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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.
2012-06-03, by nemo
Frontlib: Work on the callback mechanisms for IPC
2012-06-04, by Medo
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).
2012-06-03, by nemo
frontlib refactoring
2012-06-03, by Medo
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
2012-06-03, by nemo
Merge
2012-06-02, by Medo
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
2012-06-03, by nemo
Android: added a callback to java to determine dpi/dip how much we should scale the ui
2012-06-02, by Xeli
Merge
2012-06-02, by Medo
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
2012-06-02, by nemo
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
2012-06-01, by unc0rr
merge
2012-06-01, by mikade
Demo recording for the frontend library
2012-06-02, by Medo
Name the flags for fall tracking and indicating whether the explosion erases terrain.
2012-05-31, by nemo
Moved frontlib into project_files
2012-05-31, by Medo
merge
2012-05-31, by unc0rr
Further work on the frontend library, restructuring, ...
2012-05-31, by Medo
merge
2012-05-31, by unc0rr
Add a GetTag method so that SetTag doesn't feel lonely.
2012-05-31, by mikade
Started work on the frontend networking library
2012-05-31, by Medo
Improve TestWhip
2012-05-31, by unc0rr
minor tweaks for options page; should improve readability at small window size... a bit...
2012-05-31, by sheepluva
Removed dead/deprecated code and comments
2012-05-29, by Medo
pas2c stuff
2012-05-31, by unc0rr
This should make drawn maps rendering even more faster
2012-05-30, by unc0rr
Merge
2012-05-29, by Medo
merge
2012-05-30, by unc0rr
Render drawn maps 10-500 times faster
2012-05-30, by unc0rr
Oops, forgot to set 'erasing' flag on decoding
2012-05-29, by unc0rr
Fix a bug with wrong state of teams list when color isn't changed manually
2012-05-28, by unc0rr
Remove a couple more timers, should mean alpha matches old pulse time now
2012-05-28, by nemo
also change specialists
2012-05-28, by nemo
Set air attack to active by default, make time look a bit nicer, avoid plane buzz activating.
2012-05-28, by nemo
change the array which represents the keyboard state to be a boolean array rather than byte array
2012-05-28, by Xeli
Don't allow for multiple key up(or down) events, it will ignore the excess events
2012-05-28, by Xeli
Also change Highlander and Racer
2012-05-28, by nemo
moved generic matrix code to uMatrix.pas
2012-05-28, by Wolfgang Steffens
merge
2012-05-28, by unc0rr
merge
2012-05-28, by Wolfgang Steffens
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().
2012-05-28, by nemo
Some improvements to pas2c
2012-05-28, by unc0rr
Fix a remote crasher
2012-05-28, by unc0rr
- Fix some AI stupidness factors
2012-05-25, by unc0rr
Make frontend compile with clang
2012-05-28, by unc0rr
- Allow switching colors with mouse wheel
2012-05-27, by unc0rr
initial GLSL1.2 test version
2012-05-25, by Wolfgang Steffens
Minor freezer changes, allow snow to accumulate on indestructible terrain too.
2012-05-26, by nemo
Removed lazy update: workaround for R7103
2012-05-25, by Wolfgang Steffens
Bring leftTeams back (with a fix) as it is apparently needed for spectators.
2012-05-26, by unc0rr
merge
2012-05-25, by Wolfgang Steffens
- Restore pre-r9257cf8e7af2 behavior
2012-05-25, by unc0rr
Merge
2012-05-23, by Medo
Fix reported in bug #327, comment #3 - untested but seems reasonable/safe.
2012-05-23, by nemo
http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
2012-05-23, by nemo
Mark team for deletion when letting others know it has left during game. Should help with quitters problem.
2012-05-23, by unc0rr
Don't remove already removed team
2012-05-23, by unc0rr
wops add this too
2012-05-23, by Xeli
reimplemented ResetKbd and calling it when exiting gsChat status, this restores behavior from.17: You can now walk -> press t/chat -> type some stuff while still walking -> exit gsChat and stop walking at that moment
2012-05-23, by Xeli
android: fix the default make target
2012-05-23, by Xeli
Android: add freezer commit message
2012-05-23, by Xeli
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