DjWarmonger
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2410f0af61
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- WeightedRule optimization - part 1
- comments, style
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2016-08-11 07:49:08 +02:00 |
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DjWarmonger
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2bffd4e5c1
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Moar optimization!
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2016-08-09 13:40:46 +02:00 |
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DjWarmonger
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7f0b852449
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Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U).
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2016-08-09 10:12:13 +02:00 |
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DjWarmonger
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08dccb4cc3
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Use binary search for roulette wheel. TODO: implement in other places.
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2016-08-08 22:16:31 +02:00 |
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DjWarmonger
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7db2fc6d25
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Fixes. Works correctly only for player factions configured in RMG options.
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2016-08-06 12:16:13 +02:00 |
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DjWarmonger
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aecf834cc1
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Fixed placing of close objects #2447. Some additional refactoring.
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2016-07-12 11:42:03 +02:00 |
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DjWarmonger
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8ceceb897e
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Fixed zones falling into negative cordinates. Should fix "assert(size)" crashes.
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2016-07-10 14:32:45 +02:00 |
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DjWarmonger
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4101cabc22
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Hidden unnecessary log.
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2016-06-05 10:25:52 +02:00 |
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DjWarmonger
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053b342721
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Minor optimization for object selection.
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2016-06-05 10:18:10 +02:00 |
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DjWarmonger
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8f1fba9551
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Merge pull request #146 from vcmi/feature/VCMIMapFormat1
Ok let's try it.
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2016-03-01 07:49:54 +01:00 |
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DjWarmonger
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fba1e86091
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An experiment - instead of hard limit function use modulo wrap-around for zone placement. Should be more logical and give zones more space.
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2016-02-23 12:11:25 +01:00 |
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AlexVinS
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4d9058e412
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Whitespace cleanup. (No code changes.)
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2016-02-15 13:34:37 +03:00 |
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AlexVinS
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800f32c4cb
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Fix few cases of tempOwner initialization.
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2016-02-14 12:13:30 +03:00 |
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AlexVinS
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a00dbd3dd1
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Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
lib/CMakeLists.txt
lib/VCMI_lib.cbp
lib/filesystem/CFileInputStream.cpp
lib/filesystem/CZipLoader.cpp
lib/rmg/CRmgTemplateZone.cpp
vcmi.workspace
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2016-02-08 10:17:25 +03:00 |
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DjWarmonger
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441c94d56c
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Remove log for Seer Huts.
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2016-02-06 15:11:56 +01:00 |
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AlexVinS
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6e205a58b4
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Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
lib/VCMI_lib.cbp
lib/filesystem/CZipLoader.cpp
lib/filesystem/CZipLoader.h
lib/mapObjects/CGTownInstance.cpp
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2016-02-04 10:27:51 +03:00 |
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DjWarmonger
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327e95407e
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- Compile fixes part 1
- Project settings for MSVS
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2016-01-27 21:08:08 +01:00 |
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AlexVinS
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89d986fc6a
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Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
lib/CArtHandler.h
lib/mapObjects/MiscObjects.cpp
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2016-01-24 15:39:41 +03:00 |
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DjWarmonger
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ac730a591c
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Fixed large treasure piles sometimes being uncovered.
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2016-01-13 20:03:25 +01:00 |
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DjWarmonger
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dd1fc47c93
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Workaround for Seer Hut offset. They seem to work fine now.
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2016-01-08 21:51:55 +01:00 |
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DjWarmonger
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d840fb40eb
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Fixed crashes with RMG Seer Huts. Now they are functional.
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2016-01-08 21:14:57 +01:00 |
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AlexVinS
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2d5a366e6c
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Implemented (basic) object construction and placement
* contain refactoring of RMG and class handling (will be more)
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2015-12-05 12:36:42 +03:00 |
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Ivan Savenko
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faa7cbff18
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Fixed gcc/clang warnings
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2015-12-04 01:17:43 +02:00 |
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Ivan Savenko
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f9d9a38e53
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Fixed gcc warnings
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2015-12-02 20:59:38 +02:00 |
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DjWarmonger
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f81b46088a
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Fixed #2218
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2015-09-29 11:01:59 +02:00 |
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AlexVinS
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f24f744f4b
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Fix a few warnings
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2015-08-19 23:02:37 +03:00 |
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DjWarmonger
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237d3f2624
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Refactoring: random spells
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2015-08-12 16:40:08 +02:00 |
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DjWarmonger
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f9781ffb47
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Creature abilities won't spawn in random Pandora Boxes.
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2015-06-10 14:27:53 +02:00 |
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DjWarmonger
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3f1bc7e21c
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One more case for Subterranean Gates
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2015-06-04 09:42:39 +02:00 |
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DjWarmonger
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927dfa5565
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Added correct connections for Subterranean Gates
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2015-06-04 09:02:56 +02:00 |
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DjWarmonger
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63d6cf168f
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- Solved problems with sealed-off objects for once and all.
- Refactoring
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2015-06-03 21:57:22 +02:00 |
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DjWarmonger
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923437bf76
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Corrected offset check for required objects.
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2015-06-03 19:38:53 +02:00 |
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DjWarmonger
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55c1a7eade
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Clear unused tiles to make more space for roads.
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2015-06-03 15:16:11 +02:00 |
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DjWarmonger
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e21b2d9cbd
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Attempt to use A* algorithm for required objects.
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2015-06-02 20:29:37 +02:00 |
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DjWarmonger
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a68b58d969
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- Use straight paths for some connections
- More fixes for template schema
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2015-06-02 16:40:32 +02:00 |
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DjWarmonger
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8b1641d498
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Generate main towns for zones with no player present.
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2015-06-02 09:30:56 +02:00 |
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DjWarmonger
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e08a1f32bd
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Some more fixes, updated changelog.
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2015-05-25 20:04:24 +02:00 |
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DjWarmonger
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c6291412d7
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Fixed one case of missing roads.
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2015-05-25 19:44:03 +02:00 |
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DjWarmonger
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a0ed8e0d6d
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An attempt to straighten roads.
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2015-05-25 19:25:48 +02:00 |
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DjWarmonger
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353f6dc32e
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Roads are generated between all nodes.
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2015-05-25 19:11:44 +02:00 |
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DjWarmonger
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3ec91c550e
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Correct road nodes iteration
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2015-05-25 19:00:00 +02:00 |
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DjWarmonger
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fe6fa895c3
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More or less working RMG roads.
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2015-05-25 18:06:17 +02:00 |
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DjWarmonger
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2c88ddf5ed
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Something works it seems
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2015-05-25 17:47:32 +02:00 |
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DjWarmonger
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6d502ef1a1
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Implemented A* algorithm to draw shortest roads - but not correct roads yet.
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2015-05-25 16:37:57 +02:00 |
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AlexVinS
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6448bc6a50
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[gcc] fix build
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2015-04-12 08:25:53 +03:00 |
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DjWarmonger
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a0840100df
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Different fractalization algorithm that enforces cycle generation.
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2015-04-11 13:46:17 +02:00 |
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DjWarmonger
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69c58c6c25
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Experiment: fractalize RMG zones before placing important objects. The downside is that it won't be possible to draw road as straight line anymore.
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2015-04-11 12:47:41 +02:00 |
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AlexVinS
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84a2623c37
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more experiments
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2015-04-03 07:06:29 +03:00 |
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AlexVinS
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27c46c83d6
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describe roads placement in log
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2015-04-03 05:50:02 +03:00 |
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AlexVinS
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76193c4c5c
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More experiments WIP.
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2015-04-03 05:47:22 +03:00 |
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