Sat, 03 Jul 2010 04:09:27 +0200 |
koda |
further code cleanup and less redundancy
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files
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Fri, 02 Jul 2010 21:20:38 -0400 |
nemo |
merge
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files
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Sat, 03 Jul 2010 02:01:24 +0200 |
koda |
make runtime quality check for iDevices
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files
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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
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files
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Sat, 03 Jul 2010 00:11:23 +0200 |
koda |
interpret parameters before initializing everything
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files
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Fri, 02 Jul 2010 17:46:53 +0200 |
koda |
small cleanup
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files
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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)
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files
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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 19:05:29 -0400 |
nemo |
Initialise to 0
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files
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Thu, 01 Jul 2010 18:29:57 -0400 |
nemo |
Rename city to earthrise, replace old "earthrise" music w/ new City music on City/Planes
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files
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Thu, 01 Jul 2010 18:26:44 -0400 |
HSR |
New music for City theme
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files
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Thu, 01 Jul 2010 17:16:13 -0400 |
nemo |
New Rock themed music for Stage by HSR
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files
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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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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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files
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Wed, 30 Jun 2010 22:42:55 +0200 |
koda |
tiy new overlay graphics
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files
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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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files
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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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files
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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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files
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Tue, 29 Jun 2010 23:25:42 +0200 |
sheepluva |
bee:
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files
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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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files
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Tue, 29 Jun 2010 18:06:50 +0200 |
sheepluva |
rope: another, small optimization
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files
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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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files
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Tue, 29 Jun 2010 06:27:59 +0200 |
sheepluva |
rope: another small optimization
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files
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Tue, 29 Jun 2010 05:22:25 +0200 |
sheepluva |
rope: tiny optimisation
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files
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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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files
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Mon, 28 Jun 2010 21:43:19 +0400 |
unc0rr |
Engine Message command
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files
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Mon, 28 Jun 2010 08:52:17 +0200 |
sheepluva |
portal: angle preservation tweaking
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files
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Mon, 28 Jun 2010 21:41:45 +0400 |
unc0rr |
START_GAME command
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files
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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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files
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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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Sun, 27 Jun 2010 05:32:11 +0200 |
sheepluva |
portal: some moar tweaks
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files
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Sun, 27 Jun 2010 02:11:31 +0200 |
sheepluva |
portal: entry angle is now affecting exit angle
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Sat, 26 Jun 2010 19:30:16 +0200 |
sheepluva |
portal / slope detection:
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files
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Sun, 27 Jun 2010 21:27:26 +0400 |
unc0rr |
A bunch of reimplemented commands
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files
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