Tomasz Zieliński
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dd55188b77
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Option to define surface or underground level for obstacle set
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2024-05-07 07:15:00 +02:00 |
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Tomasz Zieliński
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67447acd0e
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First implementation that works
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2024-05-01 09:16:10 +02:00 |
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Tomasz Zieliński
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4fa7f0e93d
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Also allow filtering biomes by faction(s)
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2024-04-12 10:25:13 +02:00 |
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Tomasz Zieliński
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a356fdaf2a
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Allow filtering obstacles by faction aligmnment
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2024-04-11 18:10:14 +02:00 |
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Tomasz Zieliński
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b1a5693612
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Proof of concept with OH3 obstacles
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2024-04-04 21:39:01 +02:00 |
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Tomasz Zieliński
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37f6993402
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Clean the comments
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2024-03-27 06:24:14 +01:00 |
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Tomasz Zieliński
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d8c93cb222
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Protect every access to zone tiles with a mutex
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2024-03-27 06:16:48 +01:00 |
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Ivan Savenko
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60ffb81b33
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Replaced remaining placeholder code with callbacks
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2024-01-19 13:55:22 +02:00 |
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Ivan Savenko
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e67e4430ba
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Removed most of non-const static fields in lib. Reduced header includes.
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2024-01-19 13:55:22 +02:00 |
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Tomasz Zieliński
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c701d42781
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Multiple optimizations to avoid copying and allocating tiles for rmg::Area
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2023-12-18 13:52:03 +01:00 |
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Tomasz Zieliński
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8ef25155df
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Remove dependencies of surface and underground zones
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2023-06-10 14:58:12 +02:00 |
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Tomasz Zieliński
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1bb2b5b571
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+ Maintain clear perimeter of a treasure pile.
+ Make sure that separate blocked areas remain unconnected so it's possible to pass between them.
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2023-06-10 14:56:03 +02:00 |
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Tomasz Zieliński
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cd9bd491e0
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Add option for single-thread generation. Still doesn't guarantee excactly identical maps :?
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2023-05-24 18:02:11 +02:00 |
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Tomasz Zieliński
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15b254fded
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Give every Zone its own RNG
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2023-05-20 11:46:32 +02:00 |
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Tomasz Zieliński
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cf0515dcd3
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Moved Modificators to separate folder
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2023-05-20 10:17:37 +02:00 |
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