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* Added the_shopStar Rauchenberger2025-08-182-0/+201
* Added the_revitalizedStar Rauchenberger2025-08-1810-0/+136
* Added the_repetitiveStar Rauchenberger2025-08-1820-26/+1010
* Added the_relentlessStar Rauchenberger2025-08-1810-0/+409
* Added the_quietStar Rauchenberger2025-08-185-0/+158
* Validate that nodes in game files are usedStar Rauchenberger2025-08-1821-25/+162
* Validate that node paths aren't used multiple timesStar Rauchenberger2025-08-171-7/+0
* Added the_plazaStar Rauchenberger2025-08-1712-0/+797
* Added the_perceptiveStar Rauchenberger2025-08-171-0/+7
* Added the_partialStar Rauchenberger2025-08-177-0/+282
* Added the_parthenonStar Rauchenberger2025-08-177-0/+162
* Added the_owlStar Rauchenberger2025-08-1711-0/+630
* Added the_orbStar Rauchenberger2025-08-176-0/+176
* Added the_nuancedStar Rauchenberger2025-08-165-0/+238
* Added the_livelyStar Rauchenberger2025-08-164-0/+86
* Added the_literateStar Rauchenberger2025-08-164-0/+89
* Added the_lionizedStar Rauchenberger2025-08-165-1/+93
* Started writing a data validatorStar Rauchenberger2025-08-165-10/+17
* Assigned IDs for the_jubilant, the_keen, and the_linearStar Rauchenberger2025-08-161-2/+2
* Added the_linearStar Rauchenberger2025-08-153-1/+77
* Added the_liberatedStar Rauchenberger2025-08-154-0/+89
* Added the_keenStar Rauchenberger2025-08-154-0/+131
* Added the_jubilantStar Rauchenberger2025-08-145-0/+194
* Assigned IDs for the_hive, the_impressive, and the_invisibleStar Rauchenberger2025-08-143-5/+10
* Added the_invisibleStar Rauchenberger2025-08-144-0/+37
* Added the_impressiveStar Rauchenberger2025-08-1411-4/+161
* Added the_hiveStar Rauchenberger2025-08-145-0/+393
* Added the_hinterlandsStar Rauchenberger2025-08-141-0/+13
* Added the_greatStar Rauchenberger2025-08-1445-6/+2080
* Added the_graveyardStar Rauchenberger2025-08-145-1/+60
* Added the_goldStar Rauchenberger2025-08-141-0/+10
* Assigned IDs for the_galleryStar Rauchenberger2025-08-131-2/+2
* Added the_galleryStar Rauchenberger2025-08-138-37/+438
* Added the_extravagantStar Rauchenberger2025-08-1216-0/+433
* Converted to proto2Star Rauchenberger2025-08-126-6/+6
* Add gravity to paintings/portsStar Rauchenberger2025-08-112-3/+4
* Assigned IDs for the_double_sidedStar Rauchenberger2025-08-111-1/+1
* Added the_double_sidedStar Rauchenberger2025-08-1123-0/+426
* Added the_doorStar Rauchenberger2025-08-114-0/+30
* Added the_digitalStar Rauchenberger2025-08-118-0/+234
* Added the_darkroomStar Rauchenberger2025-08-117-0/+298
* Added the_congruentStar Rauchenberger2025-08-1012-0/+464
* Added the_colorfulStar Rauchenberger2025-08-0917-0/+354
* Added the_butterflyStar Rauchenberger2025-08-0911-12/+212
* Added the_betweenStar Rauchenberger2025-08-096-0/+456
* Added the_bearerStar Rauchenberger2025-08-0838-0/+833
* Added the_ancientStar Rauchenberger2025-08-075-0/+49
* Assigned IDs for four_roomsStar Rauchenberger2025-08-073-6/+6
* Added four_roomsStar Rauchenberger2025-08-079-0/+376
* Started apworldStar Rauchenberger2025-08-071-0/+34
lass="p">; PortIdentifier port = 2; PaintingIdentifier painting = 3; PanelIdentifier panel = 4; } } oneof From { Endpoint from = 1; string from_room = 5; } oneof To { Endpoint to = 2; string to_room = 6; } optional bool oneway = 3; optional DoorIdentifier door = 4; } message HumanConnections { repeated HumanConnection connections = 1; } message HumanDoor { optional string name = 1; repeated string receivers = 2; repeated PaintingIdentifier move_paintings = 8; // The set of panels that must be solved to open this door. repeated PanelIdentifier panels = 3; // If set, the number of panels from the above set that need to be solved. // Warning: this is a messy kind of OR logic! Consider if there's another way. optional uint64 complete_at = 9; optional string control_center_color = 6; repeated string switches = 7; repeated KeyholderIdentifier keyholders = 10; repeated RoomIdentifier rooms = 11; repeated DoorIdentifier doors = 12; optional DoorType type = 4; optional string location_room = 5; } message HumanDoors { repeated HumanDoor doors = 1; } message HumanPanel { optional string name = 1; optional string path = 5; optional string clue = 2; optional string answer = 3; repeated string symbols = 4; repeated Proxy proxies = 6; optional DoorIdentifier required_door = 7; optional RoomIdentifier required_room = 8; } message HumanPainting { optional string name = 1; optional string path = 2; optional string display_name = 4; optional string orientation = 3; optional bool move = 6; optional bool enter_only = 7; optional AxisDirection gravity = 8 [default = Y_MINUS]; optional bool exit_only = 9; optional DoorIdentifier required_door = 5; } message HumanPort { optional string name = 1; optional string path = 2; optional string orientation = 3; optional AxisDirection gravity = 5 [default = Y_MINUS]; optional DoorIdentifier required_door = 4; } message HumanKeyholder { optional string name = 1; optional string path = 2; } message HumanLetter { optional string key = 1; optional bool level2 = 2; optional string path = 3; } message HumanMastery { optional string name = 1; optional string path = 2; } message HumanRoom { optional string name = 1; optional string display_name = 2; repeated HumanPanel panels = 3; repeated HumanPainting paintings = 4; repeated HumanLetter letters = 5; repeated HumanPort ports = 6; repeated HumanKeyholder keyholders = 7; repeated HumanMastery masteries = 8; } message IdMappings { message RoomIds { map<string, uint64> panels = 1; map<string, uint64> masteries = 2; } message MapIds { map<string, uint64> doors = 1; map<string, RoomIds> rooms = 2; } map<string, MapIds> maps = 1; map<string, uint64> special = 2; map<string, uint64> letters = 3; }