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10.3s
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@ -2376,3 +2376,37 @@ MINOR:
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- Geometry Experiments menu now lets you change land in the standard geometry too (but you will be marked as a cheater)
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- Allowed the sloppy Graveyard in heptagonal
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- Also allowed Land of Storms which was disabled by mistake
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2018.04.23 13:44 Version 10.3s
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Gameplay:
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- better messages when dropping Dead Orbs impossible
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- fixed odd stripes of CR4 in the Graveyard
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- fixed the bug which caused too low Great Wall generation in the Crossroads
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- falling birds now trigger trapdoors
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- non-standard-hyperbolic chaosmode no longer generates lots of the originally selected land
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- made some things in the Tutorial more clear: removed the '3' key for heptagonal mode
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(probably more confusing than useful); the '1' and '2' keys now print a message that
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you are temporarily leaving your game or returning to it; in the ESC menu, the button
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captions are adjusted when they disable something rather than enable it
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Graphics:
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- Yendor/Caribbean cross appears on the boundary again
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- map no longer disappears suddenly and irreparably if you scroll into the invisible region
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- 3D graphics are now automatically scaled vertically on high Goldberg settings
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- labels (e.g., numbers shown if you check the expansion rate) are no longer displayed on the cells which are behind the sphere
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- predesigned patterns: 'distance from origin' option, an option to make all the floors invisible (possibly show line patterns only); fixed issues with line patterns drawing incorrectly
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- pageup/down spin 2x slower to make it possible to rotate by 90 degrees
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Models of hyperbolic geometry:
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- increased the default Hypersian Rug distance so that the whole model fits on the screen
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- the conformal square works better in non-hyperbolic geometries now
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- Earth included as a loadable (spherical) texture, also fixed some issues with loading such textures
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- in the 'display mode' menu, appropriate projection names are used in non-hyperbolic geometries
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- two-point equidistant model rendered better on the sphere
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- non-conformal band models can now be saved to a file too
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- line animation is now more precise -- it starts and ends strictly at the starting point and the current position
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(unless you change an option), if these two cells are similar (e.g. move 15 cells in a straight line in the Zebra pattern)
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the back-to-start transition will be invisible, and thus line animation and spiral will be smooth
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- spiral mapping no longer crashes the game, and resizing the window works now
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- fisheye model (mostly for Euclidean geometry)
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@ -70,7 +70,7 @@ ld asin_auto_clamp(ld x) {
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switch(cgclass) {
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case gcEuclid: return x;
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case gcHyperbolic: return asinh(x);
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case gcSphere: return x>1 ? M_PI/2 : x<-1 ? -M_PI/2 : isnan(x) ? 0 : asin(x);
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case gcSphere: return x>1 ? M_PI/2 : x<-1 ? -M_PI/2 : std::isnan(x) ? 0 : asin(x);
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default: return x;
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}
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}
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