae132badcbc9ce117ac
2017-03-13 21:40:50 +09:00
Song Minjae
fa701745e2 new inventory UI idea
Former-commit-id: 0032d2b023d8ab3d2393541d452673ceeafc372e
2017-03-12 04:21:58 +09:00
Song Minjae
e54097f5af an idea
Former-commit-id: 2f1562b654b3e8eb9ad5c36ff371472858a1a9ec
2017-03-10 23:31:41 +09:00
Song Minjae
0e474b02d4 minor fixes in UI with aliases
Former-commit-id: 539604058bcf7e545de920b1c7a5958e30577a34
2017-03-10 21:23:51 +09:00
Song Minjae
50c080b388 pre-assigned vital metre
Former-commit-id: 48d968d5b93ed6a4fb5a2f7fe63e2c24b7aaa476
2017-03-10 02:15:17 +09:00
Song Minjae
4987798be6 message notificator bug fixed where it would only work properly for first time
Former-commit-id: 640b113cb242ec572f17654feaa8b9be52c333c3
2017-03-10 02:14:58 +09:00
Minjae Song
aaf0eae91e Add contribution guide
Former-commit-id: 5d501e16b94c4056efb00ea96e9253aaa00a2578
2017-03-09 16:23:57 +00:00
Minjae Song
dff8d66ce8 Update README.md
Former-commit-id: fd89faba7d151412ebce782ee76fe1c1fb2b08b1
2017-03-09 16:15:58 +00:00
Song Minjae
ef8469d2d6 git gud
Former-commit-id: 86d4fba868dbe1c2841e1829f2857ff47187cc57
2017-03-05 01:31:40 +09:00
Song Minjae
9bfb958b0c ordered vital metre -- you can display two or more vitals
Former-commit-id: 27767b632a1c65060750e49c55db7e71a0e443ae
Former-commit-id: b431478a0d43193ac60011a958f6305673334755
2017-03-05 00:28:20 +09:00
Song Minjae
f06c588044 eliminated reddening on T+52300
Former-commit-id: 5106f760b5945f3b9a90f66d5de155e7a223cfab
Former-commit-id: 7dd1718d64e84e98d8e08a50cfa8ed50366bcc32
2017-03-05 00:27:50 +09:00
Song Minjae
97df2ad6e4 vital metre prototype
Former-commit-id: c3f95f7ef280eabc5516ad6885386cb89d6ee35d
Former-commit-id: ab9cd5bd8daf27d37828a5ca4a737a723d76fa1a
2017-03-04 01:52:30 +09:00
Song Minjae
50da7db1ee vital metre mockup
Former-commit-id: c49f7ba80cff854db6d79af1c9d50d77b0bae76d
Former-commit-id: bd62a24bfd4c9737e2f23b0bae1756df62a19acf
2017-03-03 18:42:47 +09:00
Song Minjae
4598c8cf80 have no idea how LFS works :/
Former-commit-id: 81595f4fd40bb497150c26b063c994e7dd267cda
Former-commit-id: 94aeebbd5f3949f014497bcd79f8e83f6dd84d5a
2017-03-03 12:18:14 +09:00
Song Minjae
b7372134b3 forgot gitattributes
Former-commit-id: 3283e9aa0f0cbb450a325f743033150b5b031c80
Former-commit-id: 0a4113e9280e66194ee627dedf6432a23cdf470b
2017-03-03 04:34:21 +09:00
Song Minjae
018008ab57 removing old test sounds
Former-commit-id: 916a2b8fb5f290451cfb604fe4b2b3b2abd5bc81
Former-commit-id: 2be333efeff82648db00057975d7c02bd7dfddda
2017-03-03 04:31:34 +09:00
Song Minjae
bb0500a5ce updating old copyright notice
Former-commit-id: 49f0ae772e48f122919220accaffd4ebf73ed3e3
Former-commit-id: b2b7ad7cf731f5c51938e84714f354bd8ffd6e6e
2017-03-03 04:15:44 +09:00
Song Minjae
7bd1ed1bcf still working on vt, still buggy :/
Former-commit-id: 9164ca8ef33917f7254c65f3947903b8a17dd654
Former-commit-id: 3ebf64f00a0b86d11a449c1d399e149f2714839c
2017-03-03 04:05:00 +09:00
Song Minjae
122305cad4 some UI suggestion
Former-commit-id: 4526bc289a05ddd0fd205c8c9986785196bdd487
Former-commit-id: ce0bf7a3ce0f083e698cddf708419341f4a73fa9
2017-03-03 03:56:07 +09:00
Song Minjae
55f7a4ed46 working io.read from STDIN
Former-commit-id: b1168a53fd5fbd09c6a5a76506402560fc4e0fd7
Former-commit-id: a0d455da14a6eb7bf0127e136949273ec5a28628
2017-03-02 22:35:13 +09:00
Song Minjae
74250150de bunch of codes:
- Test InputStream() on VirtualComputer (blocking/unblocking using simple semaphore) -- no more dirty lua impl of io.read
- Typealias Kotlin 1.1
- Primitive box drawing on VideoCard
- Removing unnecessary fonts


Former-commit-id: cece88af3a3430678e685856eec78b4a9d598b4f
Former-commit-id: 22eed3a7beb9b4cb34636cbab2ff0e94989bdb31
2017-03-02 02:11:50 +09:00
Song Minjae
5bc3999237 Update to Kotlin 1.1
Former-commit-id: bd35f4973ce672c9fa4b36a1c8655bd719df5148
Former-commit-id: 010bb8907f6afa453de6a678cf97cc6c72483dd4
2017-03-01 21:33:46 +09:00
Song Minjae
a744cdf92f vc ppu: some updates for Lua
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Former-commit-id: 306ed39d09f2b0b5461cb71d0cef96d7d5793769
2017-02-26 03:08:58 +09:00
Song Minjae
aa229dfd71 fixed lantern colour not update
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2017-02-26 03:08:21 +09:00
Song Minjae
5861161261 actor hit ceiling and now properly bounce back (again, gah!)
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2017-02-26 03:07:54 +09:00
Song Minjae
6c2a411ee2 working real-time software blur
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2017-02-25 02:50:48 +09:00
Song Minjae
fed45d9fe6 no memory leak on ImageBuffer rendering
Turns out, <ImageBuffer>.image creates new Image instance which will NEVER be reclaimed (which causes OutOfMemoryError) unless manually destroy()ed.


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2017-02-25 02:39:02 +09:00
Song Minjae
30b82acb4b graphics computer -- working sprite system
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Former-commit-id: 0dc08e778cca3300ffc6f696ba395eb8ca2b154b
2017-02-24 17:35:32 +09:00
Song Minjae
1b079524f4 yet another font update
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2017-02-20 23:27:00 +09:00
Song Minjae
6c867efd40 font upd, added ext-b
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2017-02-20 20:28:54 +09:00
Song Minjae
c78c1b132a font upd
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2017-02-20 01:43:26 +09:00
Song Minjae
96da189891 terrain tex upd
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2017-02-20 01:41:37 +09:00
Song Minjae
0a3e878482 New RNG for the game and Joise
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2017-02-20 01:41:01 +09:00
Song Minjae
d05afff5b8 resolving issue #12
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2017-02-14 23:25:18 +09:00
Song Minjae
7a8dbf3021 ActorWithSprite: correct offsetting on X axis
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2017-02-14 18:56:55 +09:00
Song Minjae
3f0ad0e563 finalising fonts
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2017-02-14 18:51:55 +09:00
Song Minjae
b1b13b6f9c unhelpful git comment about the font
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2017-02-13 14:13:40 +09:00
Song Minjae
adeb6b5c0f fixing mistakes
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2017-02-13 02:29:39 +09:00
Song Minjae
99ff219ad9 more changes on greek
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2017-02-12 16:45:03 +09:00
Song Minjae
c05c4de192 new greek and more tweaks
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2017-02-12 04:12:26 +09:00
Song Minjae
eb8fad0c30 cyrillic
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2017-02-11 23:57:42 +09:00
Song Minjae
3d20e8424a Basic Latin, Ext-A
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2017-02-11 23:22:35 +09:00
Song Minjae
71f2aa0e53 newfontsystem branch init commit
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2017-02-11 16:45:47 +09:00
Minjae Song
880d1b7692 citation needed
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2017-02-09 16:45:28 +00:00
Song Minjae
daa667f5f3 video card wip for virtual computer
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2017-02-09 22:18:27 +09:00
Song Minjae
e30a830607 data format docs
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2017-02-07 04:50:26 +09:00
Song Minjae
9e5dcb7b3f reading text from JInputField to support multilingual input
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2017-02-05 22:04:33 +09:00
Song Minjae
ee3b72949e HumanoidNPC: explicit initialiser call no longer required
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2017-02-05 03:05:18 +09:00
Song Minjae
1909a02d85 assets update
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2017-02-04 22:55:55 +09:00
Song Minjae
1f0f22a4b4 Combined ItemProp to InventoryItem and introduced Material
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2017-02-04 22:55:06 +09:00
Song Minjae
5daf424554 Actually utilising ActorAI interface to support AIs written in Kotlin as well as in Lua
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2017-02-04 22:53:36 +09:00
Song Minjae
2fd7487248 killactor command
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2017-01-31 19:07:06 +09:00
Song Minjae
8ef3c282ce bringing other memory info back
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2017-01-31 01:10:18 +09:00
Song Minjae
dff0120905 Merge branch 'newworldgen'
# Conflicts:
#	.idea/workspace.xml
#	src/net/torvald/terrarum/gameactors/Actor.kt


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2017-01-31 01:05:38 +09:00
Song Minjae
ad148a05f4 somehow fixed a phys bug where heavier objects accelerate more by gravity
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2017-01-31 01:01:51 +09:00
Song Minjae
6ccc964d05 caves and stuff
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2017-01-30 22:39:34 +09:00
Song Minjae
af688a0004 new terrain gen
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2017-01-30 03:57:03 +09:00
Song Minjae
5c644f0789 more renaming things
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2017-01-29 20:48:55 +09:00
Song Minjae
5d18d09404 more world settings
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2017-01-29 02:04:19 +09:00
Song Minjae
2203f74429 just updating things so that I can have a backup point...
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2017-01-26 16:58:06 +09:00
Song Minjae
9b8f82cb63 not going to be easy; just renaming and changing things
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2017-01-26 16:57:16 +09:00
Song Minjae
06296983b5 more update
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2017-01-26 01:30:06 +09:00
Song Minjae
1ec1b63436 adding/removing actors in game won't go wrong now (perhaps...)
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2017-01-26 01:29:17 +09:00
Song Minjae
59349f8b65 space saving by converting tga back to png on large matte images
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2017-01-25 17:54:05 +09:00
Song Minjae
a3d762843c fixed bad light calc from 92cc8ff94b [formerly d900c0733a6d1dcbd9aaed8e9f7f1671c3866624] [formerly 5611e2d89f4601e57d014c45f0479600778217f6]
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2017-01-25 17:53:06 +09:00
Song Minjae
582ff61101 removed red tinge on t=52100+
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2017-01-24 14:20:38 +09:00
Song Minjae
acc94ad718 more like real MT-32
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2017-01-24 03:36:05 +09:00
Song Minjae
c1a22a7151 actor draw issue fixed for real this time
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2017-01-24 03:35:37 +09:00
Song Minjae
f46991ffbb VT redraw on request
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2017-01-24 00:50:12 +09:00
Song Minjae
92cc8ff94b tiles with light level <= 1 will be rendered as black square, phys support for non-self-moving bodies (e.g. balls)
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2017-01-23 19:06:12 +09:00
Song Minjae
ba3e1fe8fc replaced quick and dirty fix into proper fix
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2017-01-23 19:04:42 +09:00
Song Minjae
daaba242ce README update
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2017-01-23 19:03:08 +09:00
Song Minjae
cd0f0740a8 iterative circular array for slightly better performance (test might be wrong tho)
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2017-01-22 14:20:24 +09:00
Song Minjae
2131e86e76 more efficient particles
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2017-01-22 04:13:45 +09:00
Song Minjae
56a012d843 actorwithbody splitted in favour of new particle type
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2017-01-21 16:52:16 +09:00
Song Minjae
c9d83455a9 ai won't jump if it sees tall ledge that can't jump over
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2017-01-20 01:56:29 +09:00
Song Minjae
9950b63a67 actor jump slowdown in water
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2017-01-19 13:43:38 +09:00
Song Minjae
b0b6f3ba52 fixme: fixed
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2017-01-19 04:10:31 +09:00
Song Minjae
190c596f7d correct actor walk velo/accel control even when submerged; new tileprop Viscosity
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2017-01-19 04:05:57 +09:00
Song Minjae
9efcb1684f proper impl of walk friction control (WIP submerged case)
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2017-01-19 03:25:22 +09:00
Song Minjae
50d594446c skybox
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2017-01-18 21:24:59 +09:00
Song Minjae
bc2c15daa8 new sunlight and skybox colouring collected from real world measurements (reports TBA)
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2017-01-17 23:42:25 +09:00
Song Minjae
47e3ffb6ce PNG -> TGA
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2017-01-16 18:24:19 +09:00
Song Minjae
9fdee8c5ad colorutil update, some code cleanup
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2017-01-15 20:51:42 +09:00
Song Minjae
cb1198bd30 new hair finished
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2017-01-14 16:00:43 +09:00
Song Minjae
3130e0eb63 working tapestry decoder and fixture object
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2017-01-14 16:00:07 +09:00
Song Minjae
2549a21bd2 corrected candlelight colour (using Yxy instead of Lab)
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2017-01-13 12:33:02 +09:00
Song Minjae
36cbb0512e Parallel: wait for all ths to die
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2017-01-12 21:05:23 +09:00
Song Minjae
4be06fa510 StateBlurTest from blur test (gah)
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2017-01-12 21:04:29 +09:00
Song Minjae
8622281021 new hair (wip?)
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2017-01-12 21:03:44 +09:00
Song Minjae
e7e6cfedd7 test image from blur test
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2017-01-12 21:03:31 +09:00
Song Minjae
8e586c6289 now torch colour from colourimeter mesurement
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2017-01-12 21:02:59 +09:00
Song Minjae
301ab8f52e blur test
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2017-01-12 21:01:58 +09:00
Song Minjae
945d3c2170 sample code for software rendering
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2017-01-12 02:27:06 +09:00
Song Minjae
df34d81082 added endianness
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2017-01-10 00:02:19 +09:00
Song Minjae
f64d1efd04 data formats doc update
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2017-01-09 23:48:57 +09:00
Song Minjae
529fd56df8 updated pal on TextTerminal to match the game's 16 pal
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2017-01-09 23:28:21 +09:00
Song Minjae
4aef108e98 fixed discrepancy between 64- and 16-colour palettes
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2017-01-09 23:25:57 +09:00
Song Minjae
aca08ea96b sprites!
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2017-01-09 23:22:31 +09:00
Song Minjae
00d1e185ac README update
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2017-01-09 23:21:58 +09:00
Song Minjae
a0569f79d7 wall now uses terrain tileset
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2017-01-09 22:56:15 +09:00
Song Minjae
073031983b less saturated red sands
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2017-01-09 19:46:42 +09:00
Song Minjae
b63c44ab71 AI auto jump test
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2017-01-07 00:37:46 +09:00
Song Minjae
1208b97f46 "heavier" jump control, closing issue #10
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2017-01-06 03:59:09 +09:00
Song Minjae
fba6f1662c 16/64 tapestry palettes, sample tapestry image (theworld)
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2017-01-06 00:02:49 +09:00
Song Minjae
1c8baa7a46 lang update
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2017-01-06 00:00:41 +09:00
Song Minjae
fb2f96e424 issue #9
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Former-commit-id: 01e47cdbe82ab0832695f6d6b0cbd6cf5ddf1458
2017-01-04 23:04:27 +09:00
Song Minjae
1d160e54aa sprite updates
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2017-01-04 22:46:51 +09:00
Song Minjae
e83ff16ebf fuck
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2017-01-02 14:32:23 +09:00
Song Minjae
714169817b circular (octagon actually) propagation of light
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2017-01-02 14:08:24 +09:00
Song Minjae
b3fd949988 ThreadPool renamed to PhreadParallel, tweaks on font
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2017-01-01 15:06:19 +09:00
Song Minjae
e3f0970a03 Copyright update 2017
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2017-01-01 00:04:43 +09:00
Song Minjae
059abff814 added sources for Slick
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2016-12-30 23:29:12 +09:00
Song Minjae
d24b31e15d getActorByID now searches for inactive actors
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2016-12-30 23:28:44 +09:00
Song Minjae
720a5c8440 mouse buttons now configurable
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2016-12-30 23:28:06 +09:00
Song Minjae
4837962ff5 issue #7 implemented
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2016-12-30 18:07:36 +09:00
Song Minjae
f367b35892 separated Camera from TileDrawer (was MapCamera)
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2016-12-30 02:47:15 +09:00
Song Minjae
ef59134a3e improved ActorValueTracker: can now change actor currently tracking
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2016-12-30 02:22:58 +09:00
Song Minjae
061c15d241 skybox will now scaled properly according to screen zoom
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2016-12-30 02:22:10 +09:00
Song Minjae
cb6e18c1c5 64 colour palette test
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2016-12-29 21:35:46 +09:00
Song Minjae
919e02f914 better character shading
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2016-12-29 21:35:28 +09:00
Song Minjae
59bf364890 more AI, divided ACCELBUFF and ACCELMULT_MOVEMENT
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2016-12-29 21:10:42 +09:00
Song Minjae
4c3203a863 new debugging tool ActorsList
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2016-12-29 21:09:44 +09:00
Song Minjae
eb43b016fe highest ID of dynamicItem reduced to 1048575
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2016-12-29 20:45:42 +09:00
Song Minjae
187dcdd0c1 new debugging tool ActorValueTracker
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2016-12-29 20:31:05 +09:00
Song Minjae
13a4bcaaf6 Issue #6 resolved
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Former-commit-id: caa5582abb797485e90b8c3e47a6307b177ff456
2016-12-28 18:17:48 +09:00
Song Minjae
13faeb2947 ActorAI's walk speed can be adjusted now
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2016-12-28 00:17:52 +09:00
Song Minjae
d461eedd3e buffed Teleport command
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2016-12-27 22:43:30 +09:00
Song Minjae
10e17c0853 random roam around AI
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2016-12-27 22:43:15 +09:00
Song Minjae
1a89bb1b96 Joise updated to 1.0.2
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2016-12-27 22:08:33 +09:00
Song Minjae
9fc2d1db08 AI script is now persistent (you can keep variables)
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2016-12-27 21:56:34 +09:00
Song Minjae
c77a89d0db "mult" renamed to "buff" to prevent confusion with pre-calculated "mult" (character variants)
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2016-12-27 21:56:03 +09:00
Song Minjae
bb63816201 actor AI from Lua script
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2016-12-26 23:55:54 +09:00
Song Minjae
1e1692a697 remove hard-drawn shadow from images, they're now drawn by the software
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Former-commit-id: f2b1571609c36cf4e177488ed2978df671ffa80a
2016-12-26 12:50:10 +09:00
Song Minjae
46e063e6ff cp949 -> cp437 (wrong name)
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2016-12-26 12:36:02 +09:00
Song Minjae
6b83e25c0b javadoc for LWJGL
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Former-commit-id: a9835ae3c2b484bcb5b1ee6fa57504c406c61490
2016-12-26 12:00:28 +09:00
Song Minjae
b99355e492 new blending function for SpriteGlow, which now uses no alpha channel; reduced the number of framebuffer used to draw a world from 2 to 1.
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2016-12-25 16:33:56 +09:00
Song Minjae
944c71d691 visible actors are defaulted to Visible, SpriteAnimations now has "parent" actors and uses its Visible property
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2016-12-23 20:49:29 +09:00
Song Minjae
106afb4f49 multithreading now should divide jobs evenly without any job missing out
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2016-12-23 00:38:21 +09:00
Song Minjae
272c1a6ae9 resolving issue #5
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2016-12-22 22:20:49 +09:00
Song Minjae
110b6f9a82 texture update
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2016-12-22 13:21:03 +09:00
Song Minjae
2f4d29d7c4 noise texture generator: multithreded
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2016-12-22 13:19:40 +09:00
Song Minjae
8a655592d3 messing around w/ GL blend equations, think got something working...
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2016-12-22 03:05:13 +09:00
Song Minjae
19e71fa20c updating TODO tags
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2016-12-22 02:20:23 +09:00
Song Minjae
c068b0c5b1 new dirt tex
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2016-12-22 02:19:57 +09:00
Song Minjae
a6bb32870d noise pattern generator (loops x and y)
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2016-12-22 02:02:13 +09:00
Song Minjae
d5f66a696c cavegen now loops (fine-tune required)
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2016-12-21 01:06:05 +09:00
Song Minjae
d3dd879dd5 seamlessly looped terrain generation WIP (resolving issue #4)
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2016-12-20 21:01:22 +09:00
Song Minjae
7c84566623 modified light penetration to penetrate less
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2016-12-20 14:37:29 +09:00
Song Minjae
efbde62ac5 fixed bug in commandinterpreter where space(s) behind semicolon, without secondary command (e.g. "nc; ") caused crash
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2016-12-20 14:35:49 +09:00
Song Minjae
aaa66ccd41 more sprite glow (test)
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2016-12-19 00:56:59 +09:00
Song Minjae
08776a4710 colourmaps for virtualcomputers, adding 64-col
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2016-12-19 00:15:54 +09:00
Song Minjae
62ca7403c0 minor edits
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2016-12-18 23:21:51 +09:00
Song Minjae
3ed7c0e496 working platform rendering
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2016-12-18 16:18:41 +09:00
Song Minjae
154d55bbb4 working zoom out
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2016-12-18 03:09:20 +09:00
Song Minjae
dcb797114c working ZOOM IN (zoom out still broken)
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2016-12-18 02:41:23 +09:00
Song Minjae
011dd5a2d8 fixed roundworld anormaly, camera zoom still broken
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2016-12-18 01:39:03 +09:00
Song Minjae
cf4f8ca07e code cleanup, shortening things
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2016-12-17 14:16:42 +09:00
Song Minjae
a3f226444f cleaning up code, adaptive CCD displacement tick
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2016-12-17 11:38:43 +09:00
Song Minjae
3ab4c167c8 no more gradle
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2016-12-17 00:59:54 +09:00
Song Minjae
ccf7da81fe forEach codes for occupying and feet tiles
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2016-12-17 00:31:19 +09:00
Song Minjae
95809d0953 tilewiseHitbox takes nextHitbox
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2016-12-17 00:30:47 +09:00
Song Minjae
ebae267400 tiles won't place to the position where occupied by actors
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2016-12-16 23:57:46 +09:00
Song Minjae
cb1390d72f added sugar to the Hitbox: Can use both (x1, y1, x2, y2) and (x1, y1, w, h)
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2016-12-16 23:57:08 +09:00
Song Minjae
a407cef024 UML updates and an error correction
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2016-12-16 23:11:40 +09:00
Song Minjae
70e494e91d get operator on Tile/ItemPropCodex
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2016-12-16 23:07:14 +09:00
Song Minjae
2089ce4ee2 Inventory now stores objects instead of item IDs
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2016-12-16 23:02:21 +09:00
Song Minjae
b41ce50a0f InventoryItem is now abstract class
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2016-12-16 23:01:17 +09:00
Song Minjae
51cf86f2e7 equip item by body parts
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2016-12-16 18:56:13 +09:00
Song Minjae
a3a3ab98ed working proof-of-concept inventory system
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2016-12-14 15:41:20 +09:00
Song Minjae
947ae0a14e Echo().execute(message) is now just Echo(message)
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2016-12-14 12:40:53 +09:00
Song Minjae
4bafccdaa0 still WIP inventory impl, held item impl
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2016-12-14 00:28:42 +09:00
Song Minjae
6571bf5038 Object-ified console commands (singleton!)
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2016-12-14 00:28:09 +09:00
Song Minjae
58ca0d006a WIP inventory implementation
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2016-12-12 23:29:13 +09:00
Song Minjae
01f3d10379 youcankillmenow;)
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2016-12-12 20:35:00 +09:00
1151 changed files with 42854 additions and 12507 deletions

2
.gitattributes vendored
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@@ -3,3 +3,5 @@
*.tga filter=lfs diff=lfs merge=lfs -text *.tga filter=lfs diff=lfs merge=lfs -text
*.gz filter=lfs diff=lfs merge=lfs -text *.gz filter=lfs diff=lfs merge=lfs -text
*.opus 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

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.gitignore vendored
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# Build-related
out/* out/*
bin/* bin/*
build/*
.gradle/*
# Java native errors
hs_err_pid* hs_err_pid*
# OS files
Thumbs.db Thumbs.db
.DS_Store .DS_Store
# Resources that should not be tracked
assets/mods/basegame/demoworld
#assets/mods/basegame/demoworld.gz
external_resource_packs.zip
# IntelliJ
workspace.xml
*/workspace.xml
# Temporary files
.tmp*
tmp_*
~$* ~$*
# Eclipse MAT heap files
*.hprof
*.bin
*.index
*.threads
*_Leak_Suspects.zip
desktop.ini

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.idea/artifacts/ModuleBasegame.xml generated Normal file
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<component name="ArtifactManager">
<artifact type="jar" name="ModuleBasegame">
<output-path>$PROJECT_DIR$/out/artifacts/ModuleBasegame</output-path>
<root id="archive" name="ModuleBasegame.jar">
<element id="module-output" name="ingamemodule_basegame" />
<element id="library" level="project" name="lib" />
</root>
</artifact>
</component>

11
.idea/artifacts/TerrarumBuild.xml generated Normal file
View File

@@ -0,0 +1,11 @@
<component name="ArtifactManager">
<artifact type="jar" name="TerrarumBuild">
<output-path>$PROJECT_DIR$/</output-path>
<root id="archive" name="TerrarumBuild.jar">
<element id="directory" name="META-INF">
<element id="file-copy" path="$PROJECT_DIR$/src/META-INF/MANIFEST.MF" />
</element>
<element id="module-output" name="Terrarum_renewed" />
</root>
</artifact>
</component>

View File

@@ -6,9 +6,6 @@
<JetCodeStyleSettings> <JetCodeStyleSettings>
<option name="ALIGN_IN_COLUMNS_CASE_BRANCH" value="true" /> <option name="ALIGN_IN_COLUMNS_CASE_BRANCH" value="true" />
</JetCodeStyleSettings> </JetCodeStyleSettings>
<MarkdownNavigatorCodeStyleSettings>
<option name="RIGHT_MARGIN" value="72" />
</MarkdownNavigatorCodeStyleSettings>
<XML> <XML>
<option name="XML_LEGACY_SETTINGS_IMPORTED" value="true" /> <option name="XML_LEGACY_SETTINGS_IMPORTED" value="true" />
</XML> </XML>
@@ -33,6 +30,8 @@
<option name="WRAP_ON_TYPING" value="0" /> <option name="WRAP_ON_TYPING" value="0" />
</codeStyleSettings> </codeStyleSettings>
<codeStyleSettings language="kotlin"> <codeStyleSettings language="kotlin">
<option name="KEEP_BLANK_LINES_IN_DECLARATIONS" value="5" />
<option name="KEEP_BLANK_LINES_IN_CODE" value="5" />
<option name="ELSE_ON_NEW_LINE" value="true" /> <option name="ELSE_ON_NEW_LINE" value="true" />
<option name="CATCH_ON_NEW_LINE" value="true" /> <option name="CATCH_ON_NEW_LINE" value="true" />
<option name="FINALLY_ON_NEW_LINE" value="true" /> <option name="FINALLY_ON_NEW_LINE" value="true" />

41
.idea/codeStyles/Project.xml generated Normal file
View File

@@ -0,0 +1,41 @@
<component name="ProjectCodeStyleConfiguration">
<code_scheme name="Project" version="173">
<JetCodeStyleSettings>
<option name="ALIGN_IN_COLUMNS_CASE_BRANCH" value="true" />
</JetCodeStyleSettings>
<MarkdownNavigatorCodeStyleSettings>
<option name="RIGHT_MARGIN" value="72" />
</MarkdownNavigatorCodeStyleSettings>
<XML>
<option name="XML_LEGACY_SETTINGS_IMPORTED" value="true" />
</XML>
<codeStyleSettings language="JAVA">
<option name="KEEP_FIRST_COLUMN_COMMENT" value="false" />
<option name="ELSE_ON_NEW_LINE" value="true" />
<option name="CATCH_ON_NEW_LINE" value="true" />
<option name="FINALLY_ON_NEW_LINE" value="true" />
<option name="ALIGN_MULTILINE_CHAINED_METHODS" value="true" />
<option name="ALIGN_MULTILINE_PARAMETERS" value="false" />
<option name="ALIGN_MULTILINE_TERNARY_OPERATION" value="true" />
<option name="CALL_PARAMETERS_WRAP" value="1" />
<option name="CALL_PARAMETERS_RPAREN_ON_NEXT_LINE" value="true" />
<option name="METHOD_PARAMETERS_WRAP" value="1" />
<option name="THROWS_LIST_WRAP" value="1" />
<option name="TERNARY_OPERATION_WRAP" value="5" />
<option name="TERNARY_OPERATION_SIGNS_ON_NEXT_LINE" value="true" />
<option name="KEEP_SIMPLE_CLASSES_IN_ONE_LINE" value="true" />
<option name="FOR_STATEMENT_WRAP" value="5" />
<option name="ARRAY_INITIALIZER_WRAP" value="5" />
<option name="ARRAY_INITIALIZER_RBRACE_ON_NEXT_LINE" value="true" />
<option name="WRAP_ON_TYPING" value="0" />
</codeStyleSettings>
<codeStyleSettings language="kotlin">
<option name="KEEP_BLANK_LINES_IN_DECLARATIONS" value="5" />
<option name="KEEP_BLANK_LINES_IN_CODE" value="5" />
<option name="ELSE_ON_NEW_LINE" value="true" />
<option name="CATCH_ON_NEW_LINE" value="true" />
<option name="FINALLY_ON_NEW_LINE" value="true" />
<option name="ALIGN_MULTILINE_BINARY_OPERATION" value="true" />
</codeStyleSettings>
</code_scheme>
</component>

5
.idea/codeStyles/codeStyleConfig.xml generated Normal file
View File

@@ -0,0 +1,5 @@
<component name="ProjectCodeStyleConfiguration">
<state>
<option name="USE_PER_PROJECT_SETTINGS" value="true" />
</state>
</component>

24
.idea/compiler.xml generated
View File

@@ -1,23 +1,15 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<project version="4"> <project version="4">
<component name="CompilerConfiguration"> <component name="CompilerConfiguration">
<resourceExtensions />
<wildcardResourcePatterns>
<entry name="!?*.java" />
<entry name="!?*.form" />
<entry name="!?*.class" />
<entry name="!?*.groovy" />
<entry name="!?*.scala" />
<entry name="!?*.flex" />
<entry name="!?*.kt" />
<entry name="!?*.clj" />
<entry name="!?*.aj" />
</wildcardResourcePatterns>
<annotationProcessing> <annotationProcessing>
<profile default="true" name="Default" enabled="true"> <profile default="true" name="Default" enabled="true" />
<processorPath useClasspath="true" />
</profile>
</annotationProcessing> </annotationProcessing>
<bytecodeTargetLevel target="1.8" /> <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" />
</component> </component>
</project> </project>

View File

@@ -1,6 +0,0 @@
<component name="InspectionProjectProfileManager">
<settings>
<option name="PROJECT_PROFILE" />
<version value="1.0" />
</settings>
</component>

7
.idea/kotlinc.xml generated
View File

@@ -1,14 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<project version="4"> <project version="4">
<component name="Kotlin2JsCompilerArguments"> <component name="Kotlin2JsCompilerArguments">
<option name="moduleKind" value="plain" /> <option name="sourceMapEmbedSources" />
</component> </component>
<component name="Kotlin2JvmCompilerArguments"> <component name="Kotlin2JvmCompilerArguments">
<option name="jvmTarget" value="1.8" /> <option name="jvmTarget" value="1.8" />
</component> </component>
<component name="KotlinCommonCompilerArguments">
<option name="languageVersion" value="1.1" />
<option name="apiVersion" value="1.1" />
<option name="coroutinesWarn" value="true" />
</component>
</project> </project>

View File

@@ -1,12 +1,15 @@
<component name="libraryTable"> <component name="libraryTable">
<library name="KotlinJavaRuntime"> <library name="KotlinJavaRuntime">
<CLASSES> <CLASSES>
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-runtime.jar!/" /> <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-reflect.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test.jar!/" />
</CLASSES> </CLASSES>
<JAVADOC /> <JAVADOC />
<SOURCES> <SOURCES>
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-runtime-sources.jar!/" /> <root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-stdlib-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-reflect-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test-sources.jar!/" />
</SOURCES> </SOURCES>
</library> </library>
</component> </component>

View File

@@ -4,9 +4,10 @@
<root url="file://$PROJECT_DIR$/lib" /> <root url="file://$PROJECT_DIR$/lib" />
</CLASSES> </CLASSES>
<JAVADOC> <JAVADOC>
<root url="http://slick.ninjacave.com/javadoc/" />
<root url="file://$PROJECT_DIR$/lib/javadoc" /> <root url="file://$PROJECT_DIR$/lib/javadoc" />
<root url="http://libgdx.badlogicgames.com/nightlies/docs/api/" /> <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> </JAVADOC>
<NATIVE> <NATIVE>
<root url="file://$PROJECT_DIR$/lib" /> <root url="file://$PROJECT_DIR$/lib" />

View File

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

2
.idea/misc.xml generated
View File

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

3
.idea/modules.xml generated
View File

@@ -2,7 +2,8 @@
<project version="4"> <project version="4">
<component name="ProjectModuleManager"> <component name="ProjectModuleManager">
<modules> <modules>
<module fileurl="file://$PROJECT_DIR$/Terrarum_renewed.iml" filepath="$PROJECT_DIR$/Terrarum_renewed.iml" /> <module fileurl="file://$PROJECT_DIR$/ingamemodule_basegame/ingamemodule_basegame.iml" filepath="$PROJECT_DIR$/ingamemodule_basegame/ingamemodule_basegame.iml" />
<module fileurl="file://$PROJECT_DIR$//terrarum.iml" filepath="$PROJECT_DIR$//terrarum.iml" group="terrarum" />
</modules> </modules>
</component> </component>
</project> </project>

12
.idea/modules/terrarum.iml generated Normal file
View File

@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<module external.linked.project.id="terrarum" external.linked.project.path="$MODULE_DIR$/../.." external.root.project.path="$MODULE_DIR$/../.." external.system.id="GRADLE" external.system.module.group="" external.system.module.version="unspecified" type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$/../..">
<excludeFolder url="file://$MODULE_DIR$/../../.gradle" />
<excludeFolder url="file://$MODULE_DIR$/../../build" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

219
.idea/modules/terrarum_main.iml generated Normal file
View File

@@ -0,0 +1,219 @@
<?xml version="1.0" encoding="UTF-8"?>
<module external.linked.project.id="terrarum:main" external.linked.project.path="$MODULE_DIR$/../.." external.root.project.path="$MODULE_DIR$/../.." external.system.id="GRADLE" external.system.module.group="" external.system.module.type="sourceSet" external.system.module.version="unspecified" type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" LANGUAGE_LEVEL="JDK_11">
<output url="file://$MODULE_DIR$/../../out/production/classes" />
<exclude-output />
<content url="file://$MODULE_DIR$/../../src">
<sourceFolder url="file://$MODULE_DIR$/../../src" isTestSource="false" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/AppleJavaExtensions-1.4.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library name="Gradle: org.jetbrains.kotlin:kotlin-stdlib:">
<CLASSES>
<root url="jar://$MODULE_DIR$/../../Could not find org.jetbrains.kotlin:kotlin-stdlib:.&#13;&#10;Searched in the following locations: file:/C:/Users/minjaesong/Documents/terrarum/lib/kotlin-stdlib.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/Terrarum_Joise.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/TerrarumSansBitmap.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/opus-wrapper-1.4.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/luaj-jse-3.0.1.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jorbis-0.0.17.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jopus.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jogg-0.0.7.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jnlp.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1-src.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1-docs.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gson-2.5.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/GetCpuName.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-natives.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl3.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl-natives.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/Concentus-1.0-SNAPSHOT.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/commons-csv-1.2.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/commons-codec-1.10.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
</component>
</module>

209
.idea/modules/terrarum_test.iml generated Normal file
View File

@@ -0,0 +1,209 @@
<?xml version="1.0" encoding="UTF-8"?>
<module external.linked.project.id="terrarum:test" external.linked.project.path="$MODULE_DIR$/../.." external.root.project.path="$MODULE_DIR$/../.." external.system.id="GRADLE" external.system.module.group="" external.system.module.type="sourceSet" external.system.module.version="unspecified" type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" LANGUAGE_LEVEL="JDK_11">
<output-test url="file://$MODULE_DIR$/../../out/test/classes" />
<exclude-output />
<content url="file://$MODULE_DIR$/../../src/test" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/Terrarum_Joise.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/TerrarumSansBitmap.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/opus-wrapper-1.4.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/luaj-jse-3.0.1.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jorbis-0.0.17.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jopus.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jogg-0.0.7.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jnlp.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1-src.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1-docs.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gson-2.5.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/GetCpuName.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-natives.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl3.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl-natives.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/Concentus-1.0-SNAPSHOT.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/commons-csv-1.2.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/commons-codec-1.10.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/AppleJavaExtensions-1.4.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
</component>
<component name="TestModuleProperties" production-module="terrarum_main" />
</module>

View File

@@ -1,6 +1,6 @@
*Terrarum* by Minjaesong (Torvald) *Terrarum*
Copyright (C) 2013-2017 Minjaesong (Torvald) Copyright (C) 2013-2019 Minjaesong (Torvald)
This program is free software: you can redistribute it and/or modify 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 it under the terms of the GNU General Public License as published by
@@ -17,20 +17,37 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
---- ----
*Terrarum Sans Bitmap*
Copyright (c) 2017-2019 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
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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.
----
*Simplex Noise Generator*, version 2012-03-09 by Stefan Gustavson *Simplex Noise Generator*, version 2012-03-09 by Stefan Gustavson
Released as public domain Released as public domain
---- ----
*Joise* modular noise library *Joise*
Copyright (C) 2013 Jason Taylor.
Released as open-source under the Apache License, Version 2.0.
============================================================================
| Joise
============================================================================
Copyright (C) 2013 Jason Taylor Copyright (C) 2013 Jason Taylor
@@ -46,12 +63,10 @@ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and See the License for the specific language governing permissions and
limitations under the License. limitations under the License.
============================================================================ *Accidental Noise Library*
| Accidental Noise Library
| -------------------------------------------------------------------------- Joise is a derivative work based on Josua Tippetts' C++ 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 Copyright (C) 2011 Joshua Tippetts
@@ -73,36 +88,36 @@ Copyright (C) 2011 Joshua Tippetts
---- ----
*Vector2* from Dyn4j *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. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted Redistribution and use in source and binary forms, with or without modification, are permitted
provided that the following conditions are met: provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this list of conditions * Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer. and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions * 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 and the following disclaimer in the documentation and/or other materials provided with the
distribution. distribution.
* Neither the name of dyn4j nor the names of its contributors may be used to endorse or * Neither the name of dyn4j nor the names of its contributors may be used to endorse or
promote products derived from this software without specific prior written permission. promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 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 COPYRIGHT OWNER OR FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 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, 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 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 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. OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Kotlin translated and modified code Copyright (C) 2016 Minjaesong (Torvald) Kotlin translated and modified code Copyright (C) 2016 Minjaesong (Torvald)
---- ----
Amazing ambient sound recordings: Ambient sound recordings:
ambient_forest_01.ogg ambient_forest_01.ogg
ambient_meadow_01.ogg ambient_meadow_01.ogg
@@ -111,7 +126,7 @@ Amazing ambient sound recordings:
crickets_01.ogg crickets_01.ogg
crickets_02.ogg crickets_02.ogg
Copyright (C) 2012, 2013, 2015, 2016 Klankbeeld Copyright (C) 2012, 2013, 2015, 2016, 2017 Klankbeeld
Sound from http://www.freesound.org/people/klankbeeld/ Sound from http://www.freesound.org/people/klankbeeld/
---- ----
@@ -120,22 +135,45 @@ LuaJ
Copyright (c) 2007 LuaJ. All rights reserved. Copyright (c) 2007 LuaJ. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions: furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software. all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 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 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE. THE SOFTWARE.
---- ----
Some of the resources were created by _raxod502_.
Copyright (c) 2016 Radon Rosborough
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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.

674
GPL3 Normal file
View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
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12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
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section 13, concerning interaction through a network will apply to the
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14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
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Each version is given a distinguishing version number. If the
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If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
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to choose that version for the Program.
Later license versions may give you additional or different
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
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Program, unless a warranty or assumption of liability accompanies a
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How to Apply These Terms to Your New Programs
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possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

View File

@@ -3,10 +3,10 @@
|0..4095|Tiles (4096 possible)| |0..4095|Tiles (4096 possible)|
|4096..8191|Walls (4096 possible)| |4096..8191|Walls (4096 possible)|
|8192..8447|Wires (256 possible)| |8192..8447|Wires (256 possible)|
|8448..32767|Items (static) (24320 possible)| |8448..0x0F_FFFF|Items (static) (1M possible)|
|32768..0x0FFF_FFFF|Items (dynamic\*) (268M possible)| |0x10_0000..0x0FFF_FFFF|Items (dynamic\*) (267M possible)|
|0x1000_0000..0x7FFF_FFFF|Actors| |0x1000_0000..0x7FFF_FFFF|Actors (1879M possible)|
|-2147483648..-1 (all negative numbers)|Faction| |-2147483648..-1 (all negative numbers)|Faction (2147M possible)|
* dynamic items have own properties that will persist through savegame. * dynamic items have own properties that will persist through savegame.
@@ -14,7 +14,8 @@ Actors range in-depth
|Range|Description| |Range|Description|
|-----|-----------| |-----|-----------|
|0x1000_0000..0x1FFF_FFFF|Rendered behind (e.g. tapestries) |0x1000_0000..0x1FFF_FFFF|Rendered behind (e.g. tapestries)|
|0x2000_0000..0x5FFF_FFFF|Regular actors (e.g. almost all of them) |0x2000_0000..0x4FFF_FFFF|Regular actors (e.g. almost all of them)|
|0x6000_0000..0x6FFF_FFFF|Special (e.g. weapon swung, bullets, dropped item, particles) |0x5000_0000..0x5FFF_FFFF|Special (e.g. weapon swung, bullets, dropped item, particles)|
|0x7000_0000..0x7FFF_FFFF|Rendered front (e.g. fake tile) |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|

View File

@@ -18,6 +18,11 @@ Contain everything on [TEVD](github.com/minjaesong/TerranVirtualDisk)
|Byte[4] |crc3 |CRC-32 of worldinfo3 entry | |Byte[4] |crc3 |CRC-32 of worldinfo3 entry |
|Byte[4] |crc4 |CRC-32 of worldinfo4 entry | |Byte[4] |crc4 |CRC-32 of worldinfo4 entry |
|Byte[32] |hash4321 |SHA-256 of crc4..crc3..crc2..crc1| |Byte[32] |hash4321 |SHA-256 of crc4..crc3..crc2..crc1|
|Int |refid |Reference ID of the player |
|Long |time_t |Current world's time_t |
|Byte[6] |t_create |Creation time of the savefile in time_t|
|Byte[6] |t_lastacc |Last play time in time_t |
|Int |t_wasted |Total playtime in time_t |
Endianness: Big Endianness: Big
@@ -34,12 +39,14 @@ Contain everything on [TEVD](github.com/minjaesong/TerranVirtualDisk)
worldinfo2 -- tileprop worldinfo2 -- tileprop
worldinfo3 -- itemprop worldinfo3 -- itemprop
worldinfo4 -- materialprop worldinfo4 -- materialprop
worldinfo5 -- modules loadorder
* Human-readable * Human-readable
- Tiles_list.txt -- list of tiles in csv - Tiles_list.txt -- list of tiles in csv
- Items_list.txt -- list of items in csv - Items_list.txt -- list of items in csv
- Materials_list.txt -- list of materials in csv - Materials_list.txt -- list of materials in csv
- load_order.txt -- module load order
@@ -63,3 +70,5 @@ Directory:
--- (UUID) virtual disk --- (UUID) virtual disk
+--- tapestries +--- tapestries
--- (random Int) tapestry --- (random Int) tapestry
Alongside with save1.tevd (extension should not exist in real game), keep save1.backup.tevd as a last-working save.

View File

@@ -1,19 +1,25 @@
## Minimum requirements ## ## Minimum requirements ##
* Any CPU with 1.8 GHz in speed * Processor with 2.4 GHz speed
* GPU that supports OpenGL 2.0, is capable of 4K texture (8K for Chinese/Japanese language) * GPU that can support OpenGL 2.1, is capable of 4K texture
* 2 GB of RAM * 6 GB of RAM
* 2 GB of free disk space * 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, Up-to-date graphics driver
## Recommended requirements ## ## Recommended requirements ##
* Intel i5 with 2.4+ GHz in speed (or any CPU with 4 or more threads, 2.4+ GHz in speed) * Processor with 3.0 GHz speed, 4 threads available
* GPU that supports OpenGL 2.0, is capable of 8K texture * GPU that can support OpenGL 2.1, is capable of 4K texture
* 4 GB of RAM * 8 GB of RAM
* 5 GB of free disk space * 8 GB of free disk space
* Windows Vista/Mac OS X Lion or higher
* PC: Java 8, Up-to-date graphics driver
## Tested environment ## ## Tested environment ##
(to devs: please extend this list with your test results!) (to devs: please extend this list with your test results!)
* MacBookPro9,2 (MacBook Pro 13 inch mid-2012) * MacBookPro9,2 (MacBook Pro 13 inch mid-2012)
* Intel 6700K, nVidia GTX970, Windows 10

BIN
TerrarumBuild.jar Normal file

Binary file not shown.

View File

@@ -4,7 +4,6 @@
<exclude-output /> <exclude-output />
<content url="file://$MODULE_DIR$"> <content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" /> <sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/assets" type="java-resource" />
<excludeFolder url="file://$MODULE_DIR$/.gradle" /> <excludeFolder url="file://$MODULE_DIR$/.gradle" />
<excludeFolder url="file://$MODULE_DIR$/build" /> <excludeFolder url="file://$MODULE_DIR$/build" />
<excludeFolder url="file://$MODULE_DIR$/core" /> <excludeFolder url="file://$MODULE_DIR$/core" />
@@ -20,10 +19,16 @@
<CLASSES> <CLASSES>
<root url="jar://$MODULE_DIR$/lib/kotlin-runtime.jar!/" /> <root url="jar://$MODULE_DIR$/lib/kotlin-runtime.jar!/" />
<root url="jar://$MODULE_DIR$/lib/kotlin-reflect.jar!/" /> <root url="jar://$MODULE_DIR$/lib/kotlin-reflect.jar!/" />
<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!/" />
</CLASSES> </CLASSES>
<JAVADOC /> <JAVADOC />
<SOURCES> <SOURCES>
<root url="jar://$MODULE_DIR$/lib/kotlin-runtime-sources.jar!/" /> <root url="jar://$MODULE_DIR$/lib/kotlin-runtime-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-stdlib-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-reflect-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test-sources.jar!/" />
</SOURCES> </SOURCES>
</library> </library>
</orderEntry> </orderEntry>

BIN
assets/32opus_poke.ogg LFS Normal file

Binary file not shown.

View File

@@ -1,37 +1,14 @@
varying vec2 texcoord; varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D renderTexture; uniform sampler2D u_texture;
uniform mat4 Bayer;
uniform int pixelSize;
void main(void) { void main(void) {
// create texture coordinates based on pixelSize // vec4 color = texture2D(u_texture, v_texCoords).rgba;
// vec2 discrete = (gl_FragCoord.xy + 0.001) / texcoord / pixelSize; //
vec2 pixelSizeVec = vec2(float(pixelSize), float(pixelSize)); color.r = floor(15.0 * color.r + 0.5) / 15.0;
color.g = floor(15.0 * color.g + 0.5) / 15.0;
color.b = floor(15.0 * color.b + 0.5) / 15.0;
// a: passthrough
vec2 discrete = (gl_FragCoord.xy + 0.001) / texcoord / pixelSizeVec; gl_FragColor = color;
discrete = floor(discrete * texcoord) / discrete;
vec3 color = texture2D(renderTexture, discrete).rgb;
// increase contrast (Bayer matrix operation reduces it) //
float contrast = 1.65;
color = mix(vec3(0.5), color, contrast);
// add Bayer matrix entry to current pixel //
// vec2 entry = mod(gl_FragCoord.xy / pixelSizeVec, vec2(4, 4));
// color.r = color.r + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
// color.g = color.g + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
// color.b = color.b + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
// find nearest 8-bit color //
color.r = floor(8.0 * color.r + 0.5) / 8.0;
color.g = floor(8.0 * color.g + 0.5) / 8.0;
color.b = floor(4.0 * color.b + 0.5) / 4.0;
gl_FragColor = vec4(color, 1.0);
} }

View File

@@ -1,7 +1,14 @@
varying vec2 texcoord; attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
void main(void) { // fairly usual fullscreen quad setup // uniform mat4 u_projTrans;
vec2 corners = sign(gl_Vertex.xy);
texcoord = 0.5 * corners + vec2(0.5); varying vec4 v_color;
gl_Position = vec4(corners, 0.0, 1.0); varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
} }

86
assets/4096_bayer.frag Normal file
View File

@@ -0,0 +1,86 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 64.0;
uniform float gcount = 64.0;
uniform float bcount = 64.0;
uniform float acount = 1.0;
/*int bayer[7 * 7] = int[](
32,42,10,27,37,5,15,
1,18,28,45,13,23,40,
26,36,4,14,31,48,9,
44,12,22,39,0,17,34,
20,30,47,8,25,35,3,
38,6,16,33,43,11,21,
7,24,41,2,19,29,46
); // I kind of accidentally create it...
float bayerSize = 7.0;*/
/*int bayer[9 * 9] = int[](
50,71,2,23,44,56,77,17,29,
72,12,33,45,66,6,18,39,60,
22,43,55,76,16,28,49,70,1,
53,65,5,26,38,59,80,11,32,
75,15,27,48,69,0,21,42,54,
25,37,58,79,10,31,52,64,4,
47,68,8,20,41,62,74,14,35,
78,9,30,51,63,3,24,36,57,
19,40,61,73,13,34,46,67,7
); // I kind of accidentally create it...
float bayerSize = 9.0;*/
//int bayer[25 * 25] = int[](165,530,106,302,540,219,477,100,231,417,314,223,424,37,207,434,326,22,448,338,111,454,523,278,579,334,19,410,495,57,352,158,318,598,109,509,157,524,282,606,83,225,539,163,234,607,313,206,71,470,251,608,216,135,275,609,415,29,451,204,397,21,373,107,462,348,482,120,362,508,33,147,572,388,142,447,77,345,565,439,104,215,546,279,69,567,311,585,258,177,17,266,601,55,428,270,461,331,26,560,164,271,486,186,16,336,457,150,342,471,245,161,56,396,496,555,385,146,321,190,526,97,182,511,297,429,553,49,374,536,263,575,43,501,124,368,538,450,121,309,84,210,449,561,79,356,610,256,378,58,105,315,156,244,423,118,183,408,220,611,15,198,293,596,221,375,581,39,238,500,287,14,437,139,595,227,403,590,478,68,612,295,517,87,312,413,515,78,433,13,476,134,340,414,160,466,213,547,324,456,542,141,12,335,214,357,11,381,242,469,159,265,383,176,545,285,197,503,108,576,51,387,98,200,34,358,489,277,570,96,441,554,123,534,52,556,112,605,330,70,392,613,28,288,361,232,602,300,502,267,102,195,399,152,484,264,166,289,427,192,298,407,25,249,520,114,233,444,543,170,498,131,452,66,562,310,586,54,531,346,42,614,354,23,588,491,151,468,353,187,483,369,153,85,425,10,276,371,174,420,32,459,222,304,136,421,103,458,230,339,67,260,578,93,544,9,280,594,327,248,582,472,50,615,254,537,359,91,600,475,212,525,168,558,128,455,370,179,301,405,209,467,48,442,127,355,184,332,481,126,286,175,436,273,31,377,306,36,412,294,616,8,473,60,603,116,347,532,191,568,61,522,90,218,391,592,62,514,122,552,149,617,241,513,81,202,272,557,333,226,507,255,72,305,402,229,418,296,551,7,411,317,236,416,337,480,64,389,132,350,487,404,89,162,435,44,419,618,113,505,20,604,138,465,188,493,133,580,6,169,259,320,548,193,593,40,178,512,364,591,144,319,196,386,261,351,205,384,76,269,38,349,208,504,440,99,490,5,426,243,322,574,281,4,237,460,527,3,549,155,577,47,533,316,619,394,519,82,268,325,566,199,299,119,529,75,400,125,492,344,86,217,308,463,80,395,284,474,117,201,95,235,422,620,143,45,372,597,453,343,185,479,247,569,171,409,584,129,365,239,488,94,224,438,559,283,541,18,194,401,516,262,148,41,250,621,24,329,92,446,27,291,485,35,622,180,535,379,30,341,443,145,363,494,246,101,445,550,390,499,115,432,521,211,623,253,528,189,430,307,53,323,130,624,172,46,589,292,63,599,328,203,74,290,181,376,274,140,393,59,367,88,380,137,506,252,571,431,240,497,382,228,464,167,398,2,573,366,518,1,583,73,563,303,510,154,564,257,587,65,406,173,0,360,110);
int bayer[14 * 14] = int[](131,187,8,78,50,18,134,89,155,102,29,95,184,73,22,86,113,171,142,105,34,166,9,60,151,128,40,110,168,137,45,28,64,188,82,54,124,189,80,13,156,56,7,61,186,121,154,6,108,177,24,100,38,176,93,123,83,148,96,17,88,133,44,145,69,161,139,72,30,181,115,27,163,47,178,65,164,14,120,48,5,127,153,52,190,58,126,81,116,21,106,77,173,92,191,63,99,12,76,144,4,185,37,149,192,39,135,23,117,31,170,132,35,172,103,66,129,79,3,97,57,159,70,141,53,94,114,20,49,158,19,146,169,122,183,11,104,180,2,165,152,87,182,118,91,42,67,25,84,147,43,85,125,68,16,136,71,10,193,112,160,138,51,111,162,26,194,46,174,107,41,143,33,74,1,101,195,15,75,140,109,90,32,62,157,98,167,119,179,59,36,130,175,55,0,150);
float bayerSize = 14.0;
float bayerDivider = bayerSize * bayerSize;
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
vec4 nearestColour(vec4 incolor) {
vec4 rgbaCounts = vec4(rcount, gcount, bcount, acount);
vec4 color = incolor;
color.r = floor((rgbaCounts.r - 1.0) * color.r + 0.5) / (rgbaCounts.r - 1.0);
color.g = floor((rgbaCounts.g - 1.0) * color.g + 0.5) / (rgbaCounts.g - 1.0);
color.b = floor((rgbaCounts.b - 1.0) * color.b + 0.5) / (rgbaCounts.b - 1.0);
color.a = 1.0;//floor((rgbaCounts.a - 1.0) * color.a + 0.5) / (rgbaCounts.a - 1.0);
return color;
}
void main(void) {
float spread = 1.0 / (0.299 * (rcount - 1.0) + 0.587 * (gcount - 1.0) + 0.114 * (bcount - 1.0)); // this spread value is optimised one -- try your own values for various effects!
// create texture coordinates based on pixelSize //
vec4 inColor = (texture2D(u_texture, v_texCoords));
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
//gl_FragColor = nearestColour(inColor);
//gl_FragColor = inColor;
}

View File

@@ -0,0 +1,97 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec3 topColor;
uniform vec3 bottomColor;
uniform float parallax = 0.0; // +1.0: all top col, -1.0: all bototm col, 0.0: normal grad
uniform float parallax_size = 1.0/3.0; // 0: no parallax
// "steps" of R, G and B. Must be integer && equal or greater than 2
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;
/*int bayer[7 * 7] = int[](
32,42,10,27,37,5,15,
1,18,28,45,13,23,40,
26,36,4,14,31,48,9,
44,12,22,39,0,17,34,
20,30,47,8,25,35,3,
38,6,16,33,43,11,21,
7,24,41,2,19,29,46
); // I kind of accidentally create it...
float bayerSize = 7.0;*/
/*int bayer[9 * 9] = int[](
50,71,2,23,44,56,77,17,29,
72,12,33,45,66,6,18,39,60,
22,43,55,76,16,28,49,70,1,
53,65,5,26,38,59,80,11,32,
75,15,27,48,69,0,21,42,54,
25,37,58,79,10,31,52,64,4,
47,68,8,20,41,62,74,14,35,
78,9,30,51,63,3,24,36,57,
19,40,61,73,13,34,46,67,7
); // I kind of accidentally create it...
float bayerSize = 9.0;*/
//int bayer[25 * 25] = int[](165,530,106,302,540,219,477,100,231,417,314,223,424,37,207,434,326,22,448,338,111,454,523,278,579,334,19,410,495,57,352,158,318,598,109,509,157,524,282,606,83,225,539,163,234,607,313,206,71,470,251,608,216,135,275,609,415,29,451,204,397,21,373,107,462,348,482,120,362,508,33,147,572,388,142,447,77,345,565,439,104,215,546,279,69,567,311,585,258,177,17,266,601,55,428,270,461,331,26,560,164,271,486,186,16,336,457,150,342,471,245,161,56,396,496,555,385,146,321,190,526,97,182,511,297,429,553,49,374,536,263,575,43,501,124,368,538,450,121,309,84,210,449,561,79,356,610,256,378,58,105,315,156,244,423,118,183,408,220,611,15,198,293,596,221,375,581,39,238,500,287,14,437,139,595,227,403,590,478,68,612,295,517,87,312,413,515,78,433,13,476,134,340,414,160,466,213,547,324,456,542,141,12,335,214,357,11,381,242,469,159,265,383,176,545,285,197,503,108,576,51,387,98,200,34,358,489,277,570,96,441,554,123,534,52,556,112,605,330,70,392,613,28,288,361,232,602,300,502,267,102,195,399,152,484,264,166,289,427,192,298,407,25,249,520,114,233,444,543,170,498,131,452,66,562,310,586,54,531,346,42,614,354,23,588,491,151,468,353,187,483,369,153,85,425,10,276,371,174,420,32,459,222,304,136,421,103,458,230,339,67,260,578,93,544,9,280,594,327,248,582,472,50,615,254,537,359,91,600,475,212,525,168,558,128,455,370,179,301,405,209,467,48,442,127,355,184,332,481,126,286,175,436,273,31,377,306,36,412,294,616,8,473,60,603,116,347,532,191,568,61,522,90,218,391,592,62,514,122,552,149,617,241,513,81,202,272,557,333,226,507,255,72,305,402,229,418,296,551,7,411,317,236,416,337,480,64,389,132,350,487,404,89,162,435,44,419,618,113,505,20,604,138,465,188,493,133,580,6,169,259,320,548,193,593,40,178,512,364,591,144,319,196,386,261,351,205,384,76,269,38,349,208,504,440,99,490,5,426,243,322,574,281,4,237,460,527,3,549,155,577,47,533,316,619,394,519,82,268,325,566,199,299,119,529,75,400,125,492,344,86,217,308,463,80,395,284,474,117,201,95,235,422,620,143,45,372,597,453,343,185,479,247,569,171,409,584,129,365,239,488,94,224,438,559,283,541,18,194,401,516,262,148,41,250,621,24,329,92,446,27,291,485,35,622,180,535,379,30,341,443,145,363,494,246,101,445,550,390,499,115,432,521,211,623,253,528,189,430,307,53,323,130,624,172,46,589,292,63,599,328,203,74,290,181,376,274,140,393,59,367,88,380,137,506,252,571,431,240,497,382,228,464,167,398,2,573,366,518,1,583,73,563,303,510,154,564,257,587,65,406,173,0,360,110);
int bayer[14 * 14] = int[](131,187,8,78,50,18,134,89,155,102,29,95,184,73,22,86,113,171,142,105,34,166,9,60,151,128,40,110,168,137,45,28,64,188,82,54,124,189,80,13,156,56,7,61,186,121,154,6,108,177,24,100,38,176,93,123,83,148,96,17,88,133,44,145,69,161,139,72,30,181,115,27,163,47,178,65,164,14,120,48,5,127,153,52,190,58,126,81,116,21,106,77,173,92,191,63,99,12,76,144,4,185,37,149,192,39,135,23,117,31,170,132,35,172,103,66,129,79,3,97,57,159,70,141,53,94,114,20,49,158,19,146,169,122,183,11,104,180,2,165,152,87,182,118,91,42,67,25,84,147,43,85,125,68,16,136,71,10,193,112,160,138,51,111,162,26,194,46,174,107,41,143,33,74,1,101,195,15,75,140,109,90,32,62,157,98,167,119,179,59,36,130,175,55,0,150);
float bayerSize = 14.0;
float bayerDivider = bayerSize * bayerSize;
vec4 nearestColour(vec4 incolor) {
vec4 rgbaCounts = vec4(rcount, gcount, bcount, 1.0);
vec4 color = incolor;
color.r = floor((rgbaCounts.r - 1.0) * color.r + 0.5) / (rgbaCounts.r - 1.0);
color.g = floor((rgbaCounts.g - 1.0) * color.g + 0.5) / (rgbaCounts.g - 1.0);
color.b = floor((rgbaCounts.b - 1.0) * color.b + 0.5) / (rgbaCounts.b - 1.0);
color.a = 1.0;
return color;
}
void main(void) {
float spread = 1.0 / (0.299 * (rcount - 1.0) + 0.587 * (gcount - 1.0) + 0.114 * (bcount - 1.0)); // this spread value is optimised one -- try your own values for various effects!
float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0);
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(inR, inG, inB, 1.0);
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
}
/*
UV mapping coord.y
-+ <- 1.0 =
D| = // parallax of +1
i| = =
s| = // parallax of 0
p| = =
.| = // parallax of -1
-+ <- 0.0 =
*/

20
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#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // lightmap texture
uniform vec2 tex1Offset;
void main() {
vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture
vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA)
colorTex1 = vec4(colorTex1.www, 1.0);
gl_FragColor = colorTex0 * colorTex1;
}

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varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main(void) {
vec3 alpha = texture2D(u_texture, v_texCoords).aaa;
gl_FragColor = vec4(alpha, 1.0);
}

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#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
void main(void) {
vec4 colorTex0 = texture2D(u_texture, v_texCoords); // lightmap (RGB) pre-mixed
vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (A) pre-mixed
gl_FragColor = vec4(max(colorTex0.rgb, colorTex1.rgb), colorTex0.a);
}

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attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans; // camera.combined
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}

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@@ -1,17 +1,35 @@
precision mediump float; #ifdef GL_ES
precision mediump float;
#endif
uniform vec3 iResolution;
uniform sampler2D iChannel0; varying vec4 v_color;
uniform bool flip; varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 iResolution;
uniform float flip;
uniform vec2 direction; uniform vec2 direction;
#pragma glslify: blur = require('../') vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
void main() { void main() {
vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy); vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);
if (flip) { if (flip == 1.0) {
uv.y = 1.0 - uv.y; uv.y = 1.0 - uv.y;
} }
gl_FragColor = blur(iChannel0, uv, iResolution.xy, direction); gl_FragColor = blur(u_texture, uv, iResolution.xy, direction);
} }

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@@ -1,7 +1,14 @@
precision mediump float; attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
attribute vec2 position; uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() { void main() {
gl_Position = vec4(position, 1, 1); v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
} }

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@@ -71,7 +71,7 @@ The control is omnidirectional. In other words, \emph{not} cell-based.
\subsubsection{ISO\slash ANSI\slash JIS pedalboards} \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.} 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{Joypads} \subsubsection{gamepads}
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”. 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} \section{World}

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#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 resolution;
uniform vec3 phosphor_colour = vec3(1.3, 0.8567, 0.0);
vec3 scanline_darkening = vec3(0.66, 0.66, 0.66);
// 0: every odd line will get darkened; 1: every even line will get darkened
uniform float alternative_scanline = 0.0; // 1.0: true
uniform float blur_blend = 0.5;
void main(void) {
vec4 color = texture2D(u_texture, v_texCoords).rgba;
vec4 color_pre = texture2D(u_texture, (v_texCoords + (vec2(-1.0, 0.0) / resolution))).rgba;
vec4 color_next = texture2D(u_texture, (v_texCoords + (vec2( 1.0, 0.0) / resolution))).rgba;
color = color * (1.0 - blur_blend) + color_pre * (blur_blend / 2.0) + color_next * (blur_blend / 2.0);
bool is_scanline = mod(int(gl_FragCoord.y), 2) == int(alternative_scanline);
float color_luminosity = (
3.0 * color.r +
4.0 * color.g +
1.0 * color.b
) / 8.0;
// out colour
vec3 out_color = vec3(color_luminosity) * phosphor_colour;
if (is_scanline) {
out_color = out_color * scanline_darkening;
}
gl_FragColor = vec4(out_color, 1);
//gl_FragColor = texture2D(u_texture, v_texCoords);
}

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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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#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 64.0;
uniform float gcount = 64.0;
uniform float bcount = 64.0;
uniform float acount = 1.0;
int bayer[14 * 14] = int[](131,187,8,78,50,18,134,89,155,102,29,95,184,73,22,86,113,171,142,105,34,166,9,60,151,128,40,110,168,137,45,28,64,188,82,54,124,189,80,13,156,56,7,61,186,121,154,6,108,177,24,100,38,176,93,123,83,148,96,17,88,133,44,145,69,161,139,72,30,181,115,27,163,47,178,65,164,14,120,48,5,127,153,52,190,58,126,81,116,21,106,77,173,92,191,63,99,12,76,144,4,185,37,149,192,39,135,23,117,31,170,132,35,172,103,66,129,79,3,97,57,159,70,141,53,94,114,20,49,158,19,146,169,122,183,11,104,180,2,165,152,87,182,118,91,42,67,25,84,147,43,85,125,68,16,136,71,10,193,112,160,138,51,111,162,26,194,46,174,107,41,143,33,74,1,101,195,15,75,140,109,90,32,62,157,98,167,119,179,59,36,130,175,55,0,150);
float bayerSize = 14.0;
float bayerDivider = bayerSize * bayerSize;
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
vec4 nearestColour(vec4 incolor) {
vec4 rgbaCounts = vec4(rcount, gcount, bcount, acount);
vec4 color = incolor;
color.r = floor((rgbaCounts.r - 1.0) * color.r + 0.5) / (rgbaCounts.r - 1.0);
color.g = floor((rgbaCounts.g - 1.0) * color.g + 0.5) / (rgbaCounts.g - 1.0);
color.b = floor((rgbaCounts.b - 1.0) * color.b + 0.5) / (rgbaCounts.b - 1.0);
color.a = 1.0;//floor((rgbaCounts.a - 1.0) * color.a + 0.5) / (rgbaCounts.a - 1.0);
return color;
}
void main(void) {
float spread = 1.0 / (0.299 * (rcount - 1.0) + 0.587 * (gcount - 1.0) + 0.114 * (bcount - 1.0)); // this spread value is optimised one -- try your own values for various effects!
// create texture coordinates based on pixelSize //
vec4 inColor = (texture2D(u_texture, v_texCoords));
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
}

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assets/loadingCircle.frag Normal file
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#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform float rcount = 64.0;
uniform float gcount = 64.0;
uniform float bcount = 64.0;
uniform float acount = 1.0;
uniform vec2 circleCentrePoint;
uniform vec2 colorCentrePoint;
uniform float circleSize;
void main() {
vec2 screenCoord = gl_FragCoord.xy;
float distToCircleCentre =
(screenCoord.x - circleCentrePoint.x + 0.5) * (screenCoord.x - circleCentrePoint.x + 0.5) +
(screenCoord.y - circleCentrePoint.y + 0.5) * (screenCoord.y - circleCentrePoint.y + 0.5);
float circleSizeSqr = circleSize * circleSize / 4;
if (distToCircleCentre <= circleSizeSqr) {
gl_FragColor = vec4(0.993, 0.993, 0.993, 1.0);
}
else if (distToCircleCentre <= circleSizeSqr + 200) { // dunno why it's 200; 2000 makes 10px feather
gl_FragColor = vec4(0.993, 0.993, 0.993, 1 - (distToCircleCentre - circleSizeSqr) / 200);
}
else {
gl_FragColor = vec4(0,0,0,1);
}
}

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@@ -0,0 +1,3 @@
{
"MENU_MODULES" : "Модули"
}

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@@ -0,0 +1,3 @@
{
"MENU_MODULES" : "Moduly"
}

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@@ -0,0 +1,3 @@
{
"MENU_MODULES" : "Moduler"
}

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@@ -0,0 +1,3 @@
{
"MENU_MODULES" : "Modulen"
}

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@@ -0,0 +1,3 @@
{
"MENU_MODULES" : "Ενότητες"
}

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@@ -0,0 +1,4 @@
{
"MENU_MODULES" : "Modules",
"MENU_CREDIT_GPL_DNT" : "GPL"
}

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@@ -0,0 +1,3 @@
{
"MENU_MODULES" : "Módulos"
}

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