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  1. Sep 06, 2015
  2. Sep 03, 2015
    • est31's avatar
      Areastore: fix "attempt to index a number value" · 2035bfc3
      est31 authored
      Before, calling get_areas_in_area for an areastore with both
      include_borders and include_data would result in a lua error,
      if there was at least one area as result:
      attempt to index a number value in function 'get_areas_in_area'
      2035bfc3
  3. Sep 01, 2015
  4. Aug 31, 2015
  5. Aug 30, 2015
  6. Aug 29, 2015
    • paramat's avatar
      Dungeongen: Remove floating frames · 17b7b7c8
      paramat authored
      Preserves the rare unbroken protruding dungeons
      Fix random range for first room roomplace
      Fix checked volume for first room 'fits' bool
      and check for 'untouchable' flag instead of 'inside'
      Remove 'enable floating dungeons' setting
      17b7b7c8
  7. Aug 27, 2015
  8. Aug 26, 2015
  9. Aug 24, 2015
    • ShadowNinja's avatar
      Clean up threading · e4bff8be
      ShadowNinja authored
        * Rename everything.
          * Strip J prefix.
          * Change UpperCamelCase functions to lowerCamelCase.
        * Remove global (!) semaphore count mutex on OSX.
        * Remove semaphore count getter (unused, unsafe, depended on internal
          API functions on Windows, and used a hack on OSX).
        * Add `Atomic<type>`.
        * Make `Thread` handle thread names.
        * Add support for C++11 multi-threading.
        * Combine pthread and win32 sources.
        * Remove `ThreadStarted` (unused, unneeded).
        * Move some includes from the headers to the sources.
        * Move all of `Event` into its header (allows inlining with no new includes).
        * Make `Event` use `Semaphore` (except on Windows).
        * Move some porting functions into `Thread`.
        * Integrate logging with `Thread`.
        * Add threading test.
      e4bff8be
  10. Aug 20, 2015
  11. Aug 19, 2015
  12. Aug 18, 2015
  13. Aug 16, 2015
  14. Aug 15, 2015
  15. Aug 13, 2015
  16. Aug 12, 2015
    • est31's avatar
      Fix Lua PcgRandom · 738fbc66
      est31 authored
      Before, this lua code led to a crash:
      
      local pcg = PcgRandom(42)
      local value = pcg:next()
      
      This was because if you called s32 PcgRandom::range(min, max) with the
      minimum and maximum possible values for s32 integers (which the lua
      binding code did), u32 PcgRandom::range(bound) got called with 0 as the
      bound. The bound however is one above the maximum value, so 0 is a "special"
      value to pass to this function. This commit fixes the lua crash by
      assigning the RNG's full range to the bound 0, which is also fits to the
      "maximum is bound - 1" principle, as (u32)-1 is the maximum value in the
      u32 range.
      738fbc66
  17. Aug 10, 2015
  18. Aug 09, 2015
  19. Aug 07, 2015
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