Commit Graph

6494 Commits

Author SHA1 Message Date
Evan Debenham 47f1c63df3 v0.4.2: fixed a bug with loading and the shadows buff 2016-09-09 18:00:18 -04:00
Evan Debenham 7e3c7f44cd v0.4.2: fixed bugs and corrected logic to pathfinder 2016-09-09 18:00:17 -04:00
Evan Debenham 7ff72dee27 v0.4.2: fixed proguard cleansing debug info 2016-09-09 18:00:17 -04:00
Evan Debenham 67f435319f v0.4.2: fixed bugs with mob pathfinding 2016-09-09 18:00:16 -04:00
Evan Debenham 01aad4196c v0.4.2: implemented path storage for better pathfinder performance 2016-09-09 18:00:16 -04:00
Evan Debenham e067901f0d v0.4.2: added a safety check to wndbag 2016-09-09 18:00:15 -04:00
Evan Debenham c1167676b8 v0.4.2: couple of bugfixes 2016-09-09 18:00:14 -04:00
Evan Debenham 704b3b6fc8 v0.4.2: added in a safety check for windows 2016-09-09 18:00:14 -04:00
Evan Debenham 3d2fd64a53 v0.4.2: various balance changes 2016-09-09 18:00:13 -04:00
Evan Debenham 71c7c264ac v0.4.2: increased priority of game logic thread to 1 below UI thread 2016-09-09 18:00:11 -04:00
Evan Debenham c29cef8907 v0.4.2: hero.handle no longer actually acts, just sets up action
This prevents hero actions from running on the UI thread incorrectly
2016-09-09 18:00:10 -04:00
Evan Debenham 1293607b42 v0.4.2: returned to wait/notify with race condition fixes
thread.sleep has a bigger performance impact than anticipated, plus I figured out how to fix this while staying fairly clean.
2016-09-09 18:00:10 -04:00
Evan Debenham 824c8f789c v0.4.2: fixed key display not updating when opening a chest 2016-09-09 18:00:08 -04:00
Evan Debenham 5d9035e9d9 v0.4.2: improvements to pathfinding array managment 2016-09-09 18:00:08 -04:00
Evan Debenham c23a284423 v0.4.2: array access and general performance improvements 2016-09-09 18:00:07 -04:00
Evan Debenham 8d7eac940b v0.4.2: switch wait/notify to busy wait
This solves a race condition, yes using lock/semaphore would do this too, but that is a considerable amount of complexity for what amounts to an extremely simple bit of blocking logic. busy-wait works just as well and is insignificantly more expensive with the use of thread.sleep.
2016-09-09 18:00:05 -04:00
Evan Debenham 22585dd223 v0.4.2: fixed excessive particle effects on blazing traps 2016-09-09 18:00:05 -04:00
Evan Debenham e43e7b995d v0.4.2: fixed some bugs with tilemap updating 2016-09-09 18:00:04 -04:00
Evan Debenham a8e04b51ca v0.4.2: fixed some redundant observe calls 2016-09-09 18:00:04 -04:00
Evan Debenham 50f6329578 v0.4.2: changed sprite movement to use a wait/notify structure 2016-09-09 18:00:03 -04:00
Evan Debenham ced9532a72 v0.4.2: fixed a bug with itemsprites generating before levels did 2016-09-09 18:00:02 -04:00
Evan Debenham 4aba5afade v0.4.2: updated fog of war to respect concurrency 2016-09-09 18:00:02 -04:00
Evan Debenham 6bcccba062 v0.4.2: improved tilemaps to selectively update and respect concurrency 2016-09-09 18:00:01 -04:00
Evan Debenham 1461003683 v0.4.2: fixed two crash bugs caused by recent changes 2016-09-09 18:00:00 -04:00
Evan Debenham a29c274484 v0.4.2: chasm tiles now correctly render, even though they're not discoverable 2016-09-09 17:59:59 -04:00
Evan Debenham c137a465c5 v0.4.2: decoupled texture creation from opengl binding 2016-09-09 17:59:59 -04:00
Evan Debenham 36aa02de2b v0.4.2: Game logic now occurs in a separate thread
This is going to cause a LOT of bugs, next several commits will likely be fixing them.
2016-09-09 17:59:58 -04:00
Evan Debenham 0fc51654be v0.4.2: added some safety checks to level sizes 2016-09-09 17:59:57 -04:00
Evan Debenham 7b16e75553 v0.4.2: levels now precompute their length for better performance 2016-09-09 17:59:55 -04:00
Evan Debenham 2bd1962b34 v0.4.2: lots of performance improvements to fog visuals 2016-09-09 17:59:55 -04:00
Evan Debenham b325858644 v0.4.2: fixed compiler warnings generated by _ as identifier 2016-09-09 17:59:54 -04:00
Evan Debenham c21efe4156 v0.4.2: observing now only updates relevant parts of the visited array 2016-09-09 17:59:53 -04:00
Evan Debenham f1164af058 v0.4.2: FOV and shadowcaster optimizations 2016-09-09 17:59:52 -04:00
Evan Debenham b821bfddf8 v0.4.2: reduced amount of allocations occurring when frames are drawn 2016-09-09 17:56:09 -04:00
Evan Debenham 02166c319b v0.4.2: added a safety check to validation of string preferences 2016-09-09 17:56:07 -04:00
Evan Debenham 710bbca66b v0.4.2: fixed a bug where flock traps would spawn particles everywhere 2016-09-09 17:56:07 -04:00
Evan Debenham ca068c92b2 v0.4.2: added the ability for tilemaps to selectively not render certain tiles 2016-09-09 17:56:06 -04:00
Evan Debenham d6cf212b74 v0.4.2: fixed a bug where earthroot would detach incorrectly 2016-09-09 17:56:03 -04:00
Evan Debenham 3de9de5ce4 v0.4.2: fixed a crash involving loading blobs 2016-09-09 17:56:02 -04:00
Evan Debenham 64d4bf8ac9 v0.4.2: improved some build process elements 2016-09-09 17:56:02 -04:00
Evan Debenham a84d64e4cc v0.4.2: fixed a crash with prison boss level 2016-09-09 17:56:01 -04:00
Evan Debenham e770d13d39 v0.4.2: improved error handling in preferences 2016-09-09 17:55:58 -04:00
Evan Debenham 806217e209 v0.4.2: added support for variable map sizes 2016-09-09 17:54:50 -04:00
Evan Debenham 36e44340a8 Converted ShatteredPD to Build from Gradle
Major Changes:
- Shattered now builds effortlessly either from gradle CLI or android studio
- Much better dependency management through gradle (although it's not really used atm)
- Separate PD-classes repo is now SPD-classes module within main repo
2016-08-13 04:35:26 -04:00