Sam
60f0505e8a
Initial tannery and animal pen
2023-05-13 09:30:19 -04:00
Sam
cda910468a
Initial yeti pit
2023-05-13 09:30:18 -04:00
Sam
1115877f5f
Initial central bonfire
2023-05-13 09:30:18 -04:00
Sam
4c67691e45
Initial speleothems
2023-05-13 09:30:17 -04:00
Sam
6f70882ffe
Placeholder igloos (someone with aesthetics fix please)
2023-05-13 09:30:17 -04:00
James Melkonian
c0676a008f
Add rib cage to tunnel entrance
2023-05-13 09:30:17 -04:00
Sam
a87548e8b2
Tunnel entrance
2023-05-13 09:30:16 -04:00
Sam
bd222cb1eb
Walls correctly sample and handle cliffs
2023-05-13 09:30:16 -04:00
Sam
dd1d5d1c29
Wall, in progress
2023-05-13 09:30:15 -04:00
Sam
c90159840c
Tunnel tweaks
2023-05-13 09:30:15 -04:00
IsseW
731195f864
Sampled caverns
2023-05-13 09:30:15 -04:00
Sam
abf3546e64
Adlets can now carve tunnels and caverns
2023-05-13 09:30:14 -04:00
Sam
76f4db6f70
Tweaked positioning of adlet sites
2023-05-13 09:30:14 -04:00
jshipsey
da3c2369e5
initial setup
2023-05-13 09:30:13 -04:00
Marcel Märtens
95bca5418a
update toolchain to nightly-2023-04-20
2023-05-08 18:58:54 +02:00
Corvella
6367a51fa3
Cheesing fixes mainly focused on bosses
2023-05-06 01:57:41 +00:00
Imbris
d29a1ec052
Switch back to 100 attempts for each site, optimization of
...
find_site_loc, and fix pre-existing bugs.
* In two spots, there were suspicious conversions between chunk positions
/ world positions that I removed. Everything, here should just be in
chunk positions afaict!
* Optimized by skipping further checks if `in_suitable_loc` is false
(main optimization (10x speedup for desert city site location finding
attempts)) as well as only computing `in_suitable_loc` once (minor
optimization).
2023-05-02 06:12:33 -04:00
Imbris
ddf9e0eaab
Address review on !3888
2023-05-01 21:01:50 -04:00
Imbris
4becb2c616
Refactor iteration over cardinals for bridges to explicitly check for the cardinal direction instead of using specific indices, performance seems roughly the same.
2023-04-25 01:10:34 -04:00
Imbris
87f042eb45
Lower max attempts for site placement to 15 from 100, to save time in the case of sites that can't easily be placed
2023-04-22 00:13:51 -04:00
Imbris
d18100c87a
Add a max cost parameter to the astar algorithm so that it will terminate as exausted if this limit is reached. This is used to optimize site pathfinding by exiting early from finding a novel path if we know it won't be used.
2023-04-21 23:16:24 -04:00
Imbris
ed94c1c1b6
Fix existing bug with all site route costs be computed as 0
2023-04-20 22:22:21 -04:00
Imbris
c0db1310be
Fix bug
2023-04-20 21:53:59 -04:00
Imbris
c82e6cfc77
Cleanup, fmt, appease clippy
2023-04-20 21:53:59 -04:00
Imbris
c6f5e8dac2
Add more profiling spans to Server startup related things in order to
...
visualize where time is being spent. Make `Lod::from_world` use the same
rayon pool as other things during the server startup. Move parallel
iteration up out of structure_gen.par_iter in order to slightly optimize
Lod::from_world (saves a few hundred milliseconds on my machine)
2023-04-20 21:53:59 -04:00
Imbris
92a42ced18
Apply experimental astar2 changes to the original impl
2023-04-20 21:53:59 -04:00
Imbris
d1ca47da41
Remove astar node clustering related code
2023-04-20 21:53:59 -04:00
Imbris
81885fe8e5
Additional optimizations (such as avoiding calling find_path when we know we won't use the result or that it will fail), cleanup of excess notes and commented code, probably other misc optimizations
2023-04-20 21:53:59 -04:00
Imbris
1f5ebbd100
mess (server startup time related experimentation, in particular with
...
pathfinding between sites)
2023-04-20 21:53:59 -04:00
Imbris
ed4643e80b
Add profiling spans for Server::new and World::generate
2023-04-20 21:53:59 -04:00
Isse
e4a6c67fb0
try to get at least one workshop in towns
2023-04-15 19:57:18 +02:00
Isse
9c30d2018d
add bridge tile for better bridge pathfinding
2023-04-14 11:17:08 +02:00
Joshua Barretto
a835ce7e26
Better starting site choices
2023-04-13 18:32:21 +01:00
Joshua Barretto
d8702f128b
Variable town sizes
2023-04-13 12:05:16 +01:00
Joshua Barretto
308ee2f674
Don't pessimise worldgen fast paths for rtsim resources
2023-04-09 19:25:58 +01:00
Joshua Barretto
efbab102a5
Make LoD towns glow
2023-04-09 19:25:58 +01:00
Joshua Barretto
70538dae66
Choose random plaza tile
2023-04-09 19:25:58 +01:00
Joshua Barretto
a7a08763f2
Gave NPCs names
2023-04-09 19:25:58 +01:00
Joshua Barretto
85c572f6e2
Better town layout
2023-04-09 19:25:57 +01:00
Joshua Barretto
06820dbf16
Better path distance check for site2
2023-04-09 19:25:57 +01:00
Joshua Barretto
c8d0443111
Clippy fixes
2023-04-09 19:25:57 +01:00
Joshua Barretto
2eaf3c7e92
Spawn dogs and cats in towns
2023-04-09 19:25:57 +01:00
Joshua Barretto
ea007ff702
Cleaning up
2023-04-09 19:25:55 +01:00
Isse
dda1be58d4
big birds!
2023-04-09 19:25:54 +01:00
Joshua Barretto
bb96e92362
Track almost all collectable sprites, added resource replenishment
2023-04-09 19:25:54 +01:00
Joshua Barretto
ac83cfc4a3
More interesting idle behaviours
2023-04-09 19:25:54 +01:00
Joshua Barretto
7e9474ab70
Overhauled rtsim2 pathfinding with TravelTo
2023-04-09 19:25:53 +01:00
Joshua Barretto
e8b489a71a
sync
2023-04-09 19:25:53 +01:00
IsseW
9be6c7b527
Pathing between sites.
2023-04-09 19:25:53 +01:00
IsseW
afd9ea5462
site pathing
2023-04-09 19:25:52 +01:00