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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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