Thu, 22 Jan 2009 01:53:05 +0200 |
Tero Marttila |
support for building without Network/Graphics, although the disable-graphics case is kind of hackish still
new_graphics
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Wed, 21 Jan 2009 23:07:22 +0200 |
Tero Marttila |
new graphics code compiles... no, it doesn't work yet
new_graphics
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Wed, 21 Jan 2009 03:33:35 +0200 |
Tero Marttila |
there's a grain of truth in the new graphics code now...
new_graphics
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Wed, 21 Jan 2009 00:21:42 +0200 |
Tero Marttila |
add --terrain-seed and --terrain-size arguments, plus bugfixes
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Tue, 20 Jan 2009 23:30:18 +0200 |
Tero Marttila |
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
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Tue, 20 Jan 2009 22:00:24 +0200 |
Tero Marttila |
cleanup Terrain, use a single linear array instead of nested vectors
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Mon, 15 Dec 2008 14:24:38 +0000 |
terom |
clean up Vector a bit, remove unused Terrain -> direction function
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Mon, 08 Dec 2008 17:24:40 +0000 |
terom |
add separate Types.hh, and fix projectile-worm collisions on network
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Sun, 07 Dec 2008 20:07:28 +0000 |
terom |
add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
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Sun, 07 Dec 2008 18:23:18 +0000 |
nireco |
scrolling looks like it works
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Sun, 07 Dec 2008 13:07:58 +0000 |
nireco |
some generated texture
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Sat, 06 Dec 2008 17:51:19 +0000 |
ekku |
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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Thu, 04 Dec 2008 22:33:43 +0000 |
terom |
send initial terrain data to clients using a new NETCHAN_TERRAIN_ARRAY channel using raw BigNetworkPacket
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Wed, 03 Dec 2008 19:16:32 +0000 |
terom |
that's not a prototype anymore... at least it shouldn't be
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