Thu, 23 Dec 2010 23:46:14 -0500 |
nemo |
more fiddling with graphics to try and satisfy both fire and snow
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Wed, 22 Dec 2010 23:46:07 -0500 |
nemo |
oops. hopefully unbreak maps while still preserving mask behaviour as before (basketball nets etc)
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Wed, 22 Dec 2010 19:25:00 -0500 |
nemo |
more tweaking land graphics due to snow
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Wed, 22 Dec 2010 18:50:00 -0500 |
nemo |
Visual tweaks for snow
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Sun, 21 Nov 2010 19:41:19 +0300 |
unc0rr |
uDebug
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Thu, 18 Nov 2010 12:12:51 +0300 |
unC0Rr |
Haven't found a better place than uIO for OutError
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Thu, 18 Nov 2010 11:32:47 +0300 |
unC0Rr |
Move some stuff from uMisc to uUtils
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Wed, 17 Nov 2010 22:07:03 +0300 |
unc0rr |
uLand isn't that important to them
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Wed, 17 Nov 2010 17:45:55 +0300 |
unC0Rr |
Move variables from uMisc to uVariables
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Wed, 17 Nov 2010 17:22:36 +0300 |
unC0Rr |
Introduce unit uTypes in order to remove some cyclic unit dependencies
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Sat, 21 Aug 2010 22:36:59 +0200 |
smaxx |
Engine:
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Sat, 31 Jul 2010 11:24:53 +0200 |
koda |
remove trailing spaces from end of line
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Fri, 30 Jul 2010 18:20:42 +0200 |
smaxx |
Engine:
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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.
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Thu, 01 Jul 2010 17:00:14 -0400 |
nemo |
Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
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