60f0505e8a
Initial tannery and animal pen
2023-05-13 09:30:19 -04:00
cda910468a
Initial yeti pit
2023-05-13 09:30:18 -04:00
1115877f5f
Initial central bonfire
2023-05-13 09:30:18 -04:00
4c67691e45
Initial speleothems
2023-05-13 09:30:17 -04:00
6f70882ffe
Placeholder igloos (someone with aesthetics fix please)
2023-05-13 09:30:17 -04:00
c0676a008f
Add rib cage to tunnel entrance
2023-05-13 09:30:17 -04:00
a87548e8b2
Tunnel entrance
2023-05-13 09:30:16 -04:00
bd222cb1eb
Walls correctly sample and handle cliffs
2023-05-13 09:30:16 -04:00
dd1d5d1c29
Wall, in progress
2023-05-13 09:30:15 -04:00
c90159840c
Tunnel tweaks
2023-05-13 09:30:15 -04:00
731195f864
Sampled caverns
2023-05-13 09:30:15 -04:00
abf3546e64
Adlets can now carve tunnels and caverns
2023-05-13 09:30:14 -04:00
76f4db6f70
Tweaked positioning of adlet sites
2023-05-13 09:30:14 -04:00
da3c2369e5
initial setup
2023-05-13 09:30:13 -04:00
3a85a8d399
Always generate at least one civilization
2023-05-11 02:15:56 +01:00
95bca5418a
update toolchain to nightly-2023-04-20
2023-05-08 18:58:54 +02:00
6367a51fa3
Cheesing fixes mainly focused on bosses
2023-05-06 01:57:41 +00:00
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
ddf9e0eaab
Address review on !3888
2023-05-01 21:01:50 -04:00
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
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
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
ed94c1c1b6
Fix existing bug with all site route costs be computed as 0
2023-04-20 22:22:21 -04:00
c0db1310be
Fix bug
2023-04-20 21:53:59 -04:00
c82e6cfc77
Cleanup, fmt, appease clippy
2023-04-20 21:53:59 -04:00
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
92a42ced18
Apply experimental astar2 changes to the original impl
2023-04-20 21:53:59 -04:00
d1ca47da41
Remove astar node clustering related code
2023-04-20 21:53:59 -04:00
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
1f5ebbd100
mess (server startup time related experimentation, in particular with
...
pathfinding between sites)
2023-04-20 21:53:59 -04:00
ed4643e80b
Add profiling spans for Server::new and World::generate
2023-04-20 21:53:59 -04:00
e4a6c67fb0
try to get at least one workshop in towns
2023-04-15 19:57:18 +02:00
9c30d2018d
add bridge tile for better bridge pathfinding
2023-04-14 11:17:08 +02:00
a835ce7e26
Better starting site choices
2023-04-13 18:32:21 +01:00
d8702f128b
Variable town sizes
2023-04-13 12:05:16 +01:00
308ee2f674
Don't pessimise worldgen fast paths for rtsim resources
2023-04-09 19:25:58 +01:00
efbab102a5
Make LoD towns glow
2023-04-09 19:25:58 +01:00
70538dae66
Choose random plaza tile
2023-04-09 19:25:58 +01:00
a7a08763f2
Gave NPCs names
2023-04-09 19:25:58 +01:00
85c572f6e2
Better town layout
2023-04-09 19:25:57 +01:00
06820dbf16
Better path distance check for site2
2023-04-09 19:25:57 +01:00
c8d0443111
Clippy fixes
2023-04-09 19:25:57 +01:00
2eaf3c7e92
Spawn dogs and cats in towns
2023-04-09 19:25:57 +01:00
ea007ff702
Cleaning up
2023-04-09 19:25:55 +01:00
dda1be58d4
big birds!
2023-04-09 19:25:54 +01:00
bb96e92362
Track almost all collectable sprites, added resource replenishment
2023-04-09 19:25:54 +01:00
ac83cfc4a3
More interesting idle behaviours
2023-04-09 19:25:54 +01:00
7e9474ab70
Overhauled rtsim2 pathfinding with TravelTo
2023-04-09 19:25:53 +01:00
e8b489a71a
sync
2023-04-09 19:25:53 +01:00
9be6c7b527
Pathing between sites.
2023-04-09 19:25:53 +01:00