Commit History

Autor SHA1 Mensaxe Data
  DjWarmonger 2bffd4e5c1 Moar optimization! %!s(int64=9) %!d(string=hai) anos
  DjWarmonger 7f0b852449 Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U). %!s(int64=9) %!d(string=hai) anos
  AlexVinS 57e588cba1 attempt to fix travis build %!s(int64=9) %!d(string=hai) anos
  DjWarmonger 5a1383fea8 Correct implementation for previous fix. %!s(int64=9) %!d(string=hai) anos
  DjWarmonger d9556332e1 Hopefully fixed zone guards misplaced due to paths connecting at acute angles. %!s(int64=9) %!d(string=hai) anos
  DjWarmonger f139b70279 Changed Subterranean Gate placement algorithm - now they are meant to be equidistant from both zone centers. %!s(int64=9) %!d(string=hai) anos
  DjWarmonger a66893af28 Fixed bug with Subterranean Gates: %!s(int64=9) %!d(string=hai) anos
  AlexVinS 0c21efb202 Start integration of map format into engine %!s(int64=9) %!d(string=hai) anos
  AlexVinS 89d986fc6a Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1 %!s(int64=9) %!d(string=hai) anos
  DjWarmonger 8c5f93dd8f Little refactoring for object placement. %!s(int64=9) %!d(string=hai) anos
  AlexVinS 2d5a366e6c Implemented (basic) object construction and placement %!s(int64=10) %!d(string=hai) anos
  Ivan Savenko faa7cbff18 Fixed gcc/clang warnings %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 6b45f323ea Fixed logic regression from previous commit. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 237d3f2624 Refactoring: random spells %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 927dfa5565 Added correct connections for Subterranean Gates %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 55c1a7eade Clear unused tiles to make more space for roads. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger a68b58d969 - Use straight paths for some connections %!s(int64=10) %!d(string=hai) anos
  DjWarmonger c6f714db9c Fixed generation of CPU teams. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 6890ae9f02 - Fixed improper use of playersCount. Now RMG can generate maps up to 8 players, with CPU players only as well. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 6d502ef1a1 Implemented A* algorithm to draw shortest roads - but not correct roads yet. %!s(int64=10) %!d(string=hai) anos
  AlexVinS 76193c4c5c More experiments WIP. %!s(int64=10) %!d(string=hai) anos
  AlexVinS eb60d9737f more sensible road placement %!s(int64=11) %!d(string=hai) anos
  AlexVinS 4c4ad480c5 added experimental usage of roads %!s(int64=11) %!d(string=hai) anos
  DjWarmonger a0f534146c Fixed underground Lava terrain. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 999c2a92e0 Inverted approach - first generate rock all over, then free accessible tiles. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 9515d51bd2 Generate underground tunnels first to get a bit more of them. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger a0d9ae4849 Refactoring - create underground rock for whole level at once. %!s(int64=10) %!d(string=hai) anos
  ArseniyShestakov c9eba40fe6 Updated CGTeleport and new CGMonolith / CGSubterraneanGate / CGWhirlpool %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 9453250e0f Spawn quest arts in nearby zones. %!s(int64=10) %!d(string=hai) anos
  DjWarmonger 4f1d96e5e8 Seer Huts part 2. %!s(int64=10) %!d(string=hai) anos