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visual gears: fixing nemo's c-style assignment/multiplications
2010-06-30, by sheepluva
Store some calcs to speed up uLandGraphics a tad
2010-06-30, by nemo
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
2010-06-30, by koda
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
2010-06-30, by koda
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
2010-06-29, by nemo
clouds: up-and-down-bouncing now without evil loop
2010-06-30, by sheepluva
bee:
2010-06-29, by sheepluva
explosions: cache rounded X,Y values
2010-06-29, by sheepluva
Dammit. Forgot to pull/rebase before making the VG change
2010-06-29, by nemo
rope: another, small optimization
2010-06-29, by sheepluva
Optimise vgtSmokeTrace/vgtEvilTrace handler
2010-06-29, by nemo
Default ammo set was horribly unbalanced - you want to test portal, play "crazy" :)
2010-06-29, by nemo
rope: optimization, should save up to ~3 million hwFloat multiplications per second
2010-06-29, by sheepluva
rope: another small optimization
2010-06-29, by sheepluva
rope: tiny optimisation
2010-06-29, by sheepluva
fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
2010-06-28, by sheepluva
merge
2010-06-28, by unc0rr
engine: apply weapon offset to charge animation
2010-06-28, by sheepluva
Engine Message command
2010-06-28, by unc0rr
portal: angle preservation tweaking
2010-06-28, by sheepluva
START_GAME command
2010-06-28, by unc0rr
merge
2010-06-27, by unc0rr
merge
2010-06-27, by koda
insert a default name when a void string is used
2010-06-27, by koda
complete configuration for schemes
2010-06-27, by koda
portal: I accidentally flipped the exit angle in last commit
2010-06-27, by sheepluva
portal: some moar tweaks
2010-06-27, by sheepluva
portal: entry angle is now affecting exit angle
2010-06-27, by sheepluva
portal / slope detection:
2010-06-26, by sheepluva
A bunch of reimplemented commands
2010-06-27, by unc0rr
adding install_manifest.txt to .hgignore ...
2010-06-26, by sheepluva
Properly handle client exit
2010-06-27, by unc0rr
merge
2010-06-26, by unc0rr
Reimplement REMOVE_TEAM
2010-06-26, by unc0rr
merge
2010-06-26, by unc0rr
portal:
2010-06-26, by sheepluva
Reimplement REMOVE_TEAM
2010-06-25, by unc0rr
portal: make shot 2 times faster, add hog movement speed to shot speed (only the part in shot direction, so that aiming is not messed up)
2010-06-26, by sheepluva
Ignore this file too
2010-06-25, by unc0rr
Flag dimensions with booleans instead of using 0.
2010-06-25, by nemo
Add ignoring
2010-06-25, by unc0rr
merge
2010-06-26, by koda
Reimplement ADD_TEAM
2010-06-25, by unc0rr
Extend pixel sweep to recheck neighbours if erasing on edges
2010-06-25, by nemo
Update ukrainian translation
2010-06-24, by unc0rr
Workaround for cakes and portals. Also disable something that always seems to screw up my portal games.
2010-06-23, by nemo
moar zoom, fixed fort mode, other glitches
2010-06-26, by koda
merge
2010-06-24, by koda
Erasing lowres files. Again.
2010-06-23, by nemo
server somewhat simplified and correct sporadic crasher
2010-06-24, by koda
i <3 mercurial
2010-06-23, by koda
expand -t 4 on .m as well
2010-06-23, by koda
merge
2010-06-23, by koda
Start reimplementation of ADD_TEAM
2010-06-23, by unc0rr
Reimplement TOGGLE_READY command
2010-06-23, by unc0rr
- Fix a function
2010-06-23, by unc0rr
merge
2010-06-23, by koda
Reimplement CFG protocol command
2010-06-23, by unc0rr
General:
2010-06-23, by smaxx
Restore test for already used nick
2010-06-22, by unc0rr
New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
2010-06-22, by nemo
Partially reimplement joining rooms
2010-06-22, by unc0rr
update the project to ios4 by removing pre-3.2 references
2010-06-23, by koda
ok really fix the command line utility
2010-06-22, by koda
fix build and permissions problems when launching hwengine from command line
2010-06-22, by koda
merge+smallupdate
2010-06-21, by koda
Reimplement room creating
2010-06-21, by unC0Rr
use the cmake built-in ts->qm conversion instead of keeping binary files in trunk
2010-06-21, by koda
memory management for openalbridge
2010-06-21, by koda
disable uSHA, enable adler32
2010-06-20, by nemo
merge
2010-06-21, by koda
Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
2010-06-20, by nemo
some memory caring code
2010-06-20, by koda
This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
2010-06-20, by nemo
fix zoom smoothness
2010-06-20, by koda
add initial stubs for selecting weapons in the ifrontend
2010-06-19, by koda
Remove redundant test, add some temp variables to speed up the expensive CheckLand
2010-06-20, by nemo
add local rev number/rev count to dev version suffix
2010-06-18, by sheepluva
rename flags
2010-06-18, by nemo
Forgot to change this flag.
2010-06-18, by nemo
testing if automatic pushes to CIA.vc work now...
2010-06-18, by sheepluva
merge
2010-06-18, by koda
fix cmakefiles to work with mercurial
2010-06-17, by koda
move stuff around and update iphone project
2010-06-17, by koda
now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
2010-06-17, by koda
merge
2010-06-17, by nemo
some pt_BR translation changes by arrom
2010-06-17, by sheepluva
Update repository checking code to reflect our recent Mercurial switch
2010-06-17, by koda
Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
2010-06-17, by nemo
correct cake sit-down animation so that it doesn't sit down in mid-air anymore
2010-06-16, by sheepluva
General:
2010-06-16, by mario.liebisch
General:
2010-06-16, by mario.liebisch
Engine:
2010-06-16, by mario.liebisch
update tags
2010-06-16, by convert-repo
lupdate-qt4 / lrelease-qt4 since arrom was nagging me
2010-06-09, by nemo
Some more progress
2010-06-08, by unc0rr
Reimplement more core actions
2010-06-06, by unc0rr
Use sockets instead of handles, use bytestrings instead of strings
2010-06-06, by unc0rr
Engine:
2010-06-05, by smxx
Frontend:
2010-06-05, by smxx
Remove decrement of iterator health. Might fix weird health bug.
2010-06-05, by nemo
Engine:
2010-06-05, by smxx
now engine can be optionally built as library, there's an example wrapper of how to use it
2010-06-05, by koda
Frontend:
2010-06-04, by smxx
fix iphone version for map preview
2010-06-03, by koda
map preview generation reworked like nemo suggested (he was right, it's quickier in this way)
2010-06-03, by koda
Engine:
2010-06-03, by smxx
a bunch of minor stuff
2010-06-02, by koda
Engine:
2010-06-01, by smxx
Remove rope offset
2010-06-01, by nemo
add some memory aware code
2010-05-31, by koda
Graphics:
2010-05-28, by smxx
Engine (Henek):
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Prevent all portal loops the guaranteed way, at least until sheepluva's tests yield something reliable.
2010-05-23, by nemo
initial support for game modifiers (schemes)
2010-05-23, by koda
Sonic set
2010-05-23, by nemo
claymore says that this needs to be 44.1 for some systems
2010-05-19, by nemo
Henek adds a flamethrower, updates some translations, and tweaks how fire works.
2010-05-19, by nemo
Engine:
2010-05-18, by smxx
Skip collision on X for barrels that aren't knocked over
2010-05-17, by nemo
Increase minimum threshold for barrel damage to reduce likelihood of blowing one up on jumping out, increase damage to compensate (may need tweaking). Only apply dX for collision w/ kick if barrel is rolling.
2010-05-17, by nemo
portal-link-bugfix: make sure deleted portals don't reset links other than those to themselves
2010-05-17, by sheepluva
remove all portal specific code from EndTurnCleanup(), instead have portals self destruct if "CurrentHedgehog" is not the portal's creator
2010-05-17, by sheepluva
Change to just set timer to 0
2010-05-17, by nemo
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