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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Wed, 30 Jun 2010 22:20:52 +0200 |
sheepluva |
visual gears: fixing nemo's c-style assignment/multiplications
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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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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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Wed, 30 Jun 2010 03:26:15 +0200 |
sheepluva |
clouds: up-and-down-bouncing now without evil loop
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Tue, 29 Jun 2010 23:25:42 +0200 |
sheepluva |
bee:
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Tue, 29 Jun 2010 22:16:26 +0200 |
sheepluva |
explosions: cache rounded X,Y values
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Tue, 29 Jun 2010 15:52:13 -0400 |
nemo |
Dammit. Forgot to pull/rebase before making the VG change
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Tue, 29 Jun 2010 18:06:50 +0200 |
sheepluva |
rope: another, small optimization
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Tue, 29 Jun 2010 15:50:34 -0400 |
nemo |
Optimise vgtSmokeTrace/vgtEvilTrace handler
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Tue, 29 Jun 2010 10:18:51 -0400 |
nemo |
Default ammo set was horribly unbalanced - you want to test portal, play "crazy" :)
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Tue, 29 Jun 2010 07:09:55 +0200 |
sheepluva |
rope: optimization, should save up to ~3 million hwFloat multiplications per second
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