Wed, 30 Jun 2010 12:55:33 +0200 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
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.
Wed, 30 Jun 2010 03:26:15 +0200 sheepluva clouds: up-and-down-bouncing now without evil loop
Tue, 29 Jun 2010 23:25:42 +0200 sheepluva bee:
Tue, 29 Jun 2010 22:16:26 +0200 sheepluva explosions: cache rounded X,Y values
Tue, 29 Jun 2010 15:52:13 -0400 nemo Dammit. Forgot to pull/rebase before making the VG change
Tue, 29 Jun 2010 18:06:50 +0200 sheepluva rope: another, small optimization
Tue, 29 Jun 2010 15:50:34 -0400 nemo Optimise vgtSmokeTrace/vgtEvilTrace handler
Tue, 29 Jun 2010 10:18:51 -0400 nemo Default ammo set was horribly unbalanced - you want to test portal, play "crazy" :)
Tue, 29 Jun 2010 07:09:55 +0200 sheepluva rope: optimization, should save up to ~3 million hwFloat multiplications per second
Tue, 29 Jun 2010 06:27:59 +0200 sheepluva rope: another small optimization
Tue, 29 Jun 2010 05:22:25 +0200 sheepluva rope: tiny optimisation
Mon, 28 Jun 2010 21:52:00 +0200 sheepluva fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
Mon, 28 Jun 2010 21:49:59 +0400 unc0rr merge
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