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Commit Date  
[r9750] by hellcatv

fixed null pointer prob

2005-08-31 06:25:02 Tree
[r9749] by roguestar191

Removed unused functions, cleaned up comments and added some new ones

2005-08-30 16:04:34 Tree
[r9748] by hellcatv

fixed up more server errors

2005-08-30 08:05:05 Tree
[r9747] by hellcatv

fixed gcc33 compile failures

2005-08-30 07:46:08 Tree
[r9746] by hellcatv

made it compile on vc7

2005-08-30 06:02:21 Tree
[r9745] by hellcatv

added command and rendertext

2005-08-30 05:11:56 Tree
[r9744] by klaussfreire

New config file, for all the new joystick modes, and inertial flight keys, blah, blah...

2005-08-29 19:14:21 Tree
[r9743] by --none--

This commit was manufactured by cvs2svn to create tag
'after_klauss_20050829'.

2005-08-29 19:07:54 Tree
[r9742] by klaussfreire

Part of the big ani overhaul.
Explosions could use frame interpolation - they would look cooler - they do look cooler.

2005-08-29 19:07:54 Tree
[r9741] by klaussfreire

Lots of changes... let me remember...
1) Tons of minor graphic enhancements - polishing mainly...
1.a) ...includes enabling antialiasing on most lines (disableable by config), which greatly enhances the visuals on low-res modes.
2) First step towards an .ani overhaul, featuring multilayer animations - with full support for multitexturing. Right now: frame interpolation, per-frame texture coordinate range override (sprites only, for now), interpolation of texture coordinates (allowing efficient zoom/pan animation).
3) Animation-based gauges, where the value is mapped into the animation time
4) Tons of optimizations, in...
4.a) CSV parsing - also, besides faster, it's more flexible now, allowing usage of Excell
4.b) Savefile string save/retrieval
4.c) Python iteration algoritms
4.d) Mesh loading (less reallocations, less overhead)
4.e) Dynamic physics priorities (now they're back to low priority, but it detects when you're about to collide with a low-priority unit, and boosts its priority for the collision)
4.f) Drawing queue. Separated sequences into different queues, which improves drawqueue processing by around 60% (got from 15fps to 25fps on Penders Star - PR because of this)
4.g) There's a flag to disable damage sparkles - both incorrect and very inefficient for asteroid fields.
5) Oh... new dj_lib.py - for situational music

Perhaps there's more... but I can't remember. Enjoy.

2005-08-29 19:04:32 Tree
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