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Split SOL data structures into base, varying and rendering parts
[neverball]
/
ball
/
game_server.c
2011-02-10
parasti
Split SOL data structures into base, varying and render...
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commitdiff
2010-12-04
parasti
Finalize the first update at server init, no point...
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diff to current
2010-11-09
parasti
Remove obsolete input value conversion to/from short...
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2010-11-09
parasti
Use normalized floats to represent joystick axis values
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2010-11-01
parasti
Make write routines take ints, floats and shorts by...
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2010-10-29
parasti
Fix accidental switch/teleporter behavior changes
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2010-10-28
parasti
Revert "share/solid: wrap all structs with typedefs"
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2010-10-27
parasti
share/solid: wrap all structs with typedefs
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2010-10-13
parasti
Define gravity constants only once
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2010-10-08
parasti
Identify the 40.0 in mouse-to-tilt calculation
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2010-10-07
parasti
Restore variable time step in main loop, do fixed stepp...
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2010-08-02
parasti
Fix strange memcpy calls where v_cpy suffices
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2010-08-02
parasti
Turn fly-in handling into (proper) shared code
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2010-07-27
parasti
Do not alias m_vxfm input and output vectors
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2010-07-23
parasti
Remove top-down camera hack
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2010-01-11
parasti
ODE physics
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2009-09-04
parasti
Correctly apply teleport translation to view position
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2009-07-14
parasti
Include initial view data in the first update
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2009-07-10
parasti
Rename game_comp_grav to game_tilt_grav
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2009-07-10
parasti
Decouple world rotations from view basis
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2009-07-10
parasti
Rename "rotate" command to "tilt angles"
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2009-07-02
parasti
Exclude vertical ball velocity from view computations
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2009-06-29
parasti
Replace forgettable view numbers with symbols and clean...
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2009-06-12
parasti
Implement a Quake-like virtual file system layer
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2009-06-02
parasti
Implement a "top-down" camera (cheat mode only)
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2009-03-09
parasti
Use CMD_MAP for server/client map compatibility checks
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2009-01-15
parasti
Make chase view track ball's position more accurately
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2009-01-15
parasti
Avoid duplicate manual rotation increment on manual...
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2009-01-09
parasti
Implement a server/client-like game/replay architecture
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