Sun, 04 Jul 2010 00:33:59 +0200 |
koda |
initial support for customizing weaponset
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files
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Sat, 03 Jul 2010 15:31:36 +0200 |
koda |
szczur updated locale
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files
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Sat, 03 Jul 2010 15:30:52 +0200 |
koda |
partially apply new graphics to code
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files
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Sat, 03 Jul 2010 15:30:33 +0200 |
Tiy |
new graphics for ipad frontend
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files
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Sat, 03 Jul 2010 05:51:24 +0200 |
koda |
a couple of fixes i missed previously
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files
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Sat, 03 Jul 2010 04:42:29 +0200 |
koda |
tackling the iphoneos todo (another trial for the beginning sporadic bug, remove curl animation, don't need to go to detail page)
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files
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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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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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files
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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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