Sun, 04 Jul 2010 00:33:59 +0200 koda initial support for customizing weaponset
Sat, 03 Jul 2010 15:31:36 +0200 koda szczur updated locale
Sat, 03 Jul 2010 15:30:52 +0200 koda partially apply new graphics to code
Sat, 03 Jul 2010 15:30:33 +0200 Tiy new graphics for ipad frontend
Sat, 03 Jul 2010 05:51:24 +0200 koda a couple of fixes i missed previously
Sat, 03 Jul 2010 04:42:29 +0200 koda tackling the iphoneos todo (another trial for the beginning sporadic bug, remove curl animation, don't need to go to detail page)
Sat, 03 Jul 2010 04:09:27 +0200 koda further code cleanup and less redundancy
Fri, 02 Jul 2010 21:20:38 -0400 nemo merge
Sat, 03 Jul 2010 02:01:24 +0200 koda make runtime quality check for iDevices
Sat, 03 Jul 2010 01:31:18 +0200 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
Sat, 03 Jul 2010 00:11:23 +0200 koda interpret parameters before initializing everything
Fri, 02 Jul 2010 17:46:53 +0200 koda small cleanup
Fri, 02 Jul 2010 21:19:22 -0400 nemo Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
Thu, 01 Jul 2010 23:41:10 -0400 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.
Thu, 01 Jul 2010 19:05:29 -0400 nemo Initialise to 0
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