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a couple of fixes i missed previously
2010-07-03, by koda
tackling the iphoneos todo (another trial for the beginning sporadic bug, remove curl animation, don't need to go to detail page)
2010-07-03, by koda
further code cleanup and less redundancy
2010-07-03, by koda
merge
2010-07-02, by nemo
make runtime quality check for iDevices
2010-07-03, by koda
land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
2010-07-03, by koda
interpret parameters before initializing everything
2010-07-03, by koda
small cleanup
2010-07-02, by koda
Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
2010-07-02, by 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.
2010-07-01, by nemo
Initialise to 0
2010-07-01, by nemo
Rename city to earthrise, replace old "earthrise" music w/ new City music on City/Planes
2010-07-01, by nemo
New music for City theme
2010-07-01, by HSR
New Rock themed music for Stage by HSR
2010-07-01, by 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.
2010-07-01, by nemo
Restore prior optimisation with the wildly out-of-bounds tx in LandDirty removed
2010-07-01, by nemo
Revert most of optimisation except for some obvious fixes to errors someone or other introduced.
2010-07-01, by nemo
merge (I'll get it next time)
2010-06-30, by nemo
sheepluva's inline patch, fix a crash in overlay
2010-06-30, by koda
tiy new overlay graphics
2010-06-30, by koda
visual gears: fixing nemo's c-style assignment/multiplications
2010-06-30, by sheepluva
Store some calcs to speed up uLandGraphics a tad
2010-06-30, by nemo
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
2010-06-30, by koda
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
2010-06-30, by koda
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
2010-06-29, by nemo
clouds: up-and-down-bouncing now without evil loop
2010-06-30, by sheepluva
bee:
2010-06-29, by sheepluva
explosions: cache rounded X,Y values
2010-06-29, by sheepluva
Dammit. Forgot to pull/rebase before making the VG change
2010-06-29, by nemo
rope: another, small optimization
2010-06-29, by sheepluva
Optimise vgtSmokeTrace/vgtEvilTrace handler
2010-06-29, by nemo
Default ammo set was horribly unbalanced - you want to test portal, play "crazy" :)
2010-06-29, by nemo
rope: optimization, should save up to ~3 million hwFloat multiplications per second
2010-06-29, by sheepluva
rope: another small optimization
2010-06-29, by sheepluva
rope: tiny optimisation
2010-06-29, by sheepluva
fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
2010-06-28, by sheepluva
merge
2010-06-28, by unc0rr
engine: apply weapon offset to charge animation
2010-06-28, by sheepluva
Engine Message command
2010-06-28, by unc0rr
portal: angle preservation tweaking
2010-06-28, by sheepluva
START_GAME command
2010-06-28, by unc0rr
merge
2010-06-27, by unc0rr
merge
2010-06-27, by koda
insert a default name when a void string is used
2010-06-27, by koda
complete configuration for schemes
2010-06-27, by koda
portal: I accidentally flipped the exit angle in last commit
2010-06-27, by sheepluva
portal: some moar tweaks
2010-06-27, by sheepluva
portal: entry angle is now affecting exit angle
2010-06-27, by sheepluva
portal / slope detection:
2010-06-26, by sheepluva
A bunch of reimplemented commands
2010-06-27, by unc0rr
adding install_manifest.txt to .hgignore ...
2010-06-26, by sheepluva
Properly handle client exit
2010-06-27, by unc0rr
merge
2010-06-26, by unc0rr
Reimplement REMOVE_TEAM
2010-06-26, by unc0rr
merge
2010-06-26, by unc0rr
portal:
2010-06-26, by sheepluva
Reimplement REMOVE_TEAM
2010-06-25, by unc0rr
portal: make shot 2 times faster, add hog movement speed to shot speed (only the part in shot direction, so that aiming is not messed up)
2010-06-26, by sheepluva
Ignore this file too
2010-06-25, by unc0rr
Flag dimensions with booleans instead of using 0.
2010-06-25, by nemo
Add ignoring
2010-06-25, by unc0rr
merge
2010-06-26, by koda
Reimplement ADD_TEAM
2010-06-25, by unc0rr
Extend pixel sweep to recheck neighbours if erasing on edges
2010-06-25, by nemo
Update ukrainian translation
2010-06-24, by unc0rr
Workaround for cakes and portals. Also disable something that always seems to screw up my portal games.
2010-06-23, by nemo
moar zoom, fixed fort mode, other glitches
2010-06-26, by koda
merge
2010-06-24, by koda
Erasing lowres files. Again.
2010-06-23, by nemo
server somewhat simplified and correct sporadic crasher
2010-06-24, by koda
i <3 mercurial
2010-06-23, by koda
expand -t 4 on .m as well
2010-06-23, by koda
merge
2010-06-23, by koda
Start reimplementation of ADD_TEAM
2010-06-23, by unc0rr
Reimplement TOGGLE_READY command
2010-06-23, by unc0rr
- Fix a function
2010-06-23, by unc0rr
merge
2010-06-23, by koda
Reimplement CFG protocol command
2010-06-23, by unc0rr
General:
2010-06-23, by smaxx
Restore test for already used nick
2010-06-22, by unc0rr
New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
2010-06-22, by nemo
Partially reimplement joining rooms
2010-06-22, by unc0rr
update the project to ios4 by removing pre-3.2 references
2010-06-23, by koda
ok really fix the command line utility
2010-06-22, by koda
fix build and permissions problems when launching hwengine from command line
2010-06-22, by koda
merge+smallupdate
2010-06-21, by koda
Reimplement room creating
2010-06-21, by unC0Rr
use the cmake built-in ts->qm conversion instead of keeping binary files in trunk
2010-06-21, by koda
memory management for openalbridge
2010-06-21, by koda
disable uSHA, enable adler32
2010-06-20, by nemo
merge
2010-06-21, by koda
Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
2010-06-20, by nemo
some memory caring code
2010-06-20, by koda
This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
2010-06-20, by nemo
fix zoom smoothness
2010-06-20, by koda
add initial stubs for selecting weapons in the ifrontend
2010-06-19, by koda
Remove redundant test, add some temp variables to speed up the expensive CheckLand
2010-06-20, by nemo
add local rev number/rev count to dev version suffix
2010-06-18, by sheepluva
rename flags
2010-06-18, by nemo
Forgot to change this flag.
2010-06-18, by nemo
testing if automatic pushes to CIA.vc work now...
2010-06-18, by sheepluva
merge
2010-06-18, by koda
fix cmakefiles to work with mercurial
2010-06-17, by koda
move stuff around and update iphone project
2010-06-17, by koda
now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
2010-06-17, by koda
merge
2010-06-17, by nemo
some pt_BR translation changes by arrom
2010-06-17, by sheepluva
Update repository checking code to reflect our recent Mercurial switch
2010-06-17, by koda
Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
2010-06-17, by nemo
correct cake sit-down animation so that it doesn't sit down in mid-air anymore
2010-06-16, by sheepluva
General:
2010-06-16, by mario.liebisch
General:
2010-06-16, by mario.liebisch
Engine:
2010-06-16, by mario.liebisch
update tags
2010-06-16, by convert-repo
lupdate-qt4 / lrelease-qt4 since arrom was nagging me
2010-06-09, by nemo
Some more progress
2010-06-08, by unc0rr
Reimplement more core actions
2010-06-06, by unc0rr
Use sockets instead of handles, use bytestrings instead of strings
2010-06-06, by unc0rr
Engine:
2010-06-05, by smxx
Frontend:
2010-06-05, by smxx
Remove decrement of iterator health. Might fix weird health bug.
2010-06-05, by nemo
Engine:
2010-06-05, by smxx
now engine can be optionally built as library, there's an example wrapper of how to use it
2010-06-05, by koda
Frontend:
2010-06-04, by smxx
fix iphone version for map preview
2010-06-03, by koda
map preview generation reworked like nemo suggested (he was right, it's quickier in this way)
2010-06-03, by koda
Engine:
2010-06-03, by smxx
a bunch of minor stuff
2010-06-02, by koda
Engine:
2010-06-01, by smxx
Remove rope offset
2010-06-01, by nemo
add some memory aware code
2010-05-31, by koda
Graphics:
2010-05-28, by smxx
Engine (Henek):
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Prevent all portal loops the guaranteed way, at least until sheepluva's tests yield something reliable.
2010-05-23, by nemo
initial support for game modifiers (schemes)
2010-05-23, by koda
Sonic set
2010-05-23, by nemo
claymore says that this needs to be 44.1 for some systems
2010-05-19, by nemo
Henek adds a flamethrower, updates some translations, and tweaks how fire works.
2010-05-19, by nemo
Engine:
2010-05-18, by smxx
Skip collision on X for barrels that aren't knocked over
2010-05-17, by nemo
Increase minimum threshold for barrel damage to reduce likelihood of blowing one up on jumping out, increase damage to compensate (may need tweaking). Only apply dX for collision w/ kick if barrel is rolling.
2010-05-17, by nemo
portal-link-bugfix: make sure deleted portals don't reset links other than those to themselves
2010-05-17, by sheepluva
remove all portal specific code from EndTurnCleanup(), instead have portals self destruct if "CurrentHedgehog" is not the portal's creator
2010-05-17, by sheepluva
Change to just set timer to 0
2010-05-17, by nemo
Fix for artillery mode weapon use
2010-05-17, by nemo
* make portals delete each other only indirectly (by setting timer to 0)
2010-05-16, by sheepluva
translation update by jose1711
2010-05-16, by nemo
Comment out the desyncing block, with a suggestion for possible fix
2010-05-16, by nemo
unbreak stuff
2010-05-16, by koda
unbreak build (everyone saw this coming)
2010-05-16, by koda
update sdl functions to latest revision
2010-05-16, by koda
fix multi-round fire
2010-05-15, by sheepluva
revert the restoration of non-vgt health gears. desyncs continued with it, and furthermore, occur in r3489 too
2010-05-14, by nemo
sheepluva adds back non-vgt health tag due to desyncs. we should still see about solving the desync though.
2010-05-14, by nemo
hey sheepluva, how about just this? lets you have an anonymous one too.
2010-05-11, by nemo
Make some more protocol commands work
2010-05-10, by unc0rr
Translation update by igorko
2010-05-10, by unc0rr
More translation work by arrom (restored some numerusform, lot more flavour text etc)
2010-05-10, by nemo
Reslyling: little fix of previous commit
2010-05-10, by mbait
Code restlyling: experimental restyling of one module
2010-05-10, by mbait
tweak
2010-05-10, by nemo
- Enable -O2 optimization for server
2010-05-09, by unc0rr
Uses StateT monad instead of manually maintaining the state
2010-05-09, by unc0rr
Fix spectator bug in health tag
2010-05-08, by nemo
wait for AI thread to finish before freeing ressources (to avoid segfaults on game exit)
2010-05-07, by sheepluva
Graphics:
2010-05-07, by smxx
make some of the newly migrated visual gears visible in reduced quality mode
2010-05-07, by sheepluva
Graphics:
2010-05-07, by smxx
Engine:
2010-05-07, by smxx
* no zooming when game is paused
2010-05-07, by sheepluva
finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
2010-05-07, by sheepluva
Fix list Z-order bug (not tested)
2010-05-07, by unc0rr
some file that tried to escape...
2010-05-07, by sheepluva
* gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
2010-05-06, by sheepluva
Teleport AI:
2010-05-06, by mbait
Teleport AI:
2010-05-06, by mbait
Explain a bug. Fix should be kinda trivial, but I have no time now to fix and test.
2010-05-06, by unc0rr
Make server build again (it's still useless though)
2010-05-06, by unc0rr
Some more steps in refactoring
2010-05-06, by unc0rr
Henek makes AmmoMenu more flexible
2010-05-06, by nemo
Teleport AI:
2010-05-06, by mbait
* get rid of some fpc hints (redundant/superfluous includes)
2010-05-06, by sheepluva
trying to unbreak what I broke
2010-05-06, by nemo
Cheating
2010-05-06, by nemo
removed debug string I thought I deleted already.. wth...
2010-05-06, by sheepluva
portal:
2010-05-06, by sheepluva
unneeded
2010-05-05, by nemo
buf needs to be used in IFDEF if declared in IFDEF
2010-05-05, by nemo
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