Evan Debenham
6bbc7a1ed2
v0.4.2: fixed some bugs with evil eyes
2016-09-09 18:00:21 -04:00
Evan Debenham
d2bfb43965
v0.4.2: actually fixed proguard cleansing debug info (I hope)
2016-09-09 18:00:20 -04:00
Evan Debenham
ce16e0c241
v0.4.2: fixed a crash involving reading signs on floor 24
2016-09-09 18:00:19 -04:00
Evan Debenham
2f836069ae
v0.4.2: fixed a bug with fog of war
2016-09-09 18:00:19 -04:00
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
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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
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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