- 20 Dec, 2020 1 commit
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chaz authored
I'm not 100% sure why this fix works, but it does, and I'm still fulfilling my obligations to free resources, so I'm rolling with it. See the added comment for some more details. Basically there seems to be a problem with destroying the SDL renderer before destroying the window, though that would appear to be the correct order of operations. I'm not sure if I'm doing something wonky to cause the issue, but simply rearranging the order of destruction makes the crash go away, so here we are.
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- 01 Dec, 2020 1 commit
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chaz authored
This adds a check so that we look for resources: * first in ./res, to support running the game as you're developing it, * next in $APPDIR/usr/share/3omns in case we're running in an appimage, * and finally in the configured DATADIR (/usr/share/3omns) to support a normal install.
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- 28 Nov, 2020 1 commit
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chaz authored
I'm not sure what magic I thought restrict was performing when I wrote this, but I now know better.
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- 26 Nov, 2020 1 commit
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chaz authored
Looks like the spec has been updated since I looked at this last.
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- 19 Nov, 2020 1 commit
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chaz authored
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- 31 Jul, 2020 1 commit
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chaz authored
It's the new way.
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- 01 Aug, 2019 1 commit
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chaz authored
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- 30 Dec, 2016 5 commits
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chaz authored
No need for those abominable characters unless absolutely required. Also compacting the configure.ac code a bit. Still seems pretty readable to me.
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chaz authored
Heh, had this sitting around in my working tree from who knows how long ago. Ship it!
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chaz authored
Seemed like something that maybe some day someone might maybe want to think about wondering about changing.
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chaz authored
The one from Mailaender looked like it came from an older version of the appdata spec, so I took the liberty of modernizing it and expanding it in my own words. The spec is a little ambiguous (and the validator tool seems to disagree with it sometimes, e.g. about whether the <translation> tag is required) but I *think* this is syntactically correct.
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chaz authored
Thanks!
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- 26 Dec, 2016 1 commit
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Matthias Mailänder authored
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- 14 Jul, 2016 1 commit
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chaz authored
Forgot this when I made a similar commit to INSTALL recently.
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- 09 Jul, 2016 4 commits
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chaz authored
Oops, shoulda did this allll last week.
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chaz authored
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chaz authored
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chaz authored
It's been out for a while, might as well keep current. The C code is pretty easy--unsigneds just become integers, no big whoop. The lua code is a little trickier since every math operation has to (gets to?) take the new integer type into account. I think I got it all ok, might've even gotten a little pedantic in there... but if this isn't the place for pedantry, what is?
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- 08 Jul, 2016 1 commit
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chaz authored
It's more properly "network play" now that it should work outside of LANs.
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- 03 Jul, 2016 3 commits
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chaz authored
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chaz authored
I'm calling this state 0.2, mostly so I can cut another release from here. Nothing significant has changed from the user's perspective, things just work better under the hood.
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chaz authored
I *believe* the net code is now reliable (and by that I just mean game messages won't be processed out of order) even on the noisy, unreliable internet. I haven't done a thorough audit or even much testing to prove this belief, but at this point any network errors are unknown bugs and should be considered separately.
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- 09 Jun, 2016 1 commit
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chaz authored
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- 22 Jan, 2016 1 commit
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chaz authored
I'd forgotten to add this to Makefile.am when I added the file. Thanks to github user nemysis for pointing this out and sending a patch.
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- 20 Oct, 2015 1 commit
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chaz authored
It doesn't matter.
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- 19 Oct, 2015 1 commit
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chaz authored
Instead of storing the elapsed time between think calls in the bot, we simply pass it through every time from C. This means the bots can operate with variable timing each think call, not that it'll ever happen that way.
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- 18 Oct, 2015 1 commit
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chaz authored
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- 17 Oct, 2015 4 commits
- 15 Oct, 2015 4 commits
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chaz authored
Previously the bots assumed that of the nearest dudes in any position, they would always be closest to that position. This was wrong in a number of cases. This does the filtering properly.
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chaz authored
Just like print.
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chaz authored
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chaz authored
Instead of relying on tail call elimination, this sets up a loop that repeatedly calls the "do whatever we should be doing next" function. Then every action the bot can do simply returns the elapsed time of its combined sub-actions. That way they're more easily composable, and the logic is easier to follow, too.
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- 13 Oct, 2015 4 commits
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chaz authored
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chaz authored
Rethink is a better name. Plus it makes sense to call it from the starting state instead of start saying what state to go into directly.
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chaz authored
It's like decorating methods with an async keyword in other languages.
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chaz authored
This cleans things up a bit, where the bot AI code isn't just part of the dude code, but a separate class that can control the dude.
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- 14 Sep, 2015 1 commit
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chaz authored
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