- Jan 24, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2493 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2488 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2483 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2479 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2478 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 23, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2467 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 22, 2011
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dg authored
Reworked how the minimap works, Entities now can have a setupMinimapInfo() method that is called by the map code. If you use a special map update code, have a look at Map:updateGrid to make your code up to date git-svn-id: http://svn.net-core.org/repos/t-engine4@2463 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2462 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2461 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
Optimized OpenGL drawing code: use vertex arrays instead of immediate mode; removed some useless calls; remvoed debug code from shaders git-svn-id: http://svn.net-core.org/repos/t-engine4@2460 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 18, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2416 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 17, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2411 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 09, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2334 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2329 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2328 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2327 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 08, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2325 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2322 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 01, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2261 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2259 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
With smooth movements on npcs will not appear to "jump" when they enter visual range and stealth npcs should work correctly git-svn-id: http://svn.net-core.org/repos/t-engine4@2258 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 31, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2250 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 29, 2010
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dg authored
Smooth movement can now also be used to do a "motion blur", this is used for Rush and Disengage (and Lightning Speed on a smalelr scale) git-svn-id: http://svn.net-core.org/repos/t-engine4@2224 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 28, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2214 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2213 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
Bad game version detection will switch to a "development" profile automatically Added the -P"profname" command line switch to switch to a "profname" profile (to prevent uploading bad data) git-svn-id: http://svn.net-core.org/repos/t-engine4@2212 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
Added Entity:setMoveAnim(oldx, oldy, speed) method to make entities move around the map with smooth movements. This is not used by default, modules can choose to use it or not git-svn-id: http://svn.net-core.org/repos/t-engine4@2204 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 27, 2010
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neil authored
let's use our lua instead of trying to use a system lua. If this doesn't work on all platforms we'll have to work on that. git-svn-id: http://svn.net-core.org/repos/t-engine4@2191 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 21, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2186 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 19, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2169 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 17, 2010
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dg authored
Friendly NPCs will not take it lightly when attacked without having to involve their whole faction git-svn-id: http://svn.net-core.org/repos/t-engine4@2159 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 14, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2143 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
Game modules will be verified against an online check; profile data logging and online charsheet will only activate if the game is found to be clean. This is to prevent developpers & testers from erroneously uploading false data git-svn-id: http://svn.net-core.org/repos/t-engine4@2142 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 09, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2128 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 06, 2010
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http://te4.org/dg authored
Automatic character sheet upload to http://te4.org/ each time the game is saved. The charsheets are then visible online, with colors and tooltips! git-svn-id: http://svn.net-core.org/repos/t-engine4@2103 51575b47-30f0-44d4-a5cc-537603b46e54
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- Nov 29, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2071 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2070 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2069 51575b47-30f0-44d4-a5cc-537603b46e54
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- Nov 28, 2010
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2062 51575b47-30f0-44d4-a5cc-537603b46e54
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- Nov 22, 2010
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dg authored
The game now computes "keyframes", those are the number of reference frames displayed. Simply this means that particles effects and such that are dependant on being called 30 times per seconds now work independantly from actual FPS. Game:display() now receives a "nb_keyframes" parameter, it should be passed to to the map an other such things (see the example module, it is easy to update, although technically not needed) Requested FPS can be changed in the video options git-svn-id: http://svn.net-core.org/repos/t-engine4@2007 51575b47-30f0-44d4-a5cc-537603b46e54
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