Tue, 22 Jun 2010 23:08:57 -0400 |
nemo |
New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
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Tue, 22 Jun 2010 22:21:44 +0400 |
unc0rr |
Partially reimplement joining rooms
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Wed, 23 Jun 2010 01:00:52 +0200 |
koda |
update the project to ios4 by removing pre-3.2 references
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Tue, 22 Jun 2010 18:06:55 +0200 |
koda |
ok really fix the command line utility
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Tue, 22 Jun 2010 17:10:27 +0200 |
koda |
fix build and permissions problems when launching hwengine from command line
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Mon, 21 Jun 2010 22:45:52 +0200 |
koda |
merge+smallupdate
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Mon, 21 Jun 2010 21:41:14 +0400 |
unC0Rr |
Reimplement room creating
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Mon, 21 Jun 2010 16:52:14 +0200 |
koda |
use the cmake built-in ts->qm conversion instead of keeping binary files in trunk
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Mon, 21 Jun 2010 16:08:24 +0200 |
koda |
memory management for openalbridge
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Sun, 20 Jun 2010 22:46:23 -0400 |
nemo |
disable uSHA, enable adler32
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Mon, 21 Jun 2010 22:18:53 +0200 |
koda |
merge
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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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Sun, 20 Jun 2010 23:05:11 +0200 |
koda |
some memory caring code
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Sun, 20 Jun 2010 19:31:15 -0400 |
nemo |
This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
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