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save the gl client state to get a nice 80% fps boost
2010-07-14, by koda
Reduce calls to expensive operations in fire. Slightly alters fire behaviour, but should still be reasonable
2010-07-13, by nemo
use a button instead of label and simplify a lot touch interaction
2010-07-12, by koda
touch overlay reworked, improvements to zoom and confirmation
2010-07-11, by koda
implement the check on the type of ammo requiring a second tap to confirm
2010-07-11, by koda
merge
2010-07-10, by koda
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
2010-07-10, by koda
cWeaponTooltips -> rqTooltipsOff
2010-07-10, by koda
Updated Island theme.
2010-07-09, by nemo
fix land check fo' real
2010-07-10, by koda
fix land check
2010-07-08, by koda
fix static land loading on desktop
2010-07-08, by koda
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
2010-07-08, by koda
enable tooltips on ipad (todo: disable them on iphone)
2010-07-07, by koda
the game now respects the orientation of the frontend
2010-07-07, by koda
fix the multitouch shooting and moving
2010-07-07, by koda
icons \o/
2010-07-06, by koda
button to open ammomenu
2010-07-05, by koda
graphics applied and fixes here and there
2010-07-04, by koda
add other lobby graphics
2010-07-04, by Tiy
initial support for customizing weaponset
2010-07-04, by koda
szczur updated locale
2010-07-03, by koda
partially apply new graphics to code
2010-07-03, by koda
new graphics for ipad frontend
2010-07-03, by Tiy
a couple of fixes i missed previously
2010-07-03, by koda
tackling the iphoneos todo (another trial for the beginning sporadic bug, remove curl animation, don't need to go to detail page)
2010-07-03, by koda
further code cleanup and less redundancy
2010-07-03, by koda
merge
2010-07-02, by nemo
make runtime quality check for iDevices
2010-07-03, by koda
land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
2010-07-03, by koda
interpret parameters before initializing everything
2010-07-03, by koda
small cleanup
2010-07-02, by koda
Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
2010-07-02, by nemo
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
2010-07-01, by nemo
Initialise to 0
2010-07-01, by nemo
Rename city to earthrise, replace old "earthrise" music w/ new City music on City/Planes
2010-07-01, by nemo
New music for City theme
2010-07-01, by HSR
New Rock themed music for Stage by HSR
2010-07-01, by nemo
Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
2010-07-01, by nemo
Restore prior optimisation with the wildly out-of-bounds tx in LandDirty removed
2010-07-01, by nemo
Revert most of optimisation except for some obvious fixes to errors someone or other introduced.
2010-07-01, by nemo
merge (I'll get it next time)
2010-06-30, by nemo
sheepluva's inline patch, fix a crash in overlay
2010-06-30, by koda
tiy new overlay graphics
2010-06-30, by koda
visual gears: fixing nemo's c-style assignment/multiplications
2010-06-30, by sheepluva
Store some calcs to speed up uLandGraphics a tad
2010-06-30, by nemo
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
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