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Sun, 03 Jun 2012 22:56:30 -0400
nemo
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).
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Sun, 03 Jun 2012 01:24:18 +0200
Medo
frontlib refactoring
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Sun, 03 Jun 2012 18:52:22 -0400
nemo
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
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Sat, 02 Jun 2012 22:54:09 +0200
Medo
Merge
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Sun, 03 Jun 2012 11:02:12 -0400
nemo
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
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Sat, 02 Jun 2012 22:31:41 +0200
Xeli
Android: added a callback to java to determine dpi/dip how much we should scale the ui
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Sat, 02 Jun 2012 14:27:09 +0200
Medo
Merge
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Sat, 02 Jun 2012 16:25:13 -0400
nemo
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
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Fri, 01 Jun 2012 12:42:44 +0400
unc0rr
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
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Fri, 01 Jun 2012 00:19:30 +0200
mikade
merge
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Sat, 02 Jun 2012 14:26:52 +0200
Medo
Demo recording for the frontend library
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Thu, 31 May 2012 12:52:31 -0400
nemo
Name the flags for fall tracking and indicating whether the explosion erases terrain.
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