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hedgewars/uLand.pas
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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Sat, 26 Jun 2010 04:36:04 +0200
koda
moar zoom, fixed fort mode, other glitches
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Sun, 20 Jun 2010 22:35:10 -0400
nemo
Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
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