staphen
ceec9900f3
[Debug] Keep trying when unique item fails to generate
11 months ago
staphen
390d7600a3
Fix debug command for talking to towners
1 year ago
obligaron
ee42d2ab66
Add missiles to tile data debug command
1 year ago
Gleb Mazovetskiy
ee16071761
Untangle pathfinding dependencies
...
1. Makes `path.cpp` concerned solely with the pathfinding algorithm.
2. Turns `path_test` into a standalone test.
1 year ago
Gleb Mazovetskiy
c31836eab8
Split up `engine.{h,cpp}`
...
Untangles dependencies by splitting up `engine.{h,cpp}` into 3 files:
1. `primitive_render`
2. `ticks` -- only contains `GetAnimationFrame` for now.
3. `GetWidth2` renamed to `CalculateSpriteTileCenterX` and moved to `levels/dun_tile.hpp`.
1 year ago
Gleb Mazovetskiy
a49b1f2d58
Extract Is{Any,None}Of out of engine.hpp
...
Untangles some of the dependencies
1 year ago
Eric Robinson
f1d48d7124
Debug: Insivible ( #7543 )
1 year ago
Gleb Mazovetskiy
7b0558146e
Async load: Handle errors
1 year ago
Gleb Mazovetskiy
8c39edfe7e
Add `dev.display.tileData('microTiles')`
1 year ago
obligaron
ca16398147
Move DebugSpawn(Unique)Item to lua dev moduls and make necessary functions public
2 years ago
Gleb Mazovetskiy
624afafe58
Extract Crawl to a library
...
Also adds a test and a benchmark
2 years ago
Gleb Mazovetskiy
e9c29fa806
Switch to ankerl::unordered_dense
2 years ago
staphen
22150018ae
Don't dereference nullopt in DebugCmdLevelUp()
2 years ago
staphen
3c5b298391
Capture the level seed and use it to skip failed dungeon layouts
2 years ago
staphen
9e682afe13
Rename glSeedTbl
2 years ago
obligaron
51ab0106ab
Sync monster spawn in multiplayer
2 years ago
obligaron
19b6e2bcc4
Fix debug spawning monsters
2 years ago
qndel
16c814badf
fix trn path in debug cmd
2 years ago
obligaron
f445bb4ef8
Change CastSpell to Player reference
2 years ago
Gleb Mazovetskiy
be34dd0cb7
Add `dev.level.seed()` debug command
2 years ago
Gleb Mazovetskiy
99fea0d1c5
Migrate unique monsters to data files
2 years ago
Gleb Mazovetskiy
2eae121931
Migrate monstdat to a data file
...
We may want to migrate this to 1 file per monster but for now the
migration is as close to the hard-coded version as possible.
Sprites that are used by multiple monsters are only loaded from disk
once.
2 years ago
Gleb Mazovetskiy
a2b94cc03c
Lua: Migrate and organize the rest of debug cmds
...
Fully migrates debug commands to Lua and organizes them into logical
groups.
The CLI `+` syntax now runs Lua, e.g.:
```bash
build/devilutionx '+dev.player.trn.plr("infra")'
```
Chat hotkeys run Lua code if they start with `/lua`, e.g.:
```ini
[NetMsg]
QuickMessage1=/lua message(dev.player.info())
```
2 years ago
staphen
7df7b35123
Clean up warnings and debugger errors related to the Lua console
2 years ago
Gleb Mazovetskiy
8bffbedcb4
Migrate some debug.cpp commands to Lua
...
Introduces a new `devilutionx.dev` Lua module, automatically loaded in
the console prelude.
Arguments and basic help are shown in autocompletion.
2 years ago