Mon, 04 Jun 2012 21:12:20 +0200 Frontlib: Work on the callback mechanisms for IPC
Medo <smaxein@googlemail.com> [Mon, 04 Jun 2012 21:12:20 +0200] rev 7173
Frontlib: Work on the callback mechanisms for IPC Work commit; It compiles and runs but will need a major overhaul tomorrow.
Sun, 03 Jun 2012 22:56:30 -0400 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).
nemo [Sun, 03 Jun 2012 22:56:30 -0400] rev 7172
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).
Sun, 03 Jun 2012 01:24:18 +0200 frontlib refactoring
Medo <smaxein@googlemail.com> [Sun, 03 Jun 2012 01:24:18 +0200] rev 7171
frontlib refactoring socket.h now completely wraps all the lowlevel neworking, so it would be easy to switch away from SDL_net if needed. Also reduced global state by making an IPC connection an object-like thing.
Sun, 03 Jun 2012 18:52:22 -0400 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
nemo [Sun, 03 Jun 2012 18:52:22 -0400] rev 7170
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
Sat, 02 Jun 2012 22:54:09 +0200 Merge
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 22:54:09 +0200] rev 7169
Merge
Sun, 03 Jun 2012 11:02:12 -0400 warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo [Sun, 03 Jun 2012 11:02:12 -0400] rev 7168
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
Sat, 02 Jun 2012 22:31:41 +0200 Android: added a callback to java to determine dpi/dip how much we should scale the ui
Xeli [Sat, 02 Jun 2012 22:31:41 +0200] rev 7167
Android: added a callback to java to determine dpi/dip how much we should scale the ui
Sat, 02 Jun 2012 14:27:09 +0200 Merge
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 14:27:09 +0200] rev 7166
Merge
Sat, 02 Jun 2012 16:25:13 -0400 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
nemo [Sat, 02 Jun 2012 16:25:13 -0400] rev 7165
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
Fri, 01 Jun 2012 12:42:44 +0400 Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr [Fri, 01 Jun 2012 12:42:44 +0400] rev 7164
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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