Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 05 Jun 2012 22:37:36 +0200] rev 7188
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Added a seperate shader for the gradient used for water drawing.
Disabled 3D mode for GL2 codepath as this still has some FFP left.
unc0rr [Tue, 05 Jun 2012 14:07:28 +0400] rev 7187
- Allow camera movement while current hedgehog is falling
- Some tiny changes
Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 05 Jun 2012 22:17:06 +0200] rev 7186
Merge
Xeli [Tue, 05 Jun 2012 19:36:07 +0200] rev 7185
Android: first attempt at using the density call from java
Xeli [Tue, 05 Jun 2012 19:33:49 +0200] rev 7184
only reset those keys which actually change their bindings
nemo [Mon, 04 Jun 2012 19:43:39 -0400] rev 7183
tidy flags
Medo <smaxein@googlemail.com> [Mon, 11 Jun 2012 00:02:17 +0200] rev 7182
Small improvements to the frontend lib for better debugging
nemo [Mon, 04 Jun 2012 19:36:55 -0400] rev 7181
Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
Stepan777 <stepik-777@mail.ru> [Mon, 04 Jun 2012 21:32:30 +0400] rev 7180
here it is
Medo <smaxein@googlemail.com> [Sat, 09 Jun 2012 03:28:38 +0200] rev 7179
Implemented game launching API for the frontlib.
It is still buggy though, and not all game settings can be conveniently created/modified yet.
unc0rr [Mon, 04 Jun 2012 22:43:56 +0400] rev 7178
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
Medo <smaxein@googlemail.com> [Fri, 08 Jun 2012 19:52:24 +0200] rev 7177
Implemented public API for letting the engine render maps
nemo [Mon, 04 Jun 2012 08:11:47 -0400] rev 7176
Make watching AI v AI on ai survival a bit more entertaining
Medo <smaxein@googlemail.com> [Thu, 07 Jun 2012 02:45:18 +0200] rev 7175
Added ini reading/writing for game schemes to the frontend lib
nemo [Sun, 03 Jun 2012 23:04:21 -0400] rev 7174
Workaround for
bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
Medo <smaxein@googlemail.com> [Mon, 04 Jun 2012 21:12:20 +0200] rev 7173
Frontlib: Work on the callback mechanisms for IPC
Work commit; It compiles and runs but will need a major overhaul tomorrow.
nemo [Sun, 03 Jun 2012 22:56:30 -0400] rev 7172
After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
Medo <smaxein@googlemail.com> [Sun, 03 Jun 2012 01:24:18 +0200] rev 7171
frontlib refactoring
socket.h now completely wraps all the lowlevel neworking, so it would be easy
to switch away from SDL_net if needed. Also reduced global state by making an
IPC connection an object-like thing.
nemo [Sun, 03 Jun 2012 18:52:22 -0400] rev 7170
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 22:54:09 +0200] rev 7169
Merge
nemo [Sun, 03 Jun 2012 11:02:12 -0400] rev 7168
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
Xeli [Sat, 02 Jun 2012 22:31:41 +0200] rev 7167
Android: added a callback to java to determine dpi/dip how much we should scale the ui
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 14:27:09 +0200] rev 7166
Merge
nemo [Sat, 02 Jun 2012 16:25:13 -0400] rev 7165
add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
unc0rr [Fri, 01 Jun 2012 12:42:44 +0400] rev 7164
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
mikade <redgrinner@gmail.com> [Fri, 01 Jun 2012 00:19:30 +0200] rev 7163
merge
Medo <smaxein@googlemail.com> [Sat, 02 Jun 2012 14:26:52 +0200] rev 7162
Demo recording for the frontend library
nemo [Thu, 31 May 2012 12:52:31 -0400] rev 7161
Name the flags for fall tracking and indicating whether the explosion erases terrain.
Medo <smaxein@googlemail.com> [Thu, 31 May 2012 18:54:40 +0200] rev 7160
Moved frontlib into project_files
unc0rr [Thu, 31 May 2012 20:07:40 +0400] rev 7159
merge
Medo <smaxein@googlemail.com> [Thu, 31 May 2012 18:32:01 +0200] rev 7158
Further work on the frontend library, restructuring, ...
unc0rr [Thu, 31 May 2012 20:07:17 +0400] rev 7157
merge
mikade <redgrinner@gmail.com> [Thu, 31 May 2012 15:50:25 +0200] rev 7156
Add a GetTag method so that SetTag doesn't feel lonely.
Medo <smaxein@googlemail.com> [Thu, 31 May 2012 00:35:06 +0200] rev 7155
Started work on the frontend networking library
unc0rr [Thu, 31 May 2012 18:02:30 +0400] rev 7154
Improve TestWhip
sheepluva [Thu, 31 May 2012 00:11:42 +0200] rev 7153
minor tweaks for options page; should improve readability at small window size... a bit...
Medo <smaxein@googlemail.com> [Tue, 29 May 2012 23:04:03 +0200] rev 7152
Removed dead/deprecated code and comments
unc0rr [Thu, 31 May 2012 15:14:39 +0400] rev 7151
pas2c stuff
unc0rr [Wed, 30 May 2012 22:45:30 +0400] rev 7150
This should make drawn maps rendering even more faster
Medo <smaxein@googlemail.com> [Tue, 29 May 2012 22:33:10 +0200] rev 7149
Merge
unc0rr [Wed, 30 May 2012 19:01:19 +0400] rev 7148
merge
unc0rr [Wed, 30 May 2012 18:00:29 +0400] rev 7147
Render drawn maps 10-500 times faster
unc0rr [Tue, 29 May 2012 22:21:19 +0400] rev 7146
Oops, forgot to set 'erasing' flag on decoding
unc0rr [Mon, 28 May 2012 22:42:59 +0400] rev 7145
Fix a bug with wrong state of teams list when color isn't changed manually
nemo [Mon, 28 May 2012 14:20:51 -0400] rev 7144
Remove a couple more timers, should mean alpha matches old pulse time now
nemo [Mon, 28 May 2012 14:11:50 -0400] rev 7143
also change specialists
nemo [Mon, 28 May 2012 14:01:23 -0400] rev 7142
Set air attack to active by default, make time look a bit nicer, avoid plane buzz activating.
Xeli [Mon, 28 May 2012 19:33:57 +0200] rev 7141
change the array which represents the keyboard state to be a boolean array rather than byte array
Xeli [Mon, 28 May 2012 19:15:51 +0200] rev 7140
Don't allow for multiple key up(or down) events, it will ignore the excess events
nemo [Mon, 28 May 2012 12:21:54 -0400] rev 7139
Also change Highlander and Racer
Wolfgang Steffens <WolfgangSteff@gmail.com> [Mon, 28 May 2012 10:38:27 +0200] rev 7138
moved generic matrix code to uMatrix.pas
updated shader and client logic to use a mat4 rather than
ftransform or gl_ModelViewProjectionMatrix.
unc0rr [Mon, 28 May 2012 20:04:49 +0400] rev 7137
merge
Wolfgang Steffens <WolfgangSteff@gmail.com> [Mon, 28 May 2012 10:34:33 +0200] rev 7136
merge
nemo [Mon, 28 May 2012 01:51:50 -0400] rev 7135
Add onGameTick20 to try and encourage lua to be a bit more efficient. Rewrite Space Invasion to use it. Top speed of aliens is 25% higher now, although that could be changed, I kinda liked it. Change parameter order of div().
unc0rr [Mon, 28 May 2012 17:54:23 +0400] rev 7134
Some improvements to pas2c
unc0rr [Mon, 28 May 2012 00:44:51 +0400] rev 7133
Fix a remote crasher
unc0rr [Fri, 25 May 2012 15:35:48 +0400] rev 7132
- Fix some AI stupidness factors
- Slight optimizations and formatting
unc0rr [Mon, 28 May 2012 00:43:36 +0400] rev 7131
Make frontend compile with clang
unc0rr [Sun, 27 May 2012 23:42:43 +0400] rev 7130
- Allow switching colors with mouse wheel
- Use indices instead of color values
- Introduce a model for colors
- Some small fixes, .pro can be used to build again
- Yay, tested it to work via network (and fixed a bug!)
(TODO: pass colors to engine by index)
Wolfgang Steffens <WolfgangSteff@gmail.com> [Fri, 25 May 2012 09:00:54 +0200] rev 7129
initial GLSL1.2 test version
nemo [Sat, 26 May 2012 16:50:51 -0400] rev 7128
Minor freezer changes, allow snow to accumulate on indestructible terrain too.
Wolfgang Steffens <WolfgangSteff@gmail.com> [Fri, 25 May 2012 08:51:54 +0200] rev 7127
Removed lazy update: workaround for R7103
unc0rr [Sat, 26 May 2012 22:27:57 +0400] rev 7126
Bring leftTeams back (with a fix) as it is apparently needed for spectators.
Wolfgang Steffens <WolfgangSteff@gmail.com> [Fri, 25 May 2012 08:42:26 +0200] rev 7125
merge
unc0rr [Fri, 25 May 2012 00:06:42 +0400] rev 7124
- Restore pre-
r9257cf8e7af2 behavior
- Get rid of leftTeams, send REMOVE_TEAM immediately instead
Medo <smaxein@googlemail.com> [Wed, 23 May 2012 22:46:37 +0200] rev 7123
Merge
nemo [Wed, 23 May 2012 16:51:37 -0400] rev 7122
Fix reported in
bug #327, comment #3 - untested but seems reasonable/safe.
nemo [Wed, 23 May 2012 16:34:12 -0400] rev 7121
http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
unc0rr [Wed, 23 May 2012 23:30:50 +0400] rev 7120
Mark team for deletion when letting others know it has left during game. Should help with quitters problem.
unc0rr [Wed, 23 May 2012 23:24:03 +0400] rev 7119
Don't remove already removed team
Xeli [Wed, 23 May 2012 21:19:15 +0200] rev 7118
wops add this too
Xeli [Wed, 23 May 2012 21:16:44 +0200] rev 7117
reimplemented ResetKbd and calling it when exiting gsChat status, this restores behavior from.17: You can now walk -> press t/chat -> type some stuff while still walking -> exit gsChat and stop walking at that moment
Xeli [Wed, 23 May 2012 19:56:14 +0200] rev 7116
android: fix the default make target
Xeli [Wed, 23 May 2012 19:54:53 +0200] rev 7115
Android: add freezer commit message
koda [Wed, 23 May 2012 02:39:30 +0200] rev 7114
add NOPNG to cmake to explicitly disable PNG dependency
reorganise osx detection and variable initalization (simpler crosscompiling) in cmake
koda [Wed, 23 May 2012 01:53:25 +0200] rev 7113
add GHC and GHFLAGS from cmake too
koda [Wed, 23 May 2012 01:39:31 +0200] rev 7112
rename a few internal cmake variables (for consistency and readability)
Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 22 May 2012 09:25:03 +0200] rev 7111
Replaced matrix related FFP code with explicit matrix calculations.
The modelview matrices now get uploaded at a single point via glLoadMatrix4
rather than using the GL1 matrix stack.
In the GL2 variant this will become a uniform upload.
Medo <smaxein@googlemail.com> [Tue, 22 May 2012 11:19:32 +0200] rev 7110
Merge
koda [Wed, 23 May 2012 00:45:37 +0200] rev 7109
there a libSDLMain.a in the bundled SDL framework
Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 22 May 2012 09:18:46 +0200] rev 7108
Merge
Xeli [Tue, 22 May 2012 00:41:26 +0200] rev 7107
android: possible fix for bitmap recycle errors
Xeli [Tue, 22 May 2012 00:40:43 +0200] rev 7106
fixed wheelup/down
Wheel up and down used to be swapped in both binds.cpp and uKeys.pas (2 wrongs make a right eh)
After I fixed uKeys zooming was inverted, so I changed binds.cpp too, but now existing teams will still have its zoom inverted..
koda [Mon, 21 May 2012 22:54:34 +0200] rev 7105
add a nilcheck
nemo [Mon, 21 May 2012 16:46:24 -0400] rev 7104
checksum
unc0rr [Tue, 22 May 2012 00:29:32 +0400] rev 7103
Feel free to add real checksum function
koda [Mon, 21 May 2012 06:34:17 +0200] rev 7102
better lazy loading for cScaleFactor
nemo [Sun, 20 May 2012 19:42:55 -0400] rev 7101
Ok. I think *this* should flip it correctly...
Xeli [Sun, 20 May 2012 21:09:13 +0200] rev 7100
android: added an unsigned target to the makefile, to help automate signing
Xeli [Sun, 20 May 2012 17:17:21 +0200] rev 7099
remove the need to qt and co when using cmake with -DANDROID=1
nemo [Sun, 20 May 2012 10:55:58 -0400] rev 7098
Minor tweaks to freezer, mostly to simplify current state to laptop
nemo [Sun, 20 May 2012 10:45:16 -0400] rev 7097
clean up pngs
mikade <redgrinner@gmail.com> [Sun, 20 May 2012 10:54:52 +0200] rev 7096
merge
mikade <redgrinner@gmail.com> [Sun, 20 May 2012 00:08:26 +0200] rev 7095
+ Trivial update.
+ Script for managing WxW, AFR, and Surf'n'Crate shoppa-variants.
mikade <redgrinner@gmail.com> [Sat, 19 May 2012 17:15:12 +0200] rev 7094
A few scripts to try out. 2x challenge, 1x GSoC training, 1x user mission.
nemo [Sun, 20 May 2012 01:00:00 -0400] rev 7093
Bit more freezer.
nemo [Fri, 18 May 2012 13:35:22 -0400] rev 7092
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo [Thu, 17 May 2012 20:23:58 -0400] rev 7091
Might help if this was actually its own unique weapon
nemo [Thu, 17 May 2012 18:22:20 -0400] rev 7090
Provide training/campaign with a random seed to ignore/use.
Xeli [Thu, 17 May 2012 20:19:35 +0200] rev 7089
remove ProcessKdb references all together, removed movecursor() because it doesnt seem to do anything
Xeli [Thu, 17 May 2012 20:01:56 +0200] rev 7088
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli [Thu, 17 May 2012 16:52:17 +0200] rev 7087
dont allow choosing weapons when the AI is playing
Xeli [Thu, 17 May 2012 16:51:54 +0200] rev 7086
android typo/sabotage
Xeli [Thu, 17 May 2012 15:58:24 +0200] rev 7085
fix sdl13 build
Wolfgang Steffens <WolfgangSteff@gmail.com> [Mon, 14 May 2012 22:14:17 +0200] rev 7084
readded optimization for SetScale
Xeli [Thu, 17 May 2012 15:58:04 +0200] rev 7083
unbreak android build
- export the Game function
- fill the ammo store with 0s in the frondend, if we're missing any weapons
- use english as default language
Wolfgang Steffens <WolfgangSteff@gmail.com> [Mon, 14 May 2012 19:48:34 +0200] rev 7082
Replaced FFP code that sets up orthogonal projection with explicit matrix
calculation. Storing the orthogonal projection in the projection matrix for
legacy GL (1.x) rather than in the modelview matrix.
Xeli [Tue, 15 May 2012 21:07:47 +0200] rev 7081
android: add missing graphics, only placeholders tho..
Wolfgang Steffens <WolfgangSteff@gmail.com> [Mon, 14 May 2012 19:26:50 +0200] rev 7080
Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
a (possibly shared) physical texture.
The original variant only allowed encoding a sprite at the bottomleft of a
larger physical texture to use NPOT sprites on POT only supporting systems.
unc0rr [Mon, 14 May 2012 22:47:56 +0400] rev 7079
Learn hask^Wpascal, dudes!
nemo [Sun, 13 May 2012 18:50:04 -0400] rev 7078
AI can't use cWindSpeedf since it now does a smooth transition
nemo [Sun, 13 May 2012 18:31:05 -0400] rev 7077
oops
nemo [Sun, 13 May 2012 14:56:05 -0400] rev 7076
Dammit Xeli
unc0rr [Sun, 13 May 2012 21:46:50 +0400] rev 7075
'\xd7af' -> 0xd7af
unc0rr [Sun, 13 May 2012 21:39:20 +0400] rev 7074
Make uUtils.c compile
unc0rr [Sun, 13 May 2012 01:54:26 +0400] rev 7073
help pas2c
unc0rr [Sun, 13 May 2012 00:50:45 +0400] rev 7072
More magic
nemo [Sat, 12 May 2012 16:45:06 -0400] rev 7071
unc0rr's magic macro
unc0rr [Sun, 13 May 2012 00:40:01 +0400] rev 7070
oops, wrong type
unc0rr [Sat, 12 May 2012 23:55:09 +0400] rev 7069
pas2c stuff again