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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Thu, 01 Jul 2010 14:17:22 -0400 |
nemo |
Restore prior optimisation with the wildly out-of-bounds tx in LandDirty removed
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Thu, 01 Jul 2010 00:34:39 -0400 |
nemo |
Revert most of optimisation except for some obvious fixes to errors someone or other introduced.
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Wed, 30 Jun 2010 23:21:46 -0400 |
nemo |
merge (I'll get it next time)
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Wed, 30 Jun 2010 23:27:18 +0200 |
koda |
sheepluva's inline patch, fix a crash in overlay
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Wed, 30 Jun 2010 22:42:55 +0200 |
koda |
tiy new overlay graphics
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Wed, 30 Jun 2010 22:20:52 +0200 |
sheepluva |
visual gears: fixing nemo's c-style assignment/multiplications
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Wed, 30 Jun 2010 23:15:14 -0400 |
nemo |
Store some calcs to speed up uLandGraphics a tad
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Wed, 30 Jun 2010 14:52:48 +0200 |
koda |
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
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Wed, 30 Jun 2010 12:55:33 +0200 |
koda |
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
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Tue, 29 Jun 2010 23:30:49 -0400 |
nemo |
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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Wed, 30 Jun 2010 03:26:15 +0200 |
sheepluva |
clouds: up-and-down-bouncing now without evil loop
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Tue, 29 Jun 2010 23:25:42 +0200 |
sheepluva |
bee:
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Tue, 29 Jun 2010 22:16:26 +0200 |
sheepluva |
explosions: cache rounded X,Y values
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Tue, 29 Jun 2010 15:52:13 -0400 |
nemo |
Dammit. Forgot to pull/rebase before making the VG change
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Tue, 29 Jun 2010 18:06:50 +0200 |
sheepluva |
rope: another, small optimization
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Tue, 29 Jun 2010 15:50:34 -0400 |
nemo |
Optimise vgtSmokeTrace/vgtEvilTrace handler
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Tue, 29 Jun 2010 10:18:51 -0400 |
nemo |
Default ammo set was horribly unbalanced - you want to test portal, play "crazy" :)
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Tue, 29 Jun 2010 07:09:55 +0200 |
sheepluva |
rope: optimization, should save up to ~3 million hwFloat multiplications per second
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Tue, 29 Jun 2010 06:27:59 +0200 |
sheepluva |
rope: another small optimization
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Tue, 29 Jun 2010 05:22:25 +0200 |
sheepluva |
rope: tiny optimisation
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Mon, 28 Jun 2010 21:52:00 +0200 |
sheepluva |
fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
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Mon, 28 Jun 2010 21:49:59 +0400 |
unc0rr |
merge
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Mon, 28 Jun 2010 09:33:10 +0200 |
sheepluva |
engine: apply weapon offset to charge animation
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Mon, 28 Jun 2010 21:43:19 +0400 |
unc0rr |
Engine Message command
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Mon, 28 Jun 2010 08:52:17 +0200 |
sheepluva |
portal: angle preservation tweaking
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Mon, 28 Jun 2010 21:41:45 +0400 |
unc0rr |
START_GAME command
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Sun, 27 Jun 2010 21:28:28 +0400 |
unc0rr |
merge
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Sun, 27 Jun 2010 18:34:47 +0200 |
koda |
merge
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Sun, 27 Jun 2010 18:34:17 +0200 |
koda |
insert a default name when a void string is used
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Sun, 27 Jun 2010 16:44:24 +0200 |
koda |
complete configuration for schemes
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Sun, 27 Jun 2010 18:17:34 +0200 |
sheepluva |
portal: I accidentally flipped the exit angle in last commit
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