Mon, 11 Jun 2012 00:02:17 +0200 |
Medo |
Small improvements to the frontend lib for better debugging
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Mon, 04 Jun 2012 19:36:55 -0400 |
nemo |
Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
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Mon, 04 Jun 2012 21:32:30 +0400 |
Stepan777 |
here it is
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Sat, 09 Jun 2012 03:28:38 +0200 |
Medo |
Implemented game launching API for the frontlib.
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Mon, 04 Jun 2012 22:43:56 +0400 |
unc0rr |
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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Fri, 08 Jun 2012 19:52:24 +0200 |
Medo |
Implemented public API for letting the engine render maps
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Mon, 04 Jun 2012 08:11:47 -0400 |
nemo |
Make watching AI v AI on ai survival a bit more entertaining
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Thu, 07 Jun 2012 02:45:18 +0200 |
Medo |
Added ini reading/writing for game schemes to the frontend lib
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Sun, 03 Jun 2012 23:04:21 -0400 |
nemo |
Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
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Mon, 04 Jun 2012 21:12:20 +0200 |
Medo |
Frontlib: Work on the callback mechanisms for IPC
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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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Thu, 31 May 2012 18:54:40 +0200 |
Medo |
Moved frontlib into project_files
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Thu, 31 May 2012 20:07:40 +0400 |
unc0rr |
merge
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Thu, 31 May 2012 18:32:01 +0200 |
Medo |
Further work on the frontend library, restructuring, ...
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Thu, 31 May 2012 20:07:17 +0400 |
unc0rr |
merge
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Thu, 31 May 2012 15:50:25 +0200 |
mikade |
Add a GetTag method so that SetTag doesn't feel lonely.
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Thu, 31 May 2012 00:35:06 +0200 |
Medo |
Started work on the frontend networking library
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Thu, 31 May 2012 18:02:30 +0400 |
unc0rr |
Improve TestWhip
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Thu, 31 May 2012 00:11:42 +0200 |
sheepluva |
minor tweaks for options page; should improve readability at small window size... a bit...
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Tue, 29 May 2012 23:04:03 +0200 |
Medo |
Removed dead/deprecated code and comments
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Thu, 31 May 2012 15:14:39 +0400 |
unc0rr |
pas2c stuff
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Wed, 30 May 2012 22:45:30 +0400 |
unc0rr |
This should make drawn maps rendering even more faster
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Tue, 29 May 2012 22:33:10 +0200 |
Medo |
Merge
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Wed, 30 May 2012 19:01:19 +0400 |
unc0rr |
merge
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Wed, 30 May 2012 18:00:29 +0400 |
unc0rr |
Render drawn maps 10-500 times faster
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Tue, 29 May 2012 22:21:19 +0400 |
unc0rr |
Oops, forgot to set 'erasing' flag on decoding
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Mon, 28 May 2012 22:42:59 +0400 |
unc0rr |
Fix a bug with wrong state of teams list when color isn't changed manually
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Mon, 28 May 2012 14:20:51 -0400 |
nemo |
Remove a couple more timers, should mean alpha matches old pulse time now
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Mon, 28 May 2012 14:11:50 -0400 |
nemo |
also change specialists
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Mon, 28 May 2012 14:01:23 -0400 |
nemo |
Set air attack to active by default, make time look a bit nicer, avoid plane buzz activating.
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Mon, 28 May 2012 19:33:57 +0200 |
Xeli |
change the array which represents the keyboard state to be a boolean array rather than byte array
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Mon, 28 May 2012 19:15:51 +0200 |
Xeli |
Don't allow for multiple key up(or down) events, it will ignore the excess events
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Mon, 28 May 2012 12:21:54 -0400 |
nemo |
Also change Highlander and Racer
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Mon, 28 May 2012 10:38:27 +0200 |
Wolfgang Steffens |
moved generic matrix code to uMatrix.pas
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Mon, 28 May 2012 20:04:49 +0400 |
unc0rr |
merge
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Mon, 28 May 2012 10:34:33 +0200 |
Wolfgang Steffens |
merge
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Mon, 28 May 2012 01:51:50 -0400 |
nemo |
Add onGameTick20 to try and encourage lua to be a bit more efficient. Rewrite Space Invasion to use it. Top speed of aliens is 25% higher now, although that could be changed, I kinda liked it. Change parameter order of div().
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