Wed, 06 Jun 2012 17:56:39 -0400 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo [Wed, 06 Jun 2012 17:56:39 -0400] rev 7190
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
Wed, 06 Jun 2012 22:11:55 +0400 Not needed here
unc0rr [Wed, 06 Jun 2012 22:11:55 +0400] rev 7189
Not needed here
Tue, 05 Jun 2012 22:37:36 +0200 Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 05 Jun 2012 22:37:36 +0200] rev 7188
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible. Added a seperate shader for the gradient used for water drawing. Disabled 3D mode for GL2 codepath as this still has some FFP left.
Tue, 05 Jun 2012 14:07:28 +0400 - Allow camera movement while current hedgehog is falling
unc0rr [Tue, 05 Jun 2012 14:07:28 +0400] rev 7187
- Allow camera movement while current hedgehog is falling - Some tiny changes
Tue, 05 Jun 2012 22:17:06 +0200 Merge
Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 05 Jun 2012 22:17:06 +0200] rev 7186
Merge
Tue, 05 Jun 2012 19:36:07 +0200 Android: first attempt at using the density call from java
Xeli [Tue, 05 Jun 2012 19:36:07 +0200] rev 7185
Android: first attempt at using the density call from java
Tue, 05 Jun 2012 19:33:49 +0200 only reset those keys which actually change their bindings
Xeli [Tue, 05 Jun 2012 19:33:49 +0200] rev 7184
only reset those keys which actually change their bindings
Mon, 04 Jun 2012 19:43:39 -0400 tidy flags
nemo [Mon, 04 Jun 2012 19:43:39 -0400] rev 7183
tidy flags
Mon, 11 Jun 2012 00:02:17 +0200 Small improvements to the frontend lib for better debugging
Medo <smaxein@googlemail.com> [Mon, 11 Jun 2012 00:02:17 +0200] rev 7182
Small improvements to the frontend lib for better debugging
Mon, 04 Jun 2012 19:36:55 -0400 Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
nemo [Mon, 04 Jun 2012 19:36:55 -0400] rev 7181
Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
Mon, 04 Jun 2012 21:32:30 +0400 here it is
Stepan777 <stepik-777@mail.ru> [Mon, 04 Jun 2012 21:32:30 +0400] rev 7180
here it is
Sat, 09 Jun 2012 03:28:38 +0200 Implemented game launching API for the frontlib.
Medo <smaxein@googlemail.com> [Sat, 09 Jun 2012 03:28:38 +0200] rev 7179
Implemented game launching API for the frontlib. It is still buggy though, and not all game settings can be conveniently created/modified yet.
Mon, 04 Jun 2012 22:43:56 +0400 Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr [Mon, 04 Jun 2012 22:43:56 +0400] rev 7178
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
Fri, 08 Jun 2012 19:52:24 +0200 Implemented public API for letting the engine render maps
Medo <smaxein@googlemail.com> [Fri, 08 Jun 2012 19:52:24 +0200] rev 7177
Implemented public API for letting the engine render maps
Mon, 04 Jun 2012 08:11:47 -0400 Make watching AI v AI on ai survival a bit more entertaining
nemo [Mon, 04 Jun 2012 08:11:47 -0400] rev 7176
Make watching AI v AI on ai survival a bit more entertaining
Thu, 07 Jun 2012 02:45:18 +0200 Added ini reading/writing for game schemes to the frontend lib
Medo <smaxein@googlemail.com> [Thu, 07 Jun 2012 02:45:18 +0200] rev 7175
Added ini reading/writing for game schemes to the frontend lib
Sun, 03 Jun 2012 23:04:21 -0400 Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
nemo [Sun, 03 Jun 2012 23:04:21 -0400] rev 7174
Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
Mon, 04 Jun 2012 21:12:20 +0200 Frontlib: Work on the callback mechanisms for IPC
Medo <smaxein@googlemail.com> [Mon, 04 Jun 2012 21:12:20 +0200] rev 7173
Frontlib: Work on the callback mechanisms for IPC Work commit; It compiles and runs but will need a major overhaul tomorrow.
Sun, 03 Jun 2012 22:56:30 -0400 After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
nemo [Sun, 03 Jun 2012 22:56:30 -0400] rev 7172
After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
Sun, 03 Jun 2012 01:24:18 +0200 frontlib refactoring
Medo <smaxein@googlemail.com> [Sun, 03 Jun 2012 01:24:18 +0200] rev 7171
frontlib refactoring socket.h now completely wraps all the lowlevel neworking, so it would be easy to switch away from SDL_net if needed. Also reduced global state by making an IPC connection an object-like thing.
Sun, 03 Jun 2012 18:52:22 -0400 Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo [Sun, 03 Jun 2012 18:52:22 -0400] rev 7170
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
Sat, 02 Jun 2012 22:54:09 +0200 Merge
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 22:54:09 +0200] rev 7169
Merge
Sun, 03 Jun 2012 11:02:12 -0400 warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo [Sun, 03 Jun 2012 11:02:12 -0400] rev 7168
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
Sat, 02 Jun 2012 22:31:41 +0200 Android: added a callback to java to determine dpi/dip how much we should scale the ui
Xeli [Sat, 02 Jun 2012 22:31:41 +0200] rev 7167
Android: added a callback to java to determine dpi/dip how much we should scale the ui
Sat, 02 Jun 2012 14:27:09 +0200 Merge
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 14:27:09 +0200] rev 7166
Merge
Sat, 02 Jun 2012 16:25:13 -0400 add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
nemo [Sat, 02 Jun 2012 16:25:13 -0400] rev 7165
add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
Fri, 01 Jun 2012 12:42:44 +0400 Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr [Fri, 01 Jun 2012 12:42:44 +0400] rev 7164
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
Fri, 01 Jun 2012 00:19:30 +0200 merge
mikade <redgrinner@gmail.com> [Fri, 01 Jun 2012 00:19:30 +0200] rev 7163
merge
Sat, 02 Jun 2012 14:26:52 +0200 Demo recording for the frontend library
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 14:26:52 +0200] rev 7162
Demo recording for the frontend library
Thu, 31 May 2012 12:52:31 -0400 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo [Thu, 31 May 2012 12:52:31 -0400] rev 7161
Name the flags for fall tracking and indicating whether the explosion erases terrain.
Thu, 31 May 2012 18:54:40 +0200 Moved frontlib into project_files
Medo <smaxein@googlemail.com> [Thu, 31 May 2012 18:54:40 +0200] rev 7160
Moved frontlib into project_files
Thu, 31 May 2012 20:07:40 +0400 merge
unc0rr [Thu, 31 May 2012 20:07:40 +0400] rev 7159
merge
(0) -3000 -1000 -300 -100 -50 -32 +32 +50 +100 +300 +1000 +3000 tip