Sat, 03 Jul 2010 02:01:24 +0200 koda make runtime quality check for iDevices
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
Sat, 03 Jul 2010 00:11:23 +0200 koda interpret parameters before initializing everything
Fri, 02 Jul 2010 17:46:53 +0200 koda small cleanup
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)
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.
Thu, 01 Jul 2010 19:05:29 -0400 nemo Initialise to 0
Thu, 01 Jul 2010 18:29:57 -0400 nemo Rename city to earthrise, replace old "earthrise" music w/ new City music on City/Planes
Thu, 01 Jul 2010 18:26:44 -0400 HSR New music for City theme
Thu, 01 Jul 2010 17:16:13 -0400 nemo New Rock themed music for Stage by HSR
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.
Thu, 01 Jul 2010 14:17:22 -0400 nemo Restore prior optimisation with the wildly out-of-bounds tx in LandDirty removed
Thu, 01 Jul 2010 00:34:39 -0400 nemo Revert most of optimisation except for some obvious fixes to errors someone or other introduced.
Wed, 30 Jun 2010 23:21:46 -0400 nemo merge (I'll get it next time)
Wed, 30 Jun 2010 23:27:18 +0200 koda sheepluva's inline patch, fix a crash in overlay
Wed, 30 Jun 2010 22:42:55 +0200 koda tiy new overlay graphics
Wed, 30 Jun 2010 22:20:52 +0200 sheepluva visual gears: fixing nemo's c-style assignment/multiplications
Wed, 30 Jun 2010 23:15:14 -0400 nemo Store some calcs to speed up uLandGraphics a tad
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)
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)
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.
Wed, 30 Jun 2010 03:26:15 +0200 sheepluva clouds: up-and-down-bouncing now without evil loop
Tue, 29 Jun 2010 23:25:42 +0200 sheepluva bee:
Tue, 29 Jun 2010 22:16:26 +0200 sheepluva explosions: cache rounded X,Y values
Tue, 29 Jun 2010 15:52:13 -0400 nemo Dammit. Forgot to pull/rebase before making the VG change
Tue, 29 Jun 2010 18:06:50 +0200 sheepluva rope: another, small optimization
Tue, 29 Jun 2010 15:50:34 -0400 nemo Optimise vgtSmokeTrace/vgtEvilTrace handler
Tue, 29 Jun 2010 10:18:51 -0400 nemo Default ammo set was horribly unbalanced - you want to test portal, play "crazy" :)
Tue, 29 Jun 2010 07:09:55 +0200 sheepluva rope: optimization, should save up to ~3 million hwFloat multiplications per second
Tue, 29 Jun 2010 06:27:59 +0200 sheepluva rope: another small optimization
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