Thu, 07 Oct 2010 16:02:28 -0400 |
nemo |
bug #83 - move test of disabled land objects into AddObjects
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Thu, 30 Sep 2010 22:31:38 +0200 |
koda |
updated lua loading in the ifrontend and also fixed masked maps
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Mon, 27 Sep 2010 04:58:15 +0200 |
koda |
have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
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Mon, 06 Sep 2010 16:23:47 -0400 |
nemo |
Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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Sat, 31 Jul 2010 11:24:53 +0200 |
koda |
remove trailing spaces from end of line
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Sat, 10 Jul 2010 02:02:37 +0200 |
koda |
fix land check fo' real
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Thu, 08 Jul 2010 23:34:25 +0200 |
koda |
fix land check
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Thu, 08 Jul 2010 23:06:21 +0200 |
koda |
fix static land loading on desktop
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Sat, 03 Jul 2010 05:51:24 +0200 |
koda |
a couple of fixes i missed previously
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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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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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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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Wed, 30 Jun 2010 22:42:55 +0200 |
koda |
tiy new overlay graphics
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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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