List of commits:
Subject Hash Author Date (UTC)
Change UV behavior 7817fbe285427dd2c71a8460cf9a6adc5b58628c mse 2021-12-06 02:46:32
Bump version to v0.7.3 d5ec7a787af02be5e4e89236b62f7c69326a7166 mse 2021-12-06 00:50:25
Add a minimap 3da6d1001bcd89a903cd761492eab1cc23dbd0d6 mse 2021-12-05 16:04:36
Fix special item increment bug 8e7425924c63f56351357e6690d25ee6ecf3048a mse 2021-12-04 06:41:02
Bump version to v0.7.2 a4ccb6ce137ec34ec5852d95f8bff545f8b4b85c mse 2021-12-02 11:41:27
Make interact button also place items 3f1f27d32e162fc9e0cbe5e420b0ec78ef705d15 mse 2021-12-01 13:33:37
Switch entity button to interact a409b707d3e704e4370702bdb77a2a9841e624d3 mse 2021-11-30 06:37:25
Translate Continue button to Greek & bump version to 0.7.1 5dfb837cb70a16a71dc9338e1126f1cd69ada1a2 mse 2021-11-29 09:22:04
Bump version to v0.7.0 e303b764c874b5e61bedc64b634f4ac80d5f27e5 mse 2021-11-28 07:48:29
Add CSL functions, syntax enhancements, OnPlayerEat, & remove init.json a484c33465821c194fe5d34cfef6716de198aaa6 mse 2021-11-27 04:24:46
Fix libs.cpp c736b9be42a871adc4827431961e8b769572c26b mse 2021-11-20 02:34:34
Fix tile seams ae09d59880997b3e1fd1cdf2083f83b3f0f73312 mse 2021-11-20 00:29:03
Make particle light follow sun angle ef944efffd223dd843a1471d6b651f5dc46d871b mse 2021-11-19 22:14:29
Work on particle light and bump version to v0.6.5 73b7b68133f7767f78c47492f693c5e9e965e214 mse 2021-11-19 08:04:32
Improve rim lighting and flatten floor gibs 4a7082e02eda370dba12bb44089777552859c5bd mse 2021-11-18 04:30:05
Change rim lighting to specular 937d99bee19b936fbf95927c5877a915c4128de1 mse 2021-11-18 03:49:41
Add sprite rim lighting eb9ade21b6253e050d6962c273187f090c20ff2a mse 2021-11-18 01:29:22
Bump version to v0.6.4 c2aeae76122cc95d03756a55a528b62609762820 mse 2021-11-17 11:38:37
Attempt to fix JSON serializing in locales with commas beae8b63fb0deaaf0b66ef4f188df270120ebe1c mse 2021-11-17 11:19:18
Limit network settings to network-enabled builds 8ccef75176b9059a45afa9ea251c313be7b7cfe0 mse 2021-11-17 09:20:56
Commit 7817fbe285427dd2c71a8460cf9a6adc5b58628c - Change UV behavior
Author: mse
Author date (UTC): 2021-12-06 02:46
Committer name: mse
Committer date (UTC): 2021-12-06 02:46
Parent(s): d5ec7a787af02be5e4e89236b62f7c69326a7166
Signer:
Signing key:
Signing status: N
Tree: 1d9ab578c8113ffff2397c8aec9a1b53a0be7891
File Lines added Lines deleted
include/fworld.h 5 4
File include/fworld.h changed (mode: 100755) (index 501223c..051dd0c)
... ... void World::drawSprite( fgl::Texture &tex, double posX, double posY, double imag
1467 1467 } }
1468 1468 posX += (double)sourceW * 0.5 * imageScale; posX += (double)sourceW * 0.5 * imageScale;
1469 1469 posY += (double)sourceH * 0.5 * imageScale; posY += (double)sourceH * 0.5 * imageScale;
1470 // Sorry, but this over-stretching thing is the only way to hide tile seams on low-precision OpenGL implementations.
1470 1471 fgl::texMatrix = linalg::mul( fgl::texMatrix = linalg::mul(
1471 1472 linalg::translation_matrix( linalg::vec<double,3>( linalg::translation_matrix( linalg::vec<double,3>(
1472 (double)sourceX / (double)tex.width,
1473 (double)sourceY / (double)tex.height,
1473 (double)sourceX / (double)tex.width + 0.0001,
1474 (double)sourceY / (double)tex.height + 0.0001,
1474 1475 0.0 0.0
1475 1476 ) ), ) ),
1476 1477 linalg::scaling_matrix( linalg::vec<double,3>( linalg::scaling_matrix( linalg::vec<double,3>(
1477 (double)sourceW / (double)tex.width * ( flipX ? -1.0 : 1.0 ),
1478 (double)sourceH / (double)tex.height * ( flipY ? -1.0 : 1.0 ),
1478 (double)sourceW / (double)tex.width * ( flipX ? -0.995 : 0.995 ),
1479 (double)sourceH / (double)tex.height * ( flipY ? -0.995 : 0.995 ),
1479 1480 1.0 1.0
1480 1481 ) ) ) )
1481 1482 ); );
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