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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
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