hedgewars/uFloat.pas
Tue, 04 Feb 2014 19:45:22 +0100 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
Tue, 21 Jan 2014 22:38:13 +0100 koda partial merge of the webgl branch
Fri, 17 Jan 2014 01:06:54 +0100 sheepluva update copyright to 2014
Wed, 08 Jan 2014 00:31:30 +0400 unc0rr Fix these too webgl
Wed, 08 Jan 2014 00:13:12 +0400 unc0rr Fix two desync causes webgl
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Sat, 20 Apr 2013 00:26:52 +0400 unc0rr - Revert division hack nonsense
Thu, 18 Apr 2013 17:37:50 +0400 unc0rr lol, how did it manage to work for years? (z1 - z2 * z.Round) shouldn't respect signs of z1 and z2. It turns out we often had arbitrary .Frac value in division result. Also fixes issue 613.
Wed, 17 Apr 2013 11:24:06 -0400 nemo why would we ever want to divide by 0?
Wed, 17 Apr 2013 15:45:13 +0400 unc0rr hwFloat division is ~1.6 times faster now
Wed, 17 Apr 2013 12:11:33 +0400 unc0rr Trivial optimization. Wonder if compiler was smart enough about it.
Thu, 11 Apr 2013 23:20:56 +0400 unc0rr New hwSqrt implementation which is 46/19 times faster than the old one!
Thu, 04 Apr 2013 00:32:57 +0200 koda update branch again webgl
Wed, 03 Apr 2013 23:56:59 +0200 koda strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Fri, 28 Sep 2012 00:39:20 +0400 unc0rr Shutup pas2c
Fri, 28 Sep 2012 00:18:07 +0400 unc0rr vector2Angle function which converts vector to angle from -2048 to 2048
Sun, 16 Sep 2012 22:55:33 +0400 unc0rr New hwSqrt which is up to 8.7% more efficient than old one on synthetic tests
Tue, 04 Sep 2012 11:09:23 +0400 unc0rr More precision
Mon, 03 Sep 2012 12:35:51 -0400 nemo Let's try *4 instead. Not nearly as much of a win, but might be usable.
Fri, 31 Aug 2012 11:10:21 -0400 nemo oops
Wed, 29 Aug 2012 10:56:32 -0400 nemo A few more operators. Committing in case unc0rr wants to fiddle.
Wed, 29 Aug 2012 09:58:23 -0400 nemo isZero appears to be never used. Use it in a few obvious cases and add web variant.
Mon, 27 Aug 2012 16:52:50 -0400 nemo Starting to rewrite uFloat routines to avoid QWordValue - in the interests of JS which may get uint64/int64 in the spec in the future but does not have it now.
Fri, 24 Aug 2012 18:51:29 -0400 nemo fromdos + fix end of turn velocity
Fri, 24 Aug 2012 14:51:12 +0400 unc0rr An attempt to run main rope code only every 8th tick:
Tue, 07 Aug 2012 13:21:15 -0400 nemo oops
Fri, 11 May 2012 00:28:06 +0400 unc0rr Some work to make more units compile after conversion to c
Thu, 10 May 2012 23:51:05 +0400 unc0rr Support overloaded operators on (hwFloat op hwFloat) calls
Wed, 11 Apr 2012 22:46:59 +0400 unc0rr Simplify converter's life
Wed, 14 Mar 2012 21:12:04 -0400 nemo Allow RC plane to go through portals
Mon, 12 Mar 2012 01:00:17 -0400 nemo Change rest of AI tests to floats, reenable snowball
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Tue, 17 Jan 2012 09:01:31 -0500 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
Fri, 02 Dec 2011 15:03:27 +0400 unc0rr Some tiny optimizations
Sat, 26 Nov 2011 21:12:23 +0300 unc0rr - Help parser by dropping that insane formatting syntax in str function
Thu, 24 Nov 2011 16:18:45 +0100 koda GSoC 2011: Android port - merged mainstream
Sat, 12 Nov 2011 17:06:49 +0100 Xeli merge...i think hedgeroid
Wed, 09 Nov 2011 18:40:12 +0300 unc0rr Less precision - less confusion
Sat, 05 Nov 2011 20:51:15 -0400 nemo Due to the small values and friction, halve the step in low gravity, instead of the value
Fri, 16 Sep 2011 18:17:16 +0200 Xeli merge hedgeroid
Sat, 10 Sep 2011 21:02:34 -0400 nemo For better or for worse. Add sheepluva's forcing of clean on engine subdirectory. This works around a bug in fpc 2.4-2.6 that appears to generate incorrect inlining of loops on 2nd build. -B avoids this, but without a clean, the -B never got called. Also restore options, which I had confused w/ config. my bad.
Fri, 09 Sep 2011 18:30:40 -0400 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
Sun, 28 Aug 2011 17:42:32 +0200 Xeli fixed = operator in uFloat hedgeroid
Thu, 18 Aug 2011 22:37:23 +0200 Xeli aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen hedgeroid
Sun, 26 Jun 2011 15:23:45 -0400 nemo bounce. tweak of values, remove friction modifier, move to weapon, to match timer behaviour
Fri, 29 Apr 2011 17:11:08 +0400 unc0rr Optimize hwFloat2Float a bit
Sun, 17 Apr 2011 12:48:32 -0400 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
Fri, 08 Apr 2011 11:40:18 +0200 sheepluva comments
Fri, 08 Apr 2011 03:07:04 +0200 sheepluva some more comments *yawns*
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Tue, 01 Feb 2011 15:30:08 +0100 koda addfilelog <3 debugfile
Mon, 22 Nov 2010 21:57:45 +0300 unc0rr SinTable.inc -> uSinTable.pas
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Wed, 06 Oct 2010 15:37:56 -0400 nemo Inline most of uFloat (saves ~7.5% opcount on a test game), inline a few very short candidates in uMisc, comment out some unused functions in uMisc
Wed, 30 Jun 2010 23:27:18 +0200 koda sheepluva's inline patch, fix a crash in overlay
Tue, 29 Jun 2010 23:25:42 +0200 sheepluva bee:
Tue, 29 Jun 2010 06:27:59 +0200 sheepluva rope: another small optimization
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