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Commit Date  
[r13605] by cellsafemode

only include ftree parallel loops option if we want > 1 ... not sure if gcc checks for 1 to not include unecessary gomp in such a situation, so include it conditionally. Makes sense

2013-03-29 02:24:21 Tree
[r13604] by cellsafemode

optimizing collection class.

2013-03-29 01:59:21 Tree
[r13602] by cellsafemode

fix joystick bug

2013-03-28 22:35:53 Tree
[r13601] by klaussfreire

Significant GameUnit::Draw optimizations:
- LOD and cull mounts and halos separately (doesn't render them for distant objects)
- Do not abuse of WarpMatrix, memoize result

2013-03-26 05:41:41 Tree
[r13600] by klaussfreire

Merge previous particle improvements from trunk of which the last commit was dependant on

2013-03-25 05:40:23 Tree
[r13599] by cellsafemode

nevermind about isSun, but getRadius is still good to have since before only Unit could access Planet radius

2013-03-25 04:18:02 Tree
[r13598] by klaussfreire

Minor fixes to particle (reduce logging verbosity, fix out-of-sync comment)

2013-03-25 03:53:38 Tree
[r13597] by klaussfreire

Merge particle system fixes and optimizations from trunk

2013-03-25 03:52:33 Tree
[r13596] by cellsafemode

some minor cleanups and fixes

2013-03-25 03:48:31 Tree
[r13593] by cellsafemode

This is an attempt to reset fairness in scheduling in the game. Basically, since we're not threaded we have to decide how many physics updates we want to run per draw and this more closely tunes things to the settings the player makes with Computer (simulation_atom size). It's important when testing this commit to see if it should be reverted to make sure your settings are matched to your computer. Slow framerate will == jerkier behavior, but game speed should remain divorced from framerate for the most part

2013-03-24 21:32:14 Tree
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