Linus Probert
206f95f3b6
Fences and walls in layout files
2019-03-04 10:09:55 +01:00
Linus Probert
1c4e600dd4
Wall layout data
2019-03-04 07:35:26 +01:00
Linus Probert
13ca11c70e
Begins refactoring of layout parser to accomodate more layout details
2019-03-01 12:44:12 +01:00
Linus Probert
5d61a91139
Split pit layout logic into separate file
...
The plan is to extend this further to incorporate walls and stuff.
This can later be used for the shop layout.
2019-03-01 08:57:15 +01:00
Linus Probert
4054c37caa
Ignore vscode_build dir
2019-02-28 19:41:07 +01:00
Linus Probert
37ba189e54
Suppress cppcheck issues
2019-02-28 13:31:56 +01:00
Linus Probert
645a02c99e
Ignore .vscode folder
2019-02-27 10:40:43 +01:00
Linus Probert
35b5d7a8c1
Patch version raised to 4
2019-02-26 17:52:24 +01:00
Linus Probert
c3464eb37d
Fixes a typo
2019-02-26 17:51:46 +01:00
Linus Probert
fe18240060
Patch version raised to 3
2019-02-26 17:30:15 +01:00
Linus Probert
e4555237ed
Update README.md
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Codefactor badge change
2019-02-26 12:02:32 +01:00
Linus Probert
791dd7ecfd
Removes cppcheck warning
2019-02-26 12:02:04 +01:00
Linus Probert
b08ef10e82
Code maintenance and cleanup
2019-02-26 11:59:07 +01:00
Linus Probert
fffcac12c0
Makes sure til effects and items apply after backstab
2019-02-24 23:33:08 +01:00
Linus Probert
1b440c248d
Patch version raised to 2
2019-02-24 23:02:08 +01:00
Linus Probert
a03aec7c46
Handles the second mingw special case which I kept forgetting.
...
Because I'm an idiot
2019-02-24 22:48:03 +01:00
Linus Probert
0de018f3be
Fix mingw preprocessor define from cmake
2019-02-24 22:42:51 +01:00
Linus Probert
3eeb4d05a9
Include mingw32 64bit in the exclusion
2019-02-24 22:37:45 +01:00
Linus Probert
5f369da4e1
Fixed preprocessor command for mingw
2019-02-24 22:34:20 +01:00
Linus Probert
c98e6e6d05
Fix wonky mingw errors in appveyor
2019-02-24 22:31:32 +01:00
Linus Probert
499f015db9
Only use gmtime_s for MSVC
2019-02-24 20:05:23 +01:00
Linus Probert
9b9a0ca2a0
Fixed bad include
2019-02-24 20:01:06 +01:00
Linus Probert
926054b116
Ensure that we have seed when making a map
2019-02-24 19:57:33 +01:00
Linus Probert
49b7ebb923
Include patch notes for v2.2.1
2019-02-24 19:48:40 +01:00
Linus Probert
ee4dd273b9
Patch version raised to 1
2019-02-24 19:46:18 +01:00
Linus Probert
5ee20c9c20
Shifted to safer time functions and utc time
2019-02-24 19:43:41 +01:00
Linus Probert
563ebf9204
Adds another build fix
2019-02-22 00:38:39 +01:00
Linus Probert
3533d5ca58
Fixes build again
2019-02-22 00:36:10 +01:00
Linus Probert
97b097af41
Fixes builds
2019-02-22 00:34:56 +01:00
Linus Probert
685bf97467
Makes the custom random generator deterministic across platforms
...
TIL that the generators are implemented according to spec but the
distributions are custom. Since this is C I think we can manage without
distributions.
This still needs a test.
2019-02-22 00:27:19 +01:00
Linus Probert
cc375bba4e
Implements control over lua random numbers
2019-02-22 00:09:31 +01:00
Linus Probert
1205856d00
Attempt att syncing random generation
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The default rand() and srand() differ between msvc and gcc.
Attempting to fix this by implementing a custom C++ library.
2019-02-21 20:57:38 +01:00
Linus Probert
d1efa8450d
Create new leaderboards with attribute 'Descending'
2019-02-20 20:18:52 +01:00
Linus Probert
2775780d5b
Makes weekly leaderboards creatable from app.
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Removes dependency on breakhack.net if that site ever goes offline.
2019-02-20 20:03:06 +01:00
Linus Probert
269b25ba86
Removes a mingw warning
2019-02-20 19:48:24 +01:00
Linus Probert
72c3817927
Adds weekly challenge seed play and leaderboard saving
2019-02-20 19:45:55 +01:00
Linus Probert
1212b1a88a
Weekly challenge option added to play menu
2019-02-20 18:08:13 +01:00
Linus Probert
ce2a3482d1
Generate seeds from the core seed so that levels will look different.
2019-01-10 19:26:19 +01:00
Linus Probert
bc9d37eb91
Connects the random seed through all the generators
...
This is very untested and I'm guessing that every level will look
identical with this implementation.
Need to extend this so that generation seeds are created on boot for
every level based on the original seed.
Perhaps the "attack"/"defend" seed should also differ from the
generation seed to prevent playthroughs from becoming completely
identical.
2018-12-17 13:10:11 +01:00
Linus Probert
3c7dcb5ea1
Begins new random impl
2018-12-17 13:09:04 +01:00
Linus Probert
57b57c5051
Patch version raised to 4
2018-12-04 14:31:33 +01:00
Linus Probert
4d01251d1f
Merge branch 'master' into dev
2018-12-04 14:30:20 +01:00
Linus Probert
9299087b44
Updates PhysicsFS to latest stable-3.0
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This should solve issues related to a crash on windows update 1809
2018-12-04 14:09:18 +01:00
Linus Probert
cb2510cf77
Rename physfs folder
2018-12-04 13:59:34 +01:00
Linus Probert
469134a5be
Patch version raised to 3
2018-11-01 14:51:02 +01:00
Linus Probert
8ab527ca6a
Makes monsters fall when the tile they are on falls
...
This is a case when phasing as a rogue in the crumbling rooms.
2018-11-01 14:49:27 +01:00
Linus Probert
8e39ff8346
Fix releasenotes for v2.0.2
2018-10-27 14:02:26 +02:00
Linus Probert
cb6bd03b5e
Patch version raised to 2
2018-10-27 13:56:34 +02:00
Linus Probert
b0f2936d44
Removes beta release type
2018-10-27 13:56:17 +02:00
Linus Probert
76c2f90ce9
Fixes a compiler warning and arcade mode coverage
2018-10-27 13:53:29 +02:00