tobspr
2203d5fc6a
Improve saving speed by using crc32 instead of sha1 for checksum
2020-08-10 23:31:02 +02:00
tobspr
9701a143ec
Only store changed properties for all components
2020-08-10 22:53:02 +02:00
tobspr
bb431b8490
Reduce savegame size by not storing the tileSize in the static entity
2020-08-10 22:13:26 +02:00
tobspr
8d329990ef
Fix item filters being ignored
2020-08-10 22:04:38 +02:00
tobspr
d2077f5009
Fix building placer not showing slots properly
2020-08-10 21:36:46 +02:00
tobspr
93975df4d5
Get rid of item ejector / acceptor layers and new wires buildings for now
2020-08-10 21:24:58 +02:00
tobspr
89294c7072
Remove instant eject flag
2020-08-10 20:32:45 +02:00
tobspr
b3b8da04a1
Refactor belt underlay feature into seperate component
2020-08-10 20:26:47 +02:00
tobspr
f91e677f2e
Fix item animations not working for belts
2020-08-10 20:17:18 +02:00
tobspr
08a5b9070d
Simplify hub component
2020-08-10 20:09:04 +02:00
tobspr
b3fffe340d
Cleanup worker
2020-08-10 19:56:56 +02:00
tobspr
ecbf9d7e78
Revert worker loader change
2020-08-10 19:54:11 +02:00
tobspr
64b983b94e
Try to fix webworker bug - Attempt 2
2020-08-10 19:46:41 +02:00
tobspr
0d555e22c7
Add further logging to worker
2020-08-10 19:42:10 +02:00
tobspr
1802e545d4
Minor syntax change
2020-08-10 15:27:40 +02:00
tobspr
2ee4f2efc7
Add more logging
2020-08-10 15:22:02 +02:00
tobspr
e0ba1452b2
Start to work on logical pins
2020-08-10 15:02:49 +02:00
tobspr
6f28aff78f
Vastly improve belt performance
2020-08-10 15:02:14 +02:00
asquared31415
868cd7baf5
Mock V1000 StaticMapEntity ( #550 )
2020-08-10 07:38:05 +02:00
Bjorn Stromberg
79158e2b56
Remove unused code ( #526 )
2020-08-06 11:28:28 +02:00
moonheart08
c0b905b74a
Add support for a 75hz simulation target ( #517 )
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Entirely untested, I just wanted to avoid having it sit as an issue forever and as such just quickly added it with the github editor. Someone actually check it please. 😅
2020-08-06 11:21:26 +02:00
Bjorn Stromberg
f79578a993
Make CI green by hiding the problem behind a sign that says FIXME ( #515 )
2020-08-06 11:21:12 +02:00
Dimava
235c380de1
fix pippete throws on empty hand ( #512 )
2020-07-29 09:17:45 +02:00
tobspr
baf5c83b34
Merge branch 'master' of https://github.com/tobspr/shapez.io
2020-07-27 17:14:32 +02:00
tobspr
bf2eee908f
Refactor static map entity component to store building metaclass
2020-07-27 17:14:29 +02:00
Bjorn Stromberg
d2f9fd6ec8
Improve types for web workers ( #502 )
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* Improve types for web workers
* Move worker-loader config inline
* Remove trailing spaces in translations
2020-07-27 17:06:12 +02:00
tobspr
7341321d97
Redo wire splitter / mergers
2020-07-27 14:25:22 +02:00
tobspr
94c59e0e33
Revert "Fix layer handling in cutter ( #352 )"
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This reverts commit 97870da048
.
2020-07-27 13:49:46 +02:00
tobspr
2d54b72882
Add checks to stacking logic
2020-07-27 13:49:40 +02:00
oguz523
58a4543c29
Translating Game to Turkish ( #498 )
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* Translating Game to Turkish
- Adding "tr" object in language.js for setting appereance in game.
- Updating base-tr.yaml
* Minor Translation Fix
2020-07-27 11:19:23 +02:00
Bjorn Stromberg
6d01c482d8
[Perf] Avoid iterating over keys to generate assert message ( #486 )
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* Avoid iterating over keys to generate assert message
* Move assertion call behind guard
* Shorten line by using string template
2020-07-27 11:15:59 +02:00
cyantree
97870da048
Fix layer handling in cutter ( #352 )
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* Fix layer handling in cutter
* Remove unused variable in `cloneFilteredByquadrants()`
* Rework check in `isValidShortKeyInternal()` to being an early return
* Support empty layers in `isValidShortKeyInternal()` which aren't the topmost layer
2020-07-26 23:11:06 +02:00
hexagonhexagon
ef574c0bfe
Redo stacking algorithm ( #138 )
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* Change stacking algorithm to keep shapes whole rather than splitting by layer.
* Ensure that layerToMergeAt is not less than 0.
2020-07-26 23:09:50 +02:00
tobspr
209fc76fc7
Update ui design
2020-07-23 09:07:51 +02:00
dengr1065
2df1b8d014
Major ui changes ( #482 )
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* "discord" -> "Discord", sync most translations
* that major settings update you'll like
* Finish new settings, add logo to about page
* sync & format translations
2020-07-23 08:48:23 +02:00
Bjorn Stromberg
cb1ff53338
Add TSLint to github actions, fix existing type errors
2020-07-22 11:15:16 +09:00
tobspr
661746c898
Merge pull request #471 from RogiJAG/180_deg_rotater
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180 Degree Rotater Variant
2020-07-21 09:25:36 +02:00
RogiJAG
150bf718f7
Merge branch 'master' into 180_deg_rotater
2020-07-19 11:15:30 -05:00
RogiJAG
9258a49010
remove debug statements
2020-07-19 11:11:58 -05:00
RogiJAG
adecb64447
Revert "add unlock on upgrade mechanic"
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This reverts commit 6dd3f2a439
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lease enter the commit message for your changes. Lines starting
2020-07-19 10:47:47 -05:00
Moppler
ae5c33abd2
Extend the pipette hack to work with belts and wires.
2020-07-19 15:56:40 +01:00
tobspr
0a482972fd
Fix build failing
2020-07-19 09:19:42 +02:00
BuildTools
c1a518f775
fix circular dependency
2020-07-18 20:46:42 -05:00
BuildTools
6dd3f2a439
add unlock on upgrade mechanic
2020-07-18 12:03:49 -05:00
Mr.Yawnie
93ac3f70be
Added artwork and en translation, unlocks with CCW
2020-07-18 12:03:49 -05:00
RogiJAG
f77d47d9f7
Add fl rotater variant
2020-07-18 12:03:49 -05:00
MrYawnie
68ebf07052
Changed "level" to "tier" for consistency
2020-07-18 17:41:16 +10:00
MrYawnie
efffa8940b
Match belt/processor etc. level to upgrade tiers
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Currently the belt (+ processor) levels do not match to the upgrade shop tiers. The tiers start from Tier 1, and once upgraded, they go to tier 2, 3, ... 7. So tier 7 is currently the highest.
However, the belt level starts from level 0, and increases to level 1 once upgraded. The maximum level is therefore 6.
This PR raises the start level of belts and other items to level 1, meaning the levels match the upgrade tiers in the shop.
2020-07-17 16:11:22 +10:00
tobspr
05716e6a74
Fix page not loading sometimes
2020-07-13 22:46:07 +02:00
tobspr
a08fef88f0
Merge pull request #416 from Astavie/master
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Add decimal separator option in translation files
2020-07-07 19:40:27 +02:00