| Age | Commit message (Collapse) | Author | Files | Lines |
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edit because cate is annoying me) c5b9b8d28a
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089ea8b7a0
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a11202313d
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air d7fa0b139e
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de6203e049
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pressure befd4f5ef58
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of falldown and state 11bd67eb61
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Ambient heat… 8397b6e51a
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d7f798da60
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This reverts commit 8b20bfd764308fddc1280b8a9d030e77503d0b0c.
TYPE_ENERGY makes THDR move like photons, and means adjacent particles
don't conduct as much heat from it (since the heat conduction code only
looks for particles in pmap, not photons).
Heat transfer could be fixed by increasing THDR's heat conductivity, but
gas or powder movement is probably better than photon movement for THDR.
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the first stamp or the previously used stamp, 'k' shows the stamp browser
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transoformation working (not particularly well)
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Collisions now always work for particles inside INVS and FILT, so
particles don't stack (just a single particle on top of each INVS/FILT).
Pressurised INVS was being drawn using PMODE_FLAT (with no alpha
blending), which sometimes hid particles inside INVS.
Also limit BHOL tmp value to make sure it saves correctly.
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coords when reading wall data, replace existing particles when placing stamps on top, Game: Clear the simulation when loading a save
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