November 2006 Commit Log

Number of Commits:
271
Number of Active Developers:
4
axlecrusher 2006-11-30 23:46

That stuff should be in update, not draw

7 lines of code changed in:

cnlohr 2006-11-30 23:36

fix jittery robot

2 lines of code changed in:

axlecrusher 2006-11-30 23:25

skip 0 time updates

3 lines of code changed in:

axlecrusher 2006-11-30 23:04

revert. offered no speed improvements

0 lines of code changed in:

axlecrusher 2006-11-30 23:03

Revert.

4 lines of code changed in:

axlecrusher 2006-11-30 21:30

experiment

13 lines of code changed in:

axlecrusher 2006-11-30 21:29

Align 64

2 lines of code changed in:

axlecrusher 2006-11-30 21:28

transpose extension

11 lines of code changed in:

axlecrusher 2006-11-30 14:29

one line if

3 lines of code changed in:

axlecrusher 2006-11-30 12:10

Map the tangent and binomial information to the last 2 vertice attributes

8 lines of code changed in:

axlecrusher 2006-11-30 11:57

Find maxes. Also add stuff in DrawGeometry to send tangents and binormals to video card

46 lines of code changed in:

axlecrusher 2006-11-30 11:55

Add tangent and binormal arrays

6 lines of code changed in:

axlecrusher 2006-11-30 11:54

Add max variables

11 lines of code changed in:

axlecrusher 2006-11-30 11:53

bindings for vertex attributes

12 lines of code changed in:

axlecrusher 2006-11-29 22:58

Don't process more than the maximum allowed textures

2 lines of code changed in:

axlecrusher 2006-11-29 22:53

Clean up

6 lines of code changed in:

axlecrusher 2006-11-29 22:45

cleanup init

4 lines of code changed in:

axlecrusher 2006-11-29 22:40

Update

21 lines of code changed in:

axlecrusher 2006-11-29 18:49

Combine if statement

2 lines of code changed in:

axlecrusher 2006-11-28 21:19

tile ground more

1 lines of code changed in:

cnlohr 2006-11-28 18:10

Add VC 2k5 HGLIB

3231 lines of code changed in:

axlecrusher 2006-11-28 18:09

oops

1 lines of code changed in:

axlecrusher 2006-11-28 18:05

HACK, explicitly call calculation of matrices

1 lines of code changed in:

axlecrusher 2006-11-28 17:56

revert

2 lines of code changed in:

axlecrusher 2006-11-28 17:53

don't update materials here

2 lines of code changed in:

axlecrusher 2006-11-28 17:52

Update material

7 lines of code changed in:

cnlohr 2006-11-28 17:48

fix VC .net 2k3

2 lines of code changed in:

cnlohr 2006-11-28 17:47

warnings

7 lines of code changed in:

axlecrusher 2006-11-28 12:25

Calculate matrices

8 lines of code changed in:

axlecrusher 2006-11-28 12:24

use texture's final matrix

4 lines of code changed in:

axlecrusher 2006-11-28 12:23

don't push pop texture stacks here

0 lines of code changed in:

axlecrusher 2006-11-28 12:22

Different final matrix calculation

10 lines of code changed in:

axlecrusher 2006-11-28 12:20

The very last step needs to be able to be changed in some cases.

11 lines of code changed in:

axlecrusher 2006-11-28 11:54

virtual

1 lines of code changed in:

axlecrusher 2006-11-28 11:53

Rename MercuryObjectBase::Render to CalculateMatrices

5 lines of code changed in:

axlecrusher 2006-11-28 11:50

This no longer has to be in display, since we control all of the matrix stacks and math, we don't have to take into account various hardware/API matrix handling (PS2). This also appears slightly faster.

61 lines of code changed in:

axlecrusher 2006-11-27 21:07

Cube map bind

4 lines of code changed in:

axlecrusher 2006-11-27 21:06

Clean up

41 lines of code changed in:

axlecrusher 2006-11-27 19:40

translucent explosion

1 lines of code changed in:

axlecrusher 2006-11-27 19:37

Cube map

4 lines of code changed in:

axlecrusher 2006-11-27 12:14

Furthest to nearest

1 lines of code changed in:

axlecrusher 2006-11-27 12:05

Sort translucent objects furthest to nearest

17 lines of code changed in:

axlecrusher 2006-11-27 11:39

Spelling

17 lines of code changed in:

axlecrusher 2006-11-27 11:27

not inline, move translucent rendering

9 lines of code changed in:

axlecrusher 2006-11-27 11:26

move translucent rendering into specific drivers

16 lines of code changed in:

axlecrusher 2006-11-27 11:24

explosion translucent

1 lines of code changed in:

axlecrusher 2006-11-27 00:39

durn off depth writing for translucence

2 lines of code changed in:

axlecrusher 2006-11-27 00:38

non virtual

1 lines of code changed in:

axlecrusher 2006-11-27 00:34

Camera works better as part of Draw

3 lines of code changed in:

axlecrusher 2006-11-27 00:29

hidden and culled

6 lines of code changed in:

axlecrusher 2006-11-27 00:28

Prerender on background

1 lines of code changed in:

axlecrusher 2006-11-27 00:27

Move camera out of draw

9 lines of code changed in:

axlecrusher 2006-11-26 14:32

water is transluctent

1 lines of code changed in:

axlecrusher 2006-11-26 14:31

render translucents

4 lines of code changed in:

axlecrusher 2006-11-26 14:30

no parameters

2 lines of code changed in:

axlecrusher 2006-11-26 14:20

Prerender

2 lines of code changed in:

axlecrusher 2006-11-26 14:19

Prerender and translucent

20 lines of code changed in:

axlecrusher 2006-11-26 14:19

Local matrix

2 lines of code changed in:

axlecrusher 2006-11-26 14:18

Give matrix to SendMatrixData

2 lines of code changed in:

axlecrusher 2006-11-26 14:17

Pass matrix to SendMatrixData
also add translucent handling

33 lines of code changed in:

cnlohr 2006-11-25 13:40

Update: metric'able togglable lighting

25 lines of code changed in:

cnlohr 2006-11-24 01:34

make protected, I need to get at them.

1 lines of code changed in:

cnlohr 2006-11-24 00:53

Improve exporting

3 lines of code changed in:

cnlohr 2006-11-23 03:09

Improve c formatting functions

24 lines of code changed in:

cnlohr 2006-11-22 22:04

update project

0 lines of code changed in:

axlecrusher 2006-11-21 17:28

fix compile

3 lines of code changed in:

axlecrusher 2006-11-17 21:33

ODE 0.7

0 lines of code changed in:

axlecrusher 2006-11-17 15:12

pick the callback

2 lines of code changed in:

axlecrusher 2006-11-17 15:11

small update

1 lines of code changed in:

axlecrusher 2006-11-17 15:09

Use the draw callback

26 lines of code changed in:

axlecrusher 2006-11-17 15:07

Tweak draw

17 lines of code changed in:

axlecrusher 2006-11-17 11:27

don't query opengl for the state of lights
remove old debugging code

3 lines of code changed in:

axlecrusher 2006-11-17 10:01

Remove Mercad

11 lines of code changed in:

cnlohr 2006-11-17 00:52

Add direct inclusion for LIB's

151 lines of code changed in:

cnlohr 2006-11-16 23:35

Realistically a static lib project.

1973 lines of code changed in:

cnlohr 2006-11-16 21:26

oops... gotta return a value

1 lines of code changed in:

cnlohr 2006-11-16 20:04

Fix compile in DEV-C++

193 lines of code changed in:

cnlohr 2006-11-16 14:57

Oops. Forgot to register the loadable model

3 lines of code changed in:

axlecrusher 2006-11-16 14:50

Don't do the function if we are just going to return

4 lines of code changed in:

axlecrusher 2006-11-16 14:41

Cleanup goofy refrence and pointer stuff

8 lines of code changed in:

axlecrusher 2006-11-16 14:34

Light tweaks

1 lines of code changed in:

axlecrusher 2006-11-16 12:18

Use tainted matrices for textures

21 lines of code changed in:

axlecrusher 2006-11-16 11:35

Init

6 lines of code changed in:

axlecrusher 2006-11-16 11:33

Cleanup

2 lines of code changed in:

axlecrusher 2006-11-16 11:32

Bitwise or the changes together

18 lines of code changed in:

axlecrusher 2006-11-16 11:31

If there was a change, return true.

3 lines of code changed in:

axlecrusher 2006-11-15 18:50

taint on moves

9 lines of code changed in:

axlecrusher 2006-11-15 18:47

Don't step world or objects if time is 0

4 lines of code changed in:

axlecrusher 2006-11-15 18:06

non const

1 lines of code changed in:

axlecrusher 2006-11-15 18:06

Private to require use of accessor

17 lines of code changed in:

axlecrusher 2006-11-15 18:04

Only do matrix calculations if the object was tainted. Otherwise just use the last matrix we calculated.

57 lines of code changed in:

axlecrusher 2006-11-15 18:03

don't keep updating if the dTime is zero

5 lines of code changed in:

axlecrusher 2006-11-15 17:27

tainted matrix flag (requires use of accessors)

22 lines of code changed in:

axlecrusher 2006-11-15 17:25

Only use accessors for position, scaling, and rotation

15 lines of code changed in:

axlecrusher 2006-11-15 15:52

remove mercad

0 lines of code changed in:

axlecrusher 2006-11-15 15:51

Init after SetName

75 lines of code changed in:

axlecrusher 2006-11-15 15:04

remove unneeded

0 lines of code changed in:

axlecrusher 2006-11-15 15:02

Fix lights with particles

1 lines of code changed in:

axlecrusher 2006-11-15 14:19

Init

11 lines of code changed in:

axlecrusher 2006-11-15 14:13

Catch lights that are not initalized since lights may not always be added with AddObject()

1 lines of code changed in:

axlecrusher 2006-11-15 14:06

Init

36 lines of code changed in:

axlecrusher 2006-11-15 14:00

Init

48 lines of code changed in:

axlecrusher 2006-11-15 13:19

Init

4 lines of code changed in:

axlecrusher 2006-11-15 13:01

Init

2 lines of code changed in:

axlecrusher 2006-11-15 13:01

Init spawned objects

2 lines of code changed in:

axlecrusher 2006-11-15 13:00

Catch uninitalized
Init spawned objects

4 lines of code changed in:

axlecrusher 2006-11-15 12:51

Init

42 lines of code changed in:

axlecrusher 2006-11-15 12:51

Catch uninitalized things

8 lines of code changed in:

axlecrusher 2006-11-15 12:48

Init

23 lines of code changed in:

axlecrusher 2006-11-15 11:33

Fix missing graphic

1 lines of code changed in:

axlecrusher 2006-11-15 11:31

Init() should most likely be done first incase we need to change a default init later on

41 lines of code changed in:

axlecrusher 2006-11-15 11:13

remove billboarded sprite

0 lines of code changed in:

axlecrusher 2006-11-15 11:12

Fix comment

1 lines of code changed in:

axlecrusher 2006-11-15 10:57

Add ScreenTest to the project

8 lines of code changed in:

axlecrusher 2006-11-15 10:55

Fix broken loading of the same texture

8 lines of code changed in:

axlecrusher 2006-11-15 10:28

Add initial blank ScreenTest used for testing and debugging

107 lines of code changed in:

axlecrusher 2006-11-15 10:27

Add ScreenTest

4 lines of code changed in:

axlecrusher 2006-11-14 16:37

I think this pipelines slightly better

1 lines of code changed in:

axlecrusher 2006-11-14 13:38

up

3 lines of code changed in:

axlecrusher 2006-11-14 13:36

Billboarding test sprite

13 lines of code changed in:

axlecrusher 2006-11-14 13:33

Fix projection scaling and alignment

6 lines of code changed in:

axlecrusher 2006-11-13 23:26

billboard (still kinda broken)

18 lines of code changed in:

cnlohr 2006-11-13 17:51

Fix signed/unsigned warning

2 lines of code changed in:

axlecrusher 2006-11-12 23:29

Fix picking lights

17 lines of code changed in:

cnlohr 2006-11-12 22:00

Don't double-read parameters as commands

3 lines of code changed in:

cnlohr 2006-11-12 21:26

The memory manager should start _after_ we finalize all of the commands

5 lines of code changed in:

cnlohr 2006-11-12 21:26

multiline warning

1 lines of code changed in:

cnlohr 2006-11-12 21:25

Correct the RTTI for MercuryParticleField

1 lines of code changed in:

cnlohr 2006-11-12 21:23

Fix SetDiffuse warning on main screen

1 lines of code changed in:

cnlohr 2006-11-12 03:01

Screens are objects too!

2 lines of code changed in:

cnlohr 2006-11-12 02:33

Make ODE Objects registered types

2 lines of code changed in:

cnlohr 2006-11-12 02:32

Oops, forgot to take that out

0 lines of code changed in:

cnlohr 2006-11-12 02:25

Add clone support and fix compile on VC

86 lines of code changed in:

cnlohr 2006-11-12 02:23

Add provisions for being a clone (don't mess with the inner geometry)

3 lines of code changed in:

cnlohr 2006-11-12 02:21

Allow for a typecast of MStrings on VC, and don't do it on linux

7 lines of code changed in:

cnlohr 2006-11-12 02:17

Add copy constructor to MDeque

21 lines of code changed in:

cnlohr 2006-11-11 16:04

fix linux run

2 lines of code changed in:

binary1230 2006-11-11 15:35

removing files which are autogenerated by ./autogen.sh

0 lines of code changed in:

binary1230 2006-11-11 15:34

add GameForBlind to linux build

4 lines of code changed in:

binary1230 2006-11-11 15:22

renamed BLIP2.WAV to blip2.wav for linux compatibility

45 lines of code changed in:

cnlohr 2006-11-11 13:33

Fix bounding boxes on menu

2 lines of code changed in:

cnlohr 2006-11-11 13:19

FIX: Don't warn when physhit is performed.

No need to upgrade either,

1 lines of code changed in:

cnlohr 2006-11-11 13:07

Fix compile in linux

3 lines of code changed in:

cnlohr 2006-11-11 12:50

major oops!!!! no windows.h or messagebox

0 lines of code changed in:

cnlohr 2006-11-11 01:55

optimize.

One of the optimizations I am making is to not do error checking after every single one of the draw geometries

15 lines of code changed in:

cnlohr 2006-11-11 01:52

cleanp warning and speedup

1 lines of code changed in:

cnlohr 2006-11-11 01:50

Make use of the global one and global zero vectors

3 lines of code changed in:

cnlohr 2006-11-11 01:49

Cleanup warning, and add gpOne and gpZero for 0,0,0 and 1,1,1 points

12 lines of code changed in:

cnlohr 2006-11-11 00:41

Cleanup

37 lines of code changed in:

cnlohr 2006-11-11 00:26

Command-up MercuryObject.cpp

31 lines of code changed in:

cnlohr 2006-11-11 00:25

Add 0-4 parameter arguments

115 lines of code changed in:

cnlohr 2006-11-11 00:25

Added functionality

2 lines of code changed in:

cnlohr 2006-11-10 22:36

Base the EnumerateCommands and Command() functions, so classes don't need them.

50 lines of code changed in:

cnlohr 2006-11-10 22:35

Fix copying

43 lines of code changed in:

cnlohr 2006-11-10 20:48

Do linkage prefixing and suffixing to make it unessiary to stick stuff in the definitions file.

76 lines of code changed in:

cnlohr 2006-11-10 20:48

Rename GetObjectByName to GetODEObjectByName

10 lines of code changed in:

cnlohr 2006-11-10 18:08

MHash resizes

40 lines of code changed in:

cnlohr 2006-11-10 18:07

Add doubles-prime generation program

12 lines of code changed in:

axlecrusher 2006-11-10 14:55

Pick 3 lights per mesh.
This mostly works, but is still not 100% correct.

119 lines of code changed in:

cnlohr 2006-11-10 13:09

Add DLL-exportable static commands.

61 lines of code changed in:

cnlohr 2006-11-10 12:41

Switch it back; MercuryObject dualy abstracts

47 lines of code changed in:

cnlohr 2006-11-10 02:05

Finalize the object types and their commands.

2 lines of code changed in:

cnlohr 2006-11-10 02:05

TGA Loader

4 lines of code changed in:

cnlohr 2006-11-10 02:04

Add direct callback calls and move the object class register

49 lines of code changed in:

cnlohr 2006-11-10 02:04

Add direct-class callback system

148 lines of code changed in:

cnlohr 2006-11-10 02:03

Allow PSElements to be intrinsically typecasted

6 lines of code changed in:

cnlohr 2006-11-10 02:03

Change inheritance so it's linear

7 lines of code changed in:

cnlohr 2006-11-09 23:36

Tweak 24-bit support

2 lines of code changed in:

cnlohr 2006-11-09 23:29

Image Loader Targa (Truevision)

145 lines of code changed in:

cnlohr 2006-11-09 23:28

Allow for 0's to be in fingerprints of images

5 lines of code changed in:

cnlohr 2006-11-09 00:42

Protect the code from quaz--pixel-shader supported cards/drivers

30 lines of code changed in:

cnlohr 2006-11-08 22:04

FIX: Failed run on systems that do not have pixelshaders

8 lines of code changed in:

axlecrusher 2006-11-08 12:32

Tweak

3 lines of code changed in:

axlecrusher 2006-11-08 12:21

Brightness to object

15 lines of code changed in:

axlecrusher 2006-11-08 12:20

const

4 lines of code changed in:

cnlohr 2006-11-07 22:03

ImageLoader JPEG -- NOTE: This does not work out-of-box! We do not suggest its general use, it exists only if you really wanna use it.

263 lines of code changed in:

cnlohr 2006-11-07 22:00

Fix hashing function

2 lines of code changed in:

cnlohr 2006-11-07 21:59

FIX: Don't fail if the fingerprint isn't recognized.

6 lines of code changed in:

cnlohr 2006-11-07 15:25

Self-register the image loaders

69 lines of code changed in:

cnlohr 2006-11-06 16:53

Make the c button actually make sense

2 lines of code changed in:

axlecrusher 2006-11-06 00:00

Small fixes

0 lines of code changed in:

cnlohr 2006-11-05 23:33

Project updates

20 lines of code changed in:

cnlohr 2006-11-05 23:33

allow robot to have more full range of view

4 lines of code changed in:

cnlohr 2006-11-05 22:57

clean up code for internet-image loading

2 lines of code changed in:

cnlohr 2006-11-05 22:57

clean up code

1 lines of code changed in:

cnlohr 2006-11-05 22:40

do the reset of the frustum clipping planes when loading a new screen

9 lines of code changed in:

cnlohr 2006-11-05 22:10

Update - with doxy links

0 lines of code changed in:

cnlohr 2006-11-05 21:45

Add a logo image for general purpose use

0 lines of code changed in:

cnlohr 2006-11-05 21:40

Don't double-load image files

16 lines of code changed in:

axlecrusher 2006-11-05 21:32

Fix

1 lines of code changed in:

axlecrusher 2006-11-05 21:29

add ezSockets

7 lines of code changed in:

cnlohr 2006-11-05 21:16

Update - fix string
and
we're now the Mercury Game Engine

4 lines of code changed in:

cnlohr 2006-11-05 21:03

add ezSockets

8 lines of code changed in:

cnlohr 2006-11-05 21:03

Mercury File Driver NET!

Prefix whatever you want with http://!

173 lines of code changed in:

cnlohr 2006-11-05 21:02

Fix Warning

1 lines of code changed in:

cnlohr 2006-11-05 21:02

ezSockets. MercurySockets will be something that lie ontop of ezSockets

1066 lines of code changed in:

cnlohr 2006-11-05 20:58

Fix threading issues

20 lines of code changed in:

cnlohr 2006-11-05 20:57

Fix compile VC6

3 lines of code changed in:

axlecrusher 2006-11-05 20:01

Tweaks

4 lines of code changed in:

axlecrusher 2006-11-05 19:59

Updates

4 lines of code changed in:

axlecrusher 2006-11-05 18:32

small updates

2 lines of code changed in:

axlecrusher 2006-11-05 18:31

metric

1 lines of code changed in:

cnlohr 2006-11-05 18:30

Last update before I check in the Doxy links. Sadly, SF.net web space is down now.

0 lines of code changed in:

axlecrusher 2006-11-05 18:18

Hack to move water bump texture

15 lines of code changed in:

cnlohr 2006-11-05 17:48

Checking in changes

0 lines of code changed in:

axlecrusher 2006-11-05 17:47

water.png as the bump map and scale it

4 lines of code changed in:

axlecrusher 2006-11-05 17:45

Multiply texture 0 by texture matrix 0

1 lines of code changed in:

ultramn 2006-11-05 16:58

*** empty log message ***

40 lines of code changed in:

axlecrusher 2006-11-05 15:11

Forgot to set to NULL when done

2 lines of code changed in:

axlecrusher 2006-11-05 15:07

Add clip plane functionality

42 lines of code changed in:

axlecrusher 2006-11-05 15:06

Add accessor to get currently rendering screen

10 lines of code changed in:

cnlohr 2006-11-05 15:04

checking in document

0 lines of code changed in:

cnlohr 2006-11-05 03:01

Version 2. Still a long way to go

0 lines of code changed in:

cnlohr 2006-11-05 01:33

a new general info document

0 lines of code changed in:

cnlohr 2006-11-05 01:21

RTTI.

54 lines of code changed in:

cnlohr 2006-11-05 01:21

fix license

25 lines of code changed in:

cnlohr 2006-11-05 00:03

remove the handbook. It's too old to be useful and it was not in the docs folder

0 lines of code changed in:

cnlohr 2006-11-04 23:54

frustum culling

155 lines of code changed in:

axlecrusher 2006-11-04 22:15

indent

1 lines of code changed in:

axlecrusher 2006-11-04 22:12

use shaders

2 lines of code changed in:

axlecrusher 2006-11-04 22:12

Multitexture through fragment shader

34 lines of code changed in:

axlecrusher 2006-11-04 22:03

Put some bindings in for GLSL texel variables

25 lines of code changed in:

cnlohr 2006-11-04 02:15

allow the user to move the block

5 lines of code changed in:

cnlohr 2006-11-04 02:08

A bit of a more interesting example

8 lines of code changed in:

cnlohr 2006-11-04 01:36

Make water not pixelshaded, and make a new object for pixel shading testing

43 lines of code changed in:

cnlohr 2006-11-04 01:30

Change: TEMPORARILY allow lighting to be turned on and off independent of pixel shaders. We may want to figure out a better way of controlling lighting with pixel shaders. Also, do per-material pixel shaders in EnableTextures.

22 lines of code changed in:

cnlohr 2006-11-04 01:17

FIX: Set the default pixel shader to -1

1 lines of code changed in:

ultramn 2006-11-03 23:36

*** empty log message ***

9 lines of code changed in:

ultramn 2006-11-03 23:17

enable pixelshader cleaner

1 lines of code changed in:

axlecrusher 2006-11-03 23:02

Update water

8 lines of code changed in:

cnlohr 2006-11-03 23:01

CURRENTLY BREAKING MERCURY. Will be fixed soon. Turn on pixel shaders.

10 lines of code changed in:

cnlohr 2006-11-03 22:40

Make materials able to compile their own shaders.

22 lines of code changed in:

cnlohr 2006-11-03 22:33

Water texture

1 lines of code changed in:

cnlohr 2006-11-03 22:32

Add water texture shaders (NOT YET IN PLACE)

0 lines of code changed in:

cnlohr 2006-11-03 22:31

Add water texture

13 lines of code changed in:

cnlohr 2006-11-03 22:30

Virtualize, and make public compiler shader

3 lines of code changed in:

ultramn 2006-11-03 22:24

int MercuryOGL::CompileShader (MString, MString) now compiles a shader and returns an integer glslang ID

19 lines of code changed in:

cnlohr 2006-11-03 21:36

Fix compile in win32

3 lines of code changed in:

ultramn 2006-11-03 21:27

Textures working

2 lines of code changed in:

ultramn 2006-11-03 21:02

*** empty log message ***

2 lines of code changed in:

ultramn 2006-11-03 20:54

Shaders now textured, but still no directional light or shpere map

44 lines of code changed in:

cnlohr 2006-11-03 20:19

Fix minor leak

2 lines of code changed in:

cnlohr 2006-11-03 20:17

ok, this is counter-intuitive; but we can't realistically tell the memory manager we're freeing data since that very data is moving around on us. Vector is a core data structure and is known not to leak as of now. In order to make more sense of the data, we have to just throw out any possibilities of vector insertion/deletion messing us up.

ALSO... Fix MHash

24 lines of code changed in:

axlecrusher 2006-11-03 18:07

Fix broken headers

2 lines of code changed in:

axlecrusher 2006-11-03 18:00

64bit crash handler

15 lines of code changed in:

axlecrusher 2006-11-03 17:59

Update to compile for 64bit linux compile

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cnlohr 2006-11-03 17:37

FIX: Actually use the proper case in the file names.

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cnlohr 2006-11-03 17:34

FIX: Actually commit this stuff as binary!

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cnlohr 2006-11-03 17:29

crap. removed

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cnlohr 2006-11-03 17:27

change cases of png's

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cnlohr 2006-11-03 17:24

fix alternate fire in linux

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cnlohr 2006-11-03 15:54

ODE Fluid in linux!

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cnlohr 2006-11-03 15:47

holy crap the entire linux problem was with the reflection in the marble!

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cnlohr 2006-11-03 13:30

Fix draw order of shots

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cnlohr 2006-11-03 12:47

Fix compile

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ultramn 2006-11-03 12:29

*** empty log message ***

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cnlohr 2006-11-03 12:24

Add shutdown for the object register. One could in theory just print out all the remaining objects.

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cnlohr 2006-11-03 12:22

Don't add the background; it isn't used anyway.

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cnlohr 2006-11-03 12:21

Add destructor for the theme

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cnlohr 2006-11-03 12:20

Fix: No threads.

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cnlohr 2006-11-03 12:18

oops forgot; let's not keep a refcount of the vector

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cnlohr 2006-11-03 12:11

Go back around and properly destroy stuff to prevent multiple-in-place-news

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cnlohr 2006-11-03 00:01

tweak: make gravity gun less powerful.

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cnlohr 2006-11-02 23:17

polish gravity gun thing

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cnlohr 2006-11-02 22:52

Fix warnings and add gravity gun

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cnlohr 2006-11-02 21:01

fix fluid

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cnlohr 2006-11-02 21:00

Add fluid to project

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cnlohr 2006-11-02 21:00

Fix coke explosion to prevent negetive force.

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cnlohr 2006-11-02 20:59

Reduce mouse sensitivity.

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cnlohr 2006-11-02 20:59

water.

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cnlohr 2006-11-01 02:13

Still needs to be checked on all architectures; but union the MString in PStacks.

This has two distinct benifitis:
1) Less general constructor time; making a blank string takes a while
2) Less space; MStrings are 12 bytes long, that's more than the size of a PSElement.

26 lines of code changed in:

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