Sun, 17 Apr 2011 12:48:32 -0400 |
nemo |
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
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Thu, 07 Apr 2011 23:54:09 +0200 |
sheepluva |
added some comments in order to confuse the GSoC students as much as possible ;D
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Thu, 13 Jan 2011 16:01:16 -0500 |
nemo |
Force a bunch of images to RGBA that were either RGB or indexed, strip
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Sat, 01 Jan 2011 23:10:57 +0100 |
Henek |
added flake configuration also in sudden death and SDClouds for underwater
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Mon, 06 Dec 2010 21:15:41 -0500 |
nemo |
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
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Mon, 06 Dec 2010 13:07:36 -0500 |
nemo |
try this mikade
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Thu, 02 Dec 2010 20:29:46 -0500 |
nemo |
make Tint(longword) use RGBA
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Fri, 26 Nov 2010 10:21:53 -0500 |
nemo |
corrected steps
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Thu, 25 Nov 2010 22:56:28 -0500 |
nemo |
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
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Thu, 18 Nov 2010 15:55:02 +0300 |
unC0Rr |
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
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Wed, 17 Nov 2010 20:58:23 +0300 |
unc0rr |
Remove ugly PHedgehog(Gear^.Hedgehog) cast
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Sun, 14 Nov 2010 12:57:01 +0100 |
Palewolf |
Small animation on bullet impact
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Fri, 12 Nov 2010 22:38:05 +0100 |
Palewolf |
Light trails for bullets
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Sun, 07 Nov 2010 19:49:16 +0300 |
unc0rr |
Don't use operator /=
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Sun, 07 Nov 2010 17:02:04 +0300 |
unc0rr |
Remove more int64 casts
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Sat, 06 Nov 2010 23:07:20 +0300 |
unc0rr |
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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Sun, 31 Oct 2010 18:04:02 +0100 |
koda |
add some phone rumbling to big explosions, airbomb and sinegun
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Mon, 25 Oct 2010 17:39:50 +0200 |
sheepluva |
SmokeTrace: animation got aborted before last animation frame was displayed
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Sun, 24 Oct 2010 22:00:36 +0200 |
sheepluva |
fix/tweak let clouds reflect wind speed and direction again + stronger
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Thu, 14 Oct 2010 22:01:33 +0200 |
koda |
less warning, no rotation glitch, more comments
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Sun, 26 Sep 2010 19:06:59 -0400 |
nemo |
remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
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Tue, 24 Aug 2010 17:03:44 +0200 |
smaxx |
Engine:
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Sun, 22 Aug 2010 16:31:57 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 01:07:51 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 00:48:15 +0200 |
smaxx |
Engine:
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Sun, 01 Aug 2010 09:17:59 -0400 |
nemo |
Let's try this instead.
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Fri, 30 Jul 2010 18:20:42 +0200 |
smaxx |
Engine:
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Wed, 14 Jul 2010 00:43:36 +0200 |
koda |
save the gl client state to get a nice 80% fps boost
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Sat, 03 Jul 2010 00:11:23 +0200 |
koda |
interpret parameters before initializing everything
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Wed, 30 Jun 2010 22:20:52 +0200 |
sheepluva |
visual gears: fixing nemo's c-style assignment/multiplications
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Tue, 29 Jun 2010 23:30:49 -0400 |
nemo |
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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Wed, 30 Jun 2010 03:26:15 +0200 |
sheepluva |
clouds: up-and-down-bouncing now without evil loop
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Tue, 29 Jun 2010 22:16:26 +0200 |
sheepluva |
explosions: cache rounded X,Y values
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Tue, 29 Jun 2010 15:50:34 -0400 |
nemo |
Optimise vgtSmokeTrace/vgtEvilTrace handler
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Sun, 16 May 2010 23:02:49 +0000 |
nemo |
Comment out the desyncing block, with a suggestion for possible fix
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Tue, 11 May 2010 13:59:57 +0000 |
nemo |
hey sheepluva, how about just this? lets you have an anonymous one too.
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Fri, 07 May 2010 06:29:46 +0000 |
sheepluva |
finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
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Fri, 07 May 2010 02:33:42 +0000 |
sheepluva |
some file that tried to escape...
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